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Everything posted by evrymetul
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[LE] What's wrong with this code? (Skyrim)
evrymetul replied to evrymetul's topic in Skyrim's Creation Kit and Modders
I put a space after the affected words and it seemed to fix it. -
This is a question for either versions of Skyrim. Is there a soft limit on the amount of AI packages an npc can have before the game blows up, and I'm not talking about the ram limit for Oldrim, just plain engine limitations. Say for instance, every npc in the game gets a different package for every hour of the day. Can the game actually load that many packages? How about a different package for every hour of the day of every day of the year?
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Win a Copy of Kingdom Come: Deliverance + DLC
evrymetul replied to BigBizkit's topic in Site Updates
I am a cat, pet me. -
The ai package I made called "WWWanderlust" is causing instability and crashes, but I'm not sure why and I can't replicate it myself without spending hours into a playthrough. If anyone here is experienced with ai packages, can you please check if there is anything wrong with how it was made or if it is too complex or taxing for Skyrim's engine to handle? The mod in question is https://www.nexusmods.com/skyrimspecialedition/mods/14616?tab=files. Thanks.
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[LE] What's wrong with this scripy?
evrymetul replied to evrymetul's topic in Skyrim's Creation Kit and Modders
Thank you so much, everything is working now. -
[LE] What's wrong with this scripy?
evrymetul replied to evrymetul's topic in Skyrim's Creation Kit and Modders
I couldn't compile the script with pAmmo.SetValueInt(pfAmmo) instead of pAmmo.SetValue(pfAmmo). -
[LE] What's wrong with this scripy?
evrymetul replied to evrymetul's topic in Skyrim's Creation Kit and Modders
Thanks, the main functionality is working now, although aesthetically, when I open up the MCM, the slider displays "NAN" below the header and only turns into a number after using the slider, but turns back into "NAN" after exiting and entering the menu. -
[LE] What's wrong with this scripy?
evrymetul replied to evrymetul's topic in Skyrim's Creation Kit and Modders
I finally got a script that compiled and seems to work, but it doesn't seem to affect the global variables. Is there anything that I'm missing and/or I could improve with? -
[LE] What's wrong with this scripy?
evrymetul replied to evrymetul's topic in Skyrim's Creation Kit and Modders
I installed the SDK, still nothing. I finally found the built in compiler in the Creation Kit and got a bunch of errors. -
[LE] What's wrong with this scripy?
evrymetul replied to evrymetul's topic in Skyrim's Creation Kit and Modders
Thought I deleted that. Still isn't working. -
[LE] What's wrong with this scripy?
evrymetul replied to evrymetul's topic in Skyrim's Creation Kit and Modders
Oldrim. Heh, just realized the typo in the title. -
I'm new to papyrus, but I have some experience with C. Basically, this script isn't compiling and the Creation Kit (Oldrim) isn't displaying any error messages. This script was created with Notepad++ in hopes of making a MCM. I have SKSE and SkyUI installed, and the scripts from SkyUI's bsa are unpacked. Is there anything wrong with this script itself?
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Hello, I've been having trouble narrowing down the cause of an exterior cell transition ctd issue that I'm not having, but has been reported in the SSE version of my mod but not the Legendary version. Wild World is an AI overhaul mod that gives all creature types new package schedules. To be clear, I'm looking for technical and theoritical answers to get me in the right track, rather than solving the program. I just need some discourse to start thinking outside the box. I thought of this issue being a mod conflict, but the load orders from the affected users seem unlikely to cause a problem. Does SSE handle ai packages worse than Legendary edition? Is this related to the max limit for npc ai? Would ai packages cause ctds on weaker computers? Would a package that has "repeat when complete" in one of its branches cause instability? If you have any ideas or suggestions, please reply.
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Hi, I've been developing a new creature AI overhaul called Wild World for the past few months in the likes of SkyTEST Realistic Animals and Predators but without the added features. Also, this mod covers every creature type in the game. Currently, this mod is feature complete, but subject to change. All individual AI packages have already been tested along with their effects on about 20% of the mod's scope, but I need more people to observe the big picture. So, I'm posting to see if anyone can help me iron out any flaws before I officially release this to the nexus. Note: This beta is only for classic skyrim, the SE version will be available the same time once I officially release the mod. Here is the official description... "Wild World is an AI mod that adds new packages, overhauls creature factions, improves fight or flight response, and standardizes the aggro radius and enables it on most creature types. What Wild World doesn't do -Add new creature abilities -Add new creature variants. -Add new spawn points. -Edit combat styles. -Edit creature races. -Edit creature stats. They Live -Most creatures, unless domesticated, will endlessly wander the wilds of Skyrim, find the nearest town/ruins/fort to chill out in, or patrol your long lost cousin's ancient burial site for his great-great-great grandmother's pet cat that's haunted and guarded by draugr. -By default, creatures are allowed a small wander radius in interior locations unless certain conditions forbid it. -Creatures naturally form groups at certain times of the day, either patrolling a shared territory, resting, feeding, or traveling together and eventually parting ways. They Hunger -All living, flesh and blood creatures, will seek substance, either from the natural flora or cheese wheels the flesh of the living. You can tell what they've eaten by looting their corpses. They Rest -Creatures have their own sleep schedule and will either be active during the day, night, in between, in short bursts, or always active. This also determines dungeon activity. They Kill -Predators aren't friends and neither are prey. The fluffy sabrecat won't aid the lonely wolf in battle, they'll kill each other. Likewise, more competitive prey might fight each other. They...Don't Kill? -However, not all prey and predators are enemies, lonely wolf might dine on silly rabbits, but big bad bear might just ignore them. They Think -Weaker creatures think twice before engaging an enemy they probably won't beat, stronger ones won't flee unless outmatched, and the strongest, undead, machine, or animated will never flee. They Greet -Most creatures will warn you if your character gets too close...for a few seconds...before they bite your face off...because they're polite (More creatures have an aggro radius). Requirements and Compatibility -Wild World is incompatible with any mod that edits vanilla creature factions or templates, but should be easy to patch in TES5Edit. Please note, ai packages found in the ai package section will take precedence over packages in a default package list. -Wild World requires all of the official dlc. To Modders -Instead of adding packages directly to an actor, Wild World uses custom default package lists with many simple packages that overall establishes a complex schedule made for every single creature type. -If you want to make your creature mod compatible with Wild World, use a vanilla creature template and enable "Use Def Pack List." -For Ash Hopper, Boar, Chicken, Cow, Death Hound, Deer, Fox, Gargoyle, Horse, Mudcrab, Rabbit, and Wispmother templates, make sure "Use Factions" is also enabled. If you use your own created factions, make sure a vanilla equivalent is also available. -For Chicken, Cow, Dremora, GoatDomestic, Horker, Mudcrab, Slaughterfish, and Wisp templates, make sure "Use AI Packages" is also enabled (to remove the existing packages)." Mediafire link http://www.mediafire.com/file/25yk3k68swdlm41/Wild_World.7z
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Most exterior creatures use this package, I don't think I can make every flora in the game persistent.
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It happens to be anything that the TargetSelector considers flora. That's an interesting point, is there anyway to make random objects become persistent right as they are selected?
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Is there anyway to restart an Ai package after it is interrupted by combat? The package I made works, but after combat, the npc stays still. Its a patrol package with an infinite duration that sequentially finds a flora to travel to, and repeats itself after completing the package.
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[LE] Ai package question
evrymetul replied to evrymetul's topic in Skyrim's Creation Kit and Modders
Anyone? -
How do you loop idle animations using Begin/End/Change so the animation will play out until the duration of the package ends?
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I have a bunch of modded enemies that spawn in regular pods, but never in any reinforcements. Also, I added every enemy in the game (including modded) to AdventGlobal in defaultmissions.ini, but only vanilla advent spawn in reinforcements.