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Darklocq

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Everything posted by Darklocq

  1. Ah so! Thank you! I would not have thought to stack up ".GetReference().GetBaseObject()" in a row like that. I learned a lot from this, including that you can do local variables in Papyrus fragments to avoid repetitive long strings. Ironically, I think I'm going to remove this gear-swapping part and just have the player manually give the (non-quest-flagged) gear to the NPC, since the gear is found right next to an armoring bench, and if someone smiths it up they'll be frustrated that the transferred version loses the improvements. Plus it occurs to me that different follower frameworks handle follower-worn gear completely differently (put in inventory, put in special inventory, build outfit, etc.). But I needed to learn this basic "get item away from player and into NPC inventory" process anyway, since I'll need it for a journal transfer later. So, thanks again. :-)
  2. Made some progress. I left "getowningquest().setstage(40)" there and moved the rest to the quest stage itself. In there, I got a compile error, that "DrqMango_ArmorDraugrCuirass" was undefined. So, I clearly do not know how to have a script give a reference-alias NPC a generic item. Your suggestion from earlier, to do somethign like "AliasOFTheOneGettingTheObject.EquipItem(AliasOfTheObjectToRemove)" wouldn't work here, as that's the quest-flagged version I just removed from the player. I'm trying to add the generic, non-quest-flagged version to the NPC. I tried the following in the quest stage 40's fragment, and it compiled: SetObjectiveCompleted(30) ;;Remove scripted quest version from player (and from game): Game.GetPlayer().RemoveItem(Alias_MangoCuirAlias.GetRef(), 1) ;;The next line should be redundant: ;Alias_MangoAlias.GetActorRef().AddItem(Alias_MangoCuir2Alias.GetRef(), 1) ;;Have her equip the non-quest version: Alias_MangoAlias.GetActorRef().EquipItem(Alias_MangoCuir2Alias.GetRef()) Alias_MangoAlias.GetActorRef().SetRelationshipRank(Game.GetPlayer(), 3) CompleteQuest() Stop() The removal worked! Progress! Having the NPC equip the replacement did not work. In this case, I had created a new "MangoCuir2Alias" property and "Alias_MangoCuir2Alias" alias to it, for the generic non-quest-flagged cuirass, using the NPC as the "container" for it, since I don't know another way. This is probably wrongheaded. I imagine there's a simple way to tell Alias_MangoAlias to EquipItem some generic thing by RefID. Maybe it's a "Game.Get...something" I don't know about. I didn't get as far as testing whether the SetRelationshipRank worked. Maybe there's even a simple way to remove the quest flag from the same item without swapping it out, and just transfer the item from PC to NPC. Beats-a me. I'm a graphics and meshes and xEdit patches modder. This quest scripting stuff is a whole new thing for me. :-/ I did add CompleteQuest() and Stop() at the end of stage 40 here, as someone at another forum recommended those for the final quest stage.
  3. Maybe I should be doing this via Quest Stage 40 instead, since the properties are already defined in the quest.
  4. Thanks for the suggestions. I'll try changing the code to be more like what you said above, IsharaMeradin.
  5. Here's the Topic Info from the existing alpha version: And the Papyrus fragment that hasn't been working: getowningquest().setstage(40) ;;The following stuff can also be done via Quest Stage 40 itself. ;;Remove scripted quest version from player (and from game): Game.GetPlayer().RemoveItem(Alias_MangoCuirAlias.GetRef(), 1) ;;The next line should be redundant: ;Alias_MangoAlias.GetActorRef().AddItem(DrqMango_ArmorDraugrCuirass, 1) ;;Have her equip the non-quest version: Alias_MangoAlias.GetActorRef().EquipItem(DrqMango_ArmorDraugrCuirass) Alias_MangoAlias.GetActorRef().SetRelationshipRank(Game.GetPlayer(), 3)
  6. PS: I strongly suspect it's not a mod conflict that xEdit will help find (or I would have already, being "someone who is knowledgeable with TES5Edit" already). It's probably an SKSE plugin that is the culprit, but I can't just start disabling them, since many of them are dependencies for something(s) else or I wouldn't have them in the first place. Or it may be a script in a mod. I've been over stuff in xEdit and not found anything that looks like the problem.
  7. I can't for the life of me seem to get this right. I've tried a dozen variations, over a few months of frustration, and it just is never working. I've taken an old open-permissions basic follower mod (Mango) and started adding stuff to it, including new XVASynth dialogue. I've started with a simple "find my lost gear" micro-quest (right in the same dungeon). The quest starts. The marker works. Finding the gear updates the quest (only the cuirass is required from the chest the stuff is found in). The dialogue when you return to the quest-giver is there, but then when you trigger it to give the gear, nothing happens and the quest is stuck forever. What's supposed to happen is when you tell her you got her gear for her, it takes the quest-flagged cuirass from you and equips the non-quest-flagged variant on the NPC. Sounds dirt simple. Here's the mod in its presently broken alpha state. Can anyone please help fix this? I think if I get this working and see why it works and my older attempts failed, I'll be able to proceed with the rest of the "real" quests I have in mind without any further serious problems. https://mega.nz/file/4ZIzjQCR#gR0aJmQ3hI3YAF8SD1sHnAk7VGlu7NDp5ZtWsJneLlA NSFW: The follower NPC doesn't have an outfit on when you find her, so if your game has nude textures instead of vanilla underwear textures, she'll show up nude. For expedient testing: Clear out Embershard mine, and save. Install the alpha mod, and go back into Embershard. The follower NPC, Mango, is chained to the wall across from the locked bandit armory room in the middle of the dungeon. The dialogue is very simple and self-explanatory. The Heirloom Nordic Cuirass to find is in the chest on the table near the bandits' forge and armoring table in the cavern a bit further inside the dungeon.
  8. Yeah, I've tried manual-saving before and after that autosave (whatever triggers it), and no dice. Even tried coc to a merchant location seconds before the autosave (which still fires off) and the merchant doesn't work.
  9. I've had a problem for some time now: after an autosave, of the quick kind, the "What have you got for sale?" dialogue option vanishes from all merchants. I have more mods than God and no easy way to figure out which is the culprit or what to do to fix it. My workaround so far is to turn off autosaves in the game settings, and turn them off in MCMs that do them, and only do manual saves with the console. However, I've found that the game itself forces a quick autosave right after your first, lengthy conversation with Paathurnax, so basically I cannot do the main quest, except as the last thing in my game after I have so much gold and gear and ingots and so on that I never need a merchant again. This problem is affecting both my LE and SE/AE game, but I have many, many mods in common between the two setups. Anyone else encountered this problem before and know how to resolve it?
  10. So, here's the basic script I have for "you've fetched this quest item". It is one that will next be taken from player inventory and put into follower inventory, to close out the quest: Scriptname DrqMgGearQstGetCuir extends ObjectReference Quest Property DrqMgGearQstGetCuirProp Auto Event OnContainerChanged(ObjectReference newContainer, ObjectReference oldContainer) If (newContainer == Game.GetPlayer()) DrqMgGearQstGetCuirProp.SetObjectiveDisplayed(30) DrqMgGearQstGetCuirProp.SetStage(30) EndIf EndEvent But it may re-enter player inventory, e.g. to temper it and give it back to the follower, at any time thereafter. Do I need to do anything in here to test for that, or is it all going to be irrelevant because the quest is already closed as soon as you hand the cuirass (for the first time) to the follower who had you go fetch it? I'm concerned about the SetObjectiveDisplayed and whether that would spam the player with on-screen notices about an already-closed quest. My suspicion is that I have to declare a variable of some sort, then set it to DrqMgGearQstGetCuirProp.GetStage(), then test whether that is < 30. But I don't want to have to do that if it'll just be wasted code. Maybe an alternative is having two versions of the gear, and removing the quest one from the player and putting the non-quest one in the follower inventory, so the quest one disappears from the game after initial delivery. There's probably a "best practices" way to handle this sort of thing, but I'm new to this corner of modding.
  11. Having the damnedest problem, a "grey forehead bug". I've done a repair job on the LE mod "Chao's Illia" which had several problems, and it's working, except the forehead/brow part of the head is grey, and it looks like the tintmask isn't being loaded in-game either. The FaceGen head looks fine in NIFSkope. I've re-exported the head and re-merged parts with NIFMerge several times, and I keep getting the same problem, including with a new game (via Live Another Life, so I don't have to sit through the cart ride). Wondering if A) this happens for others or it's just something messed up in my own setup; and B) if anyone knows the fix. Here's the mod, properly packaged for MO2: https://mega.nz/file/oFgWxCRS#_QzKJMjuiSjR9zL9qpfWtX1QDB0EWID3cVHC6cqlk8A The NPC RefID is 0004B22E (i.e., one can do prid 4B22E then moveto player to see what she looks like). Attached pic shows what I'm getting.
  12. jvilleseche, if I may necro a necro of a necro: Did you get that working? If not, has anyone figured out if various "undress to get in the pool/bath" scripts from nudie mods can be adapted to this? It IS kind of stupid that all these NPCs have sleep outfits defined, then go to bed in their plate armor. Hopefully there's just some mod to fix this, but for the follower mod I'm working on, I would like to build this feature in as a script so it's not dependent on someone having a particular mod.
  13. Followup note: It seems that the best way to get two separate installations of Skyrim (either version), for playing and for development, is to tell Steam to create a second Steam Library, and install the other copy in that new library. This requires that the system have at least two SSDs/HDDs; modern versions of Steam will not allow you to create an alternative Steam Library on the C: drive, for no apparent reason. While Skyrim LE's CK seems to work fine in simple copies of the game (e.g. Desktop/Skyrim_Dev, or whatever), Skyrim SE's CK requires that it be launched with Steam, and Steam is only going to recognize one of its own installations of the game, so just copying it won't work. It has to be a Steam-installed copy. PS: I've said elsewhere that one should not allow Steam to install Skyrim Script Extender, but you should install it manually from http://skse.silverlock.org/ instead. Otherwise, Steam can update it on the fly, which tends to break a lot of mods that need to be updated for a new version of SKSE/SKSE64, and this in turn renders your existing savegames unusable (unless you successfully revert to the older version of SKSE). And it will overwrite any SKSE scripts, some of which might have been customized by later installations of things. That by itself may result in some Papyrus compilation failures, depending on exactly what you're doing. This "changing out from under you" problem seems to affect SE more than LE, but still – better safe than sorry. Don't update SKSE after playing until you are ready to start a new playthrough, and are aware of any mods that need to be upgraded to deal with SKSE changes, and any that need to be reinstalled because they overwrite one of SKSE's default scripts. The safest bet is to remove any existing SKSE from your Steam application's LIbrary list, so you can never install it that way even by accident.
  14. Yeah, I figured something like that would have to be done, so two don't try to use it at once for different things. I think it'll be faster for me to just replace some of the benches with custom beds that look like benches or something that might be around a pool.
  15. You might need to post the slider set for examination. Also, did you provide a .tri file for it to RaceMenu? You have to turn on the morphs option in BodySlide to get that.
  16. Any idea what would be causing this (compare right-side error images to left-side no-error caps), and how to prevent it? It's happening on even rather minor changes of facial expression, and gets much worse on some of them, like frowning. In this exact case, it's a custom-sculpted RaceMenu head, and the brows "Data\Meshes\Actors\Character\Character Assets\FaceParts\FemaleBrows.nif", not a custom brow NIF (that said, I'm not certain this is the original, vanilla FemaleBrows.nif (I do have this as a loose file, rather than it coming from "Skyrim - Meshes.bsa"). I can probably fix it for this particular character by tweaking the FaceGen head in Outfit Studio or some other tool, but that's rather error-prone – even moving the eyebrow a tiny bit outward from the head might produce a weird gap that one would see from the side view. Edit: I tried the Outfit Studio approach, and that basically seems useless. The head parts to not show up in the combined mesh in their proper places (this is typical with head exports, for reasons I don't grok), so one is left to try to manually move them all around to be in the right exact spot, which is just a guesstimation. Any tiny adjustments based on that approximation wouldn't be accurate in-game.
  17. The problem has stopped for "Away - Come Away".
  18. I'm getting stuff like this when downloading specific files (or trying to). Most downloads are working, but (for example) "Away - Come Away" is not. Trying to get that one results in "502 Bad Gateway - nginx/1.15.1", at the manual download link, of the form: https://supporter-files.nexus-cdn.com/110/102095/Away%20-%20Come%20Away-102095-1-1-2-1586289021.zip?md5=HB3Z7i9m4qJzoOI04QNMmw&expires=1586308723&user_id=xxxxxxxx&rip=yyy.yyy.yyy.yyy
  19. I keep getting the CK crashing over and over when it tries to load a cubemap for an NPC's eyes. It complains of it not having MIPmaps in the texture (which isn't true; I've checked twice). So, it next says that texture set is missing (because it refused to load it; it is certainly present and where it should be). Then it twice complains that the eyes in the BSFaceGenNINodeSkinned eye node is missing an environment maps (because it didn't load it; it is not really missing, nor is it an environment maps anyway, but a cubemap; the actual env. map, eyeenvironmentmask_m.dds, is also present and accounted for). Then it just crashes to desktop. It is not crashing on vanilla heads, with their simple square "cube" maps; it's only doing this with proper 6-panel cubemaps as usually come with follower and NPC beautification mods. So, now I can't check and export heads in the CK anymore. This was intermittently happening last year, but is now a 100% repeatable crash. I'm guessing something about Windows 10 changed in the interim. Anyone know how to fix this, other than by abandoning proper cubemaps?
  20. The only good thing about crappy eyesight is that 2K and 4K look the same to me. Ha ha.
  21. A 2020 question relating to this ancient pinned thread: Do modern AMD Radeon video cards still suffer the inability to force ambient occlusion culling? This was reported in 2011–2014 posts, and is why (or one reason why) ENB users have so consistently favored Nvidia GeForce RTX video cards. I'm finding the price difference between them to be significant enough to find out whether this allegedly crucial difference still exists in recent cards. Isn't this something AMD would have fixed by now? I'm not finding material about this that dates within the last couple of years, though. (I'm also a Mac dork about to build a Windows PC for the first time in many years, so if this seems like a bonehead "everyone knows that" question to the average Windows gamer, please have mercy.) PS: I asking primarily about LE/Oldrim. While I will install SSE and mess around with it, 9/10 of my favorite mods don't exist for SSE yet (if ever).
  22. Doing this or using BootCamp would actually have me end up with a worse game, ha ha. My real video card is a Radeon 5870 with 1GB of VRAM, so that would be CTD city. Under VMWare Fusion (newer versions, from around early 2019, I think), I can emulate 3GB of VRAM, plus give the VM 6 GB of RAM (using 9 total, out of my 48, and assigning the VM 1/3 or 1/2 of my 12 cores). Windows, and thus Skyrim running in Windows, in that VM treats the emulated VRAM as if real. I can't run a very high-res game, but it's playable with crashes here and there, though I have enough mods installed to cause most people's brains to melt, so the crashing is on me. When this was closer to vanilla, it hardly ever crashed. If I tried to that outside the VM, no way it would work, because I would only have 1/3 as much VRAM available, and while it would run briefly in a smoother fashion, it would CTD as soon as I went to a texture-intensive area like Whiterun or Riften. Anyway, for people who are using a mid-2010s Mac Pro with an upgraded video card that has real VRAM of 3GB or more, the method outlined here is probably good. I've done similar things with other less crash-prone games, using WineSkin. The methodology itself is fine; the problem is Oldrim's memory limitations x its memory requirements. In my case, I'm going to just build a real Windows box, very soon. Already ordering parts. I demand ENB! (I actually can run it, but in the VM the presets I've tried just kill the FPS too much, so I just use ENB's memory patch, without the graphics effects.)
  23. What's the fastest way with TES5Edit or the CK to track down references to a particular ESM inside a particular ESP? I have this follower mod that is dependent on Dragonborn for no apparent reason. I've been manually combing through its records trying to find anything that refers to an ID beginning with "04" (Dragonborn in my load order) and am not finding it this way. Driving me nuts. TES5Edit has a big set of filters, but none of them seem to do this; they're primarily for conflict resolution.
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