-
Posts
280 -
Joined
-
Last visited
Nexus Mods Profile
About kryptopyr
Profile Fields
-
Website URL
https://www.patreon.com/kryptopyr
-
Country
United States
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
kryptopyr's Achievements
-
Hi Wiseman303, I sent you a message concerning this project. I'm not sure how often you check your messages, so I thought I'd mention it here. If you have time, would you mind taking a look at it? Thank you so much for all your excellent mods, and I've really been looking forward to the release of this fix.
-
LE Swapping Static meshes in game
kryptopyr replied to icecreamassassin's topic in Skyrim's Creation Kit and Modders
Have you tried this: http://www.creationkit.com/SetWorldModelPath-_Form -
LE Looking for feedback on a weapon mod idea
kryptopyr replied to angryglock's topic in Skyrim's Creation Kit and Modders
Simply adding the perk to the player is definitely the better route. A few things worth knowing about the silver swords: 1) the vanilla script is actually bugged. If you dual-wield silver swords and unequip one of the two, then the perk will be removed and you won't get the damage bonus for the remaining silver sword. USKP has since edited the script so that it is no longer removed when the player unequips a silver weapon. Essentially, in order to fix the bug caused by the script, they changed it to be a constant perk, just like you're proposing to do. 2) USKP also removed the description on the silver weapons. This isn't really a bug, but what happens when you add a description to the weapon record is that it will overwrite any added enchantments. In order to be able to see any enchantments placed on the weapon, you should avoid adding a description. For this reason, and the compatibility issues you mention, I would avoid adding a description to the actual weapons. Why did Bethesda choose to add the script to the weapon rather than just give the player the perk? I suspect that it was done so that any NPCs would also receive the bonus when they equipped a silver weapon. As it is, perks can't be applied to NPCs in this way, but this and several other similar scripts/effects suggest that not everyone at Bethesda was aware of this limitation. Obviously I don't know what the actual reason was, but that's my guess. -
CTD while looting and sometimes Random
kryptopyr replied to DanionVibit's topic in Skyrim's Skyrim LE
What version of Disparity are you using? There was an issue with looting in the early versions that was related to the Thief stone "luck" effect. This has now been fixed, but if you are still using an older version (and specifically if you're using the Thief stone), then you should update to the latest version. -
LE Odd MCM behavior for hidden options
kryptopyr replied to kryptopyr's topic in Skyrim's Creation Kit and Modders
Ah, got it. I'll test your theoretical script and see what happens. Thank you for your help and for explaining the reason behind the problem. -
LE Odd MCM behavior for hidden options
kryptopyr replied to kryptopyr's topic in Skyrim's Creation Kit and Modders
Thank you; that's a good idea and is a viable solution for CCO. However, it won't really work for another mod I'm currently working on, where I want an entire column of options to change based on the user's selections. Do you think disabling and hiding the options might work? -
LE Odd MCM behavior for hidden options
kryptopyr posted a topic in Skyrim's Creation Kit and Modders
I've run across some strange behavior from several of the MCMs I've created. The situation is when I'm choosing to hide/reveal certain options based on whether or not other options are selected. The hidden option appears to be hidden (visually, at least), but it is still getting registered by OnOptionHighlight when trying to click on the option that replaced it. So for example, my script would look something like this: If bExtraOption OIDAdvOption = AddToggleOption(....) endif OIDRegOption = AddToggleOption(....) Everything works perfectly if bExtraOption is true and all options are revealed on the MCM screen. The problem arises when bExtraOption is false. Visually, everything seems to work as expected: OIDAdvOption is hidden, and OIDRegOption appears in the spot where OIDAdvOption would have been. However, if I try to select or change OIDRegOption, the option doesn't work, and the text that appears at the bottom of the screen is the OnOptionHighlight text for OIDAdvOption, not the text for OIDRegOption. Has anyone else encountered this problem or have any ideas on how to solve it? This has happened now in three of my mod menus. In some cases I've been able to get around the issue by simply rearranging the text options, so the hidden options are at the bottom of the page, but that isn't necessarily ideal since there's a certain order I'd like to have the options appear when they're available. If you want to see this in action, look at the menu of Complete Crafting Overhaul. On the "mods" page the options for Jewelcraft and Jaysus swords are experiencing this problem. Any help or suggestions on how to resolve this would be greatly appreciated. -
I didn't realize you could add new AVs. Are there really mods that have successfully done this? I've seen new resist effects added by mods (and have made them myself), but as far as I know, the way this is done is to add a negating condition onto the effect being resisted. Though I haven't examined the other mods in the CK, so maybe I've just been missing the boat.
-
No, not at all. It never fails, no matter how much I learn about the CK and modding, there are still new things I run into that just make me want to beat my head against the wall. In all my modding, I've done next to nothing using scenes and had just assumed that they were mostly for more complex NPC interactions, so that route didn't occur to me. It appears that there's always something new to learn. :)
-
Thank you for the suggestions. I'll look at the braced in pain idle. Right now I'm using the wounded furniture marker. I've been trying to get the dialogue to work without using a scene (just a combination of forcegreet and/or say packages), but it looks like nesting the package inside a scene might be the solution I needed. I haven't had time to test it yet so keeping my fingers crossed that it does indeed work.
-
Thanks. Yeah, I know what you mean. I'm in the middle of working on several overhauls myself, which is one of the reasons this keeps getting pushed aside in favor of those. While I haven't gotten into much concerning Serana's relationship, your first two examples are definitely correct and those are the options I've decided to resurrect. With my modded version, Tolan may indeed live depending on the choices the player makes and how they start the quest. Personally, I think the cut versions make a lot more sense, or at the very least they open up more role-playing options for players who aren't playing straight-up good-guys.
-
I'm looking for someone to help me out with a relatively small quest edit. I suspect that it should be a fairly simple change, but I don't have a lot of experience setting up new quest dialogue and linking it to scenes and package behavior, so I've been putting off these changes simply because I haven't had time to figure out how to do it. If there's anyone willing to help who has experience with quests and dialogue, that would be fantastic. What I'm working on is an alternate start for the Dawnguard quest that would allow players to side with the vampires without first joining the Dawnguard. In doing so, I'm resurrecting a fair bit of existing dialogue that for some reason was cut from the DLC (or in some cases, simply not linked up properly). I pretty much have that part of the mod finished, but what I still need to do is finish implementing an initial scene/dialogue that was originally cut by Bethesda and which I'd like to use as an additional option to start the quest. Basically, I'm trying to make a wounded character shout for help when the player gets within a certain radius. Then once the player approaches within a few feet of the wounded NPC, I want to use a different forcegreet package to actually initiate the dialogue. After the player heals the NPC, there is a short conversation (mostly finished), and player & NPC part ways. It's not a huge project, but I'd like to see it get finished. Since I've been having trouble finding the time to sit down and figure it out myself, I thought I'd see if there's anyone interested in partnering with me to get it done. Once finished, this quest will become part of the mod "The Choice is Yours".
-
Unfortunately, this still seems to be an issue. Can we please get the formatting fixed? I do appreciate the attempt at the new feature, but I'm still having problems with all the paragraphs running together. No matter what I try, I can't find a way to force a space between the paragraphs. It might seem like a minor thing, but I'm having to avoid editing/updating any of my other mods due to this issue. That means that I can't add important information to my mod descriptions because I'm afraid that if I make any changes, the entire description might become illegible. Some of my mods have pretty lengthy, detailed descriptions, and if all those paragraphs started running together without any breaks, it would be a mess. In the meantime, has anyone figured out a way to force a paragraph break or space between paragraphs?
- 2 replies
-
- nexus
- mod description
-
(and 2 more)
Tagged with:
-
I've recently noticed that there is now an option when creating/editing a mod page to view the description in BBCODE or in a closer approximation to the actual page appearance. I'm not sure exactly when this change was made (I only noticed it about a week ago), but I've now tried to edit a couple of mod pages using this new feature and both times the formatting has been incorrect. The problem I'm having is that paragraph spacing isn't showing correctly on the actual mod page. It will look correct while editing, but once saved, the spacing will be gone and the paragraphs will run together. This will happen regardless of whether I try to edit the page in the BBCODE view or the new editing view. This problem doesn't occur for every paragraph break, only some of them, but there is no visible difference in the page code that would indicate why some of the paragraphs are running together and other aren't. I've never experienced any problems formatting pages before, and I'm now reluctant to touch any of my other mods for fear of irreversibly messing up their current formatting. I doubt that I'm the only one affected by this, but some of my mods have rather lengthy description pages which means I rely a lot on formatting to keep the information coherent. I really like the idea behind the new formatting options, but I hope the formatting can be made to apply more consistently. Thank you. For reference, the pages I've attempted to edit and have experienced problems with are: Trade & Barter (under 'Trading Variables', "Race" and "Stolen Goods" should be starting new paragraphs, and also "Restocking Time" under 'Merchants'.) The Choice is Yours (there should be four separate paragraphs between the 'GEMS' badge and the Credits.
- 2 replies
-
- nexus
- mod description
-
(and 2 more)
Tagged with:
-
Papyrus logs too large to open with notepad or other viewers
kryptopyr replied to kettering's topic in Skyrim's Skyrim LE
The missing properties on MineOreScript are from Complete Crafting Overhaul Remade. You shouldn't be using Complete Crafting Overhaul along with Mining More and Faster, since they both change the MineOreScript (also you can achieve the same thing by setting the mining rates in CCO's menu options). The version of the MineOreScript from Mining More and Faster is probably overwriting the one from Complete Crafting Overhaul, which would explain the errors you're getting from that script.