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LeanWolf

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Posts posted by LeanWolf

  1. Hi!

     

    I'm usually pretty good at troubleshooting my own game, but this one has me stumped:

     

    I just got into the Soul Cairn in my SE playthrough and noticed that the big glowy crystals that suck your health (the Ideal Masters) atop some ruins didn't look right:

    CYRuPCt.jpg

     

    I checked my mods and I have none that touch the Soul Cairn, so I fired up the CK64 to find the mesh (DLC01IdealMasterCrystal.nif), but it still looked bad:

    X2jdHy8.jpg

    so no unknown mod/BSA was inserting bad meshes/textures.

     

    I then unpacked and opened the mesh to see what textures were involved, and none of them were already located in my data folder; so no loose files overwriting either. So my purely vanilla IdealMaster gem doesn't seem to work!

     

    I then checked my Oldrim folder and it was also only using the pure vanilla mesh and textures. I unpacked that and opened it with the old CK and it looks as it should:

    35Sa0Ae.jpg

     

    BUT, when I open that same Oldrim mesh with the CK64 it looks exactly like the SE mesh (image 2).

     

    So what's going on? Why won't SE or the CK64 show this mesh like Oldrim does?

    Can anyone confirm that their gems look proper in SE? Tip: you can quickly see how a mesh looks in the CK by right-clicking on it and choosing 'open with' then select the CK64 (even faster if you use CK Fixes).

     

    Is it just really late and I'm missing something obvious? Any help appreciated!

     

     

     

  2. Excellent article. Pity few people who should actually read it will, due to its length, but it does cover the bases.

     

    I would only argue two points:

    1. They did not give us "all the tools needed to survive", the CK allows us to do alot but much has been accomplished through community-made tools that they would not provide.

     

    2. I doubt very much that they were taken by surprise by the mod thefts, they do nothing but benefit from them so why would they care? It's not like mod authors are software companies going to sue them. They see mods as creations made by their tools for their games, and they see mods made by other tools as "hacks", which shows how much they care about their authors' rights; this despite the fact that user-made weapons and armours are some of the most professional and popular mods available.

  3. Basically I import a normal Skyrim bow mesh into Blender - no errors and the bone nodes are where they should be.
    I touch nothing and immediately export the mesh back to .nif - no errors.
    Opening the mesh in Nifskope the bow looks fine but the bone nodes are moved to bizarre new positions. Only the first bow bone node (Bow_MidBone) is in the right place, the rest have gone off in wrong directions. Is there a "don't rotate" option somewhere?

    I've exported armors with bones and skinPartitions without this problem, is there something I'm missing?

    I'm using Blender 2.77a and nif_plugin-2.6.0a0.dev4.

     

    I've asked over on the NifTools forum but that place is a ghost town.

  4. Reading up on the AFK forums has led me to believe that perhaps it's the racks themselves, as they seem to despise script changes.

    I'm almost certain it's the WeaponRack scripts that are somehow interfering, or vice versa. I think I'll just set up a button to re-enable the activator should it refuse to do so on its own. The effects I can live without.

  5. Isn't your code in OnTriggerEnter only run when the trigger is entered? ie it would be run when you opened the rack, but not when you closed it? If that was the case, wouldn't it be better to set up the FX to play in the OnTriggerLeave event?

    I want the special effect to play when the weapon is charged, so yes when it is placed on the rack. I cannot play an effect on an item that has left the rack, and it wouldn't look right to play the charged effect when the weapon is removed. Thanks for your reply though, I'm at a complete loss as to why the effects won't play for most weapons, but will for a rare few.

     

    I'd also dearly like to know why the activator sometimes doesn't re-enable itself when the weapon is removed. I may have to head over to the AFK forums to see if some of the Papyrus gurus who re-made the weapon rack scripts can shed some light on these mysteries.

  6. Hi!

     

    My house mod has a Sword-in-the-Stone style weapon display/charger, basically put in any enchanted weapon and it will recharge it.

     

    The setup is a standard vanilla weapon rack, using it's scripts, with an additional script attached to the WeaponRackTrigger.

    Here are the essentials of that script:

        EVENT onTriggerEnter(objectReference triggerRef)
            if(SKSE.GetVersionRelease() > 0)
                float WeapMaxCharge = (triggerRef.GetItemMaxCharge())
                if (WeapMaxCharge > 0.0)
                    int Count = 0
                    While (!triggerRef.Is3DLoaded()) && (Count < 50)
                        Utility.Wait(0.1)  ;timer to be sure object is3DLoaded before playing FX
                        Count += 1
                    EndWhile
                    WeaponChargeFX.Play(triggerRef)    ;not working, except on Miraak's Staff?
                    triggerRef.SetItemCharge(WeapMaxCharge)    ;totally working
                endIf
            endif
        endEVENT

    It works fine, except:

    1. The WeaponChargeFX does NOT play, oddly it does play for a few odd weapons, like Miraak's Staff, but otherwise no effects.
    2. Occasionally when the weapon is removed from the display, the activator does not re-enable, meaning you can't put in another weapon. As there is no other way to re-enable the activator, the display/charger becomes broken and useless.

    Most crucially, can anyone tell me why the activator sometimes fails to re-enable itself when the weapon is removed? I'm using USLEEP, as is most of my home's users I assume, so those WeaponRack scripts are being used (to place the weapon on the rack) together with my little additional charging script.

     

    Less importantly, but also anoying, can someone tell me how to get the special charging effects to play? I've tried sending the effect to a static object instead of the weapon but it still doesn't appear.

     

    Any help would be greatly appreciated, thanks.

     

     

     

     

  7. Autosaves can cause ILS, or at least they could before the SKSE RAM tweak, maybe they still can I don't know, I disabled them long before that. Only when autosaving on entering a new cell though, not the other autosave types.

     

    Hating on quicksaves on the other hand is all pure BS, they're no different than normal saves. I've used them forever without any problem.

  8. In response to post #37049815. #37049835, #37049895, #37049925 are all replies on the same post.


    Bernt wrote: Yep - I've got the padlock. Cannot access the forums though. I don't know if that's intentional right now.
    Dark0ne wrote: How do you mean? What happens when you go to the forums?
    Bernt wrote: I get a message saying "Server not found." I click on the tab on the top of the page as I always do.
    Edit: I can access if I go via my profile.
    Dark0ne wrote: Ah, I see the issue. Thanks for the heads up, we'll get it fixed.

    In the mean-time, remove the "s" from the "https" in the URL and the forums will work for you.


    I can confirm that the forums are inaccessible. I get the same thing: brief loading.. then the screen flickers and I get the default "Server not found" page. I use Firefox.
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