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Dragonfire12

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  1. I keep scrolling my mouse wheel trying to get into third person view (not thinking about it) while I'm running around and realizing I have a weapon drawn. I remapped the mouse wheel out of weapon selection because of it. Really need third person view. Especially while walking around at home.
  2. @ IsharaMeradin It got the script to fire but it was firing twice. It took me forever to figure out that the Shout remained longer than it took for the script to run. This caused the script to fire twice. I rewrote the entire script added Utility.Wait(5.0) to the end to give the Shout time to dissipate. Seems like I've worked on this for months and it finally works. Thank you for your help.
  3. Skyrim Special Edition has some of the same problems that Oldrim had when working in RaceMenu. Specifically, if there are too many options, ie hair and eyes, the program can crash. For Oldrim there was a mod called Pre Cache Killer that fixed this problem. I found the mod, SSE Engine Fixes that allows you to enable the precachekiller in its ini file. It is off by default. I have hair and eye mods that were causing me to crash requiring me to disable several mods in order to create a new female character. Since enabling the precachekiller function in the Engine Fixes ini file I haven't had crash issues anymore. No more disabling mods to create a new female character. With the number of mods you have installed you could simply be overloading the Character Creation module.
  4. I need some help with a mod I’m working on trying to get a script to fire. The game is Skyrim Special Edition. The Mod is my Vampire Follower, Athenasia. I want to spoof the movie Beetlejuice by using a shout to say Athenasia’s name three times fast. This transforms her into a Vampire Hag. Using the Shout a second time transforms her back to Athenasia. I created a version of the Whispmother, red and horribly awesome (called a Vampire Hag), and tied it to a summon spell. I’ve created the shout and have gotten it to load, etc., and I can use the shout in game but I can’t get the script to fire when I use the shout. I’m placing the script within the Magic Effect for the third word of the shout. The script compiles and I’m able to Fill all the Properties. Here is the script. Scriptname _AthanasiaShoutScript extends activemagiceffect Actor property pPlayerRef auto Actor property pAthanasiaNPC auto ObjectReference property pAthanasiaStorageMarker auto spell property pAth_SummonVampireHag auto Quest property p0AthanasiaShoutQuest auto Message Property p0Ath_ShoutMessage Auto Message Property p0Ath_ShoutMessage1 Auto Message Property p0Ath_ShoutMessage2 Auto Event OnInit() If p0AthanasiaShoutQuest.GetCurrentStageID() == 0 p0AthanasiaShoutQuest.SetCurrentStageID(10) p0Ath_ShoutMessage.show() ;Show first time use Message - will only display once in message window box. p0Ath_ShoutMessage1.show() ;Message Shout Stage 1 displayed top left screen pAthanasiaNPC.EquipSpell(pAth_SummonVampireHag, 0) pAth_SummonVampireHag.cast(pAthanasiaNPC) pAthanasiaNPC.moveto(pAthanasiaStorageMarker) pAthanasiaNPC.EnableAI(false) ;turn Athanasia AI processing off and store her someplace safe ElseIf p0AthanasiaShoutQuest.GetCurrentStageID() == 1 p0AthanasiaShoutQuest.SetCurrentStageID(10) ;First time the shout was used so set Quest Stage to prepare for the second time p0Ath_ShoutMessage1.show() ;Message Shout Stage 1 displayed top left screen pAthanasiaNPC.EquipSpell(pAth_SummonVampireHag, 0) pAth_SummonVampireHag.cast(pAthanasiaNPC) pAthanasiaNPC.moveto(pAthanasiaStorageMarker) pAthanasiaNPC.EnableAI(false) ;turn Athanasia AI processing off and store her someplace safe ElseIf p0AthanasiaShoutQuest.GetCurrentStageID() == 10 p0AthanasiaShoutQuest.SetCurrentStageID(1) ;Second time the shout was used so reset the Quest/Script p0Ath_ShoutMessage2.show() ;Message Shout Stage 2 displayed top left screen pAthanasiaNPC.EnableAI() ;turn Athanasia AI processing back on, summon her back to the player float az = pPlayerRef.GetAngleZ() pAthanasiaNPC.SetAngle(0.0, 0.0, az + 180.0) pAthanasiaNPC.MoveTo(pPlayerRef, 200.0 * Math.sin(az), 200.0 * Math.cos(az), 0.0, false) pAthanasiaNPC.DispelSpell(pAth_SummonVampireHag) ;dispel the Vampire Hag Endif EndEvent I think the problem may be how I am starting the script with, Event OnInit() I have looked and searched and I can’t seem to find the right Event to use to launch a script from a magic effect. Any Help?
  5. I fixed the problem by Uninstalling everything. Vortex, All of my mods, Skyrim SE, I renamed my Data dir then uninstalled SSE. When I put everything back it worked. I'll blame the Creation Club Upgrades, something must have gone sideways. Sorry to have blamed Vortex.
  6. I just tried Vortex with a new playthrough of Skyrim Special Edition. My female character looks like hell and is all Vanilla. Nothing form CBBE or any of the face packs is displaying. I have tried several times and several ways to reset Archive Invalidation and I can't do it. I even uninstalled Vortex and went back to NMM. Using NMM to try to reset Archive Invalidation didn't help. What happened and how can I fix this, please don't tell me I have to delete and reinstall all my games because I tried Vortex.
  7. Most modders have stated that they do not want their assets used in for-profit mods, how will you police this? How will these modders whose assets are used be protected?
  8. I often work on files, meshes and textures. As a precaution, I make a copy of the file I am working on. Say the game Skyrim Special Edition, Armor - ebonymail, cuirassf_0.nif and cuirassf_1.nif I will make copies, cuirassf_0 - Copy.nif and cuirassf_1 - Copy.nif Sometimes I do this a lot and lose track of just how many copies of meshes and textures I've actually made. so I was wondering, When the game loads, does it load everything in the meshes and textures directories? Am I loading copies of things I haven't cleaned up into the game and contributing to bloat?
  9. LlamaRCA, Thank you so much for that tip. I never would have figured that out on my own. I have the 2pac4eva7 Armor mod installed. I disabled it and now I can edit NPC's. You are awesome, Thanks.
  10. Creation Kit was working fine. Now when I try to open an NPC record (Actor\Actors) CK crashes. I can open and edit anything else, just not NPC records. It seems that this started happening after the Feb 6 update patch 1.9. I have verified Fallout 4 through Steam. I have uninstalled/reinstalled Creation Kit. I have no edits to any of Creation Kit's .ini files. I can't explain this, it doesn't make any sense and is driving me crazy. Has anyone else experienced this and if so is there a fix? FYI, I have a 4ghz/8 core processor, 32gb memory, 2TB hard drive and GTX970 video card. I doubt it's a hardware issue.
  11. In Skyrim Arthmoor made the mod, The Paarthurnax Dilemma, that allowed peace between Paarthurnax and The Blades. In that spirit, could someone write a Mod that would do the following, Abort the Brotherhood attack on the Railroad Remove the Railroad's destruction of the Prydwen Keep Glory alive. Allow Peace between the Railroad and the Brotherhood. I love the Brotherhood of Steel but hate that I have to wipe out the Railroad to finish that quest line, likewise I hate having to wipe out BOS to follow the Railroad questline. I just hate that Bethesda did this to us. I've checked the nexus and haven't found such a mod, if I missed it please advise me of where it is and I'll download it. Thank you for your time and consideration.
  12. It might be helpful for you to read the STEP guide to tweaking ENBLocal.ini its broken down by sections and gives information on just what the commands actually do and what their recommended settings are. http://wiki.step-project.com/Guide:ENBlocal_INI
  13. I wrote a mod to remodel Alva's House in Morthal. My intent was to make it into a Vampire Home with follower usable beds for night feeding (please excuse the length of the post). To do so I placed two Xmarkers on the floor that are initially disabled. I named them, LaidtoRest and LaidtoRestV (for vampire). The things I wanted to replace in Alva's House I set to Enable Parent Opposite and the replacement and additional items I set to Enable Parent. I attached a script to the LaidtoRest Xmarker that is supposed to run when you enter the house. It checks to see if the quest, "Laid to Rest" is complete and if so it enables the LaidtoRest Xmarker which toggles the items in the house, what I want removed it disabled and what I want installed is enabled. Second it checks to see if you are a vampire and if so it enables the LaidtoRestV Xmarker which places a standing Player Coffin in Alva's Cellar against the back wall. If the Player is cured of vampirism the Player Coffin will disappear. Nothing happens until you Kill the Master Vampire Movarth and report his death to the Jarl, completing the quest, "laid to Rest". Then on entering the house the script makes the changes to the house that I wanted and adds Alva's House Faction to the Player. Until the quest, "Laid to Rest" is complete no changes are made to Alva's House. At first glance it appears that everything works fine. However, I have started to have trouble with game bloat, crash on load and annoying game pauses that I can't explain. So, I ran the program PDTWrapper on my save and found that the script is replicating itself out of control, I can't even count how many instances of it are running in my save game. Here is the script. I am hoping that someone could tell me what I did wrong that is causing it to run out of control like this and suggest changes to the script. I suspect that the command, "Event OnCellAttach()" (suggested in the Creation Kit Wiki), is the culprit here and hopefully someone here knows what the correct command would be to execute the script without replication. Scriptname MS14ProgressScript extends ObjectReference Quest property pMS14 autoActor property pPlayerRef autoFaction property pMS14AlvaAndHroggar autoObjectReference property pLaidtoRest autoObjectReference property pLaidtoRestV autoKeyword Property pVampire Auto Event OnCellAttach() If pMS14.GetStageDone(200) == 1 pLaidtoRest.Enable() pPlayerRef.AddToFaction(pMS14AlvaAndHroggar) Endif If pMS14.GetStageDone(200) == 1 && Game.GetPlayer().HasKeyword(pVampire) pLaidtoRestV.Enable() else pLaidtoRestV.Disable() EndifEndEvent A note on the properties. I had to add a p to the property name in order to get the script to compile. I have no idea why, I even asked Altmoor (USLEEP) who kindly replied by scratching his head. I believe it is because I downloaded the Steam Wars update for Creation Kit which may have included changes to papyrus intended for Fallout 4. In short I haven't found anyone who can explain why the p is necessary as old scripts that I used before will no longer compile unless I add the p to the properties and source scripts from existing mods won't compile either. I discovered this (the p thing), by examining core game scripts contained in Scripts.rar. It works this way, compiles, properties auto assign, etc., it just goes viral.
  14. Here is something that I have found effective in recovering saves that will not load. It involves the use of two mods together. Get the Mod, Skyrim Save Cleaner http://www.nexusmods.com/skyrim/mods/31724 Install the mod and go to a small interior Instance. Open Console and type PCB this stands for Purge Cell Buffer Then type save mysave 1 Note the space between mysave and 1. The 1 is a boolean operand telling the game to export a text file version of the save game. Open Save Cleaner and click on the large central button, Fix All FORM IDs. The first time you run the program you will have to navigate to your Skyrim save folder. Load, mysave.ess.txt Then load, mysave.ess The program will take 3 to 5 minutes to run depending on the size of your save game. Get the Mod, Save Game Script Cleaner http://www.nexusmods.com/skyrim/mods/52363 Download the second file, Savetool This is a manual Download and you will have to install to a custom directory. I placed it in my Skyrim Directory. Skyrim\Savetool Execute Savetool and load the problem save or the mysave file from the previous step. The first time you run the program you will have to navigate to your Skyrim save folder. Fix all #> This button will remove orphan scripts from you savegame that were left behind when a mod was uninstalled. Reset havok This button will remove information stored by the Havok Engine regarding moved objects, bodies, etc.. Every time something moves it is stored by Havok in your save game. Over time (10 to 30 game days) the information should be deleted by the game. However, if this section gets too large it can cause the game to crash on load. I have never noticed anything missing from a Weapon Rack, Shield Rack, Storage Case, etc. However, I am uncertain as to the status of Hearthfire Home Display Cases since you are laying something down inside them unlike other storage cases in the game. Vanilla Weapon Racks, etc., are safe. This will remove information that Save Cleaner missed. Never use the button, FixScriptInstances. It will delete all progress in active quests and is unrecoverable. Get the mod, Ash Pile Expiration http://www.nexusmods.com/skyrim/mods/13448 Several options regarding the time it will take for ash piles to decay. The game does not handle ash piles very well and they often remain ingame forever, is seems, causing savegame bloat. This mod fixes the problem. Especially handy when playing a Conjuration Mage with the twin souls perk. Some mods when uninstalled leave damage in their wake in the form of damaged, extra, missing scripts or files. To fix this, backup Skyrim.ini and SkyrimPrefs.ini if you have tweaked the settings. Go to steam\Library Skyrim Properties/Local Files/Verify Integrity of Game Cache. This will reload any damaged/altered files. If you have cleaned your DLC's with TES5Edit you will have to do so again. Load Skyrim from Steam not SKSE and set your video properties as you had them before. This also sets the location of Skyrim for other programs to find (Loot, Body Slide, Texture Blender and Nexus Mod Manager; as examples). Now restore Skyrim.ini and SkyrimPrefs.ini, run Loot, clean dlcs with TES5Edit, etc. Worst case. This option will take about a day to finish. Make a backup copy of your data directory (Just in case there is something there you might need later). Backup Skyrim.ini and SkyrimPrefs.ini if you have tweaked the settings. Uninstall all mods. Go to Steam and Uninstall Skyrim. Delete your data directory (keep the backup copy). Reinstall Skyrim from Steam. (Optional) Restore the game scripts form Scripts.rar in your Skyrim Data Directory. Reinstall all you mods. Restore Skyrim.ini and SkyrimPrefs.ini Run Skyrim from Steam to set video and download any mods you have from Steam Workshop.
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