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theimmersion

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Everything posted by theimmersion

  1. Well yeah, thats gonna be the idea but when im optimizing, right now, its all over the place, using all sorts of variables blocks etc and its in one script and its slow but thats ok, i can see the behavior of the mod and if everything works. After im finished testing and see that all features work, ill recode and make it as efficient as possible-skill wise ofc. Right now, everything is in its own separate block. Because if theres errors or something skipping in the code etc, i know which block didnt execute and make adjustments to that block. When every block does its job, i than recode the whole script and essentially merge blocks (i do that with all my scripts). Right now, if it was like this, i would just know that the code didnt work somewhere, but i always knew where my exact problem was. Im no programmer tho. Duh. So i might actually doing it wrong. xD I can release a beta build sooner if anyone is interested. The story behind the mod is funny. BTW, this mod is old as SKSE itself (Im recoding my old mods essentially to work with everyones setup). xD It works perfectly for me, but than again, im always a Nord and its pretty much always the same setup, same core gameplay mods etc. But if i want to release the mod, i have to take in account every race and potential mod compatibility etc.
  2. I cant thank you enough! It works! Now to setup a few more races and its time for testing what i actually made. Releasing soon i hope. Ditched the keywording because of complexity, its easier for me to include any race via a simple compare of GetEditorID than making the keywords processed. <3 xD
  3. You could get in touch with this guy? Also, local? not Online P2P co-op? (cant you make both?)
  4. Wait a second. "(which I had to do manually but I just exported it to the mods folder so it should be fine)" And something doesnt work? so its not all fine than. xD Check if you didnt miss something in the files. Because, maybe you missed that one .nif file thats being used for the effect. What i would firstly do, is go to magic effects that are added by this mod and check if all .nif files are intact in the records. If you didnt check in the records already. It would greatly ease to poinpoint the issue if i knew if that aura is applied via a magic effect ability spell or an armor. Check the names of the records in that mods plugin for something like aura or effect or FX. And check those if they all have .nif files intact.
  5. Its either a magic effect applies as ability that got dispelled or its a armor piece that was bipeded to FX slot and it got maybe unequipped by another FX or maybe any other slot and was replaced by some armor? Does it still show on older saves or is it gone on all saves where you had it? if its gone on all saves, did you install a mod recently that might replace or overwrite that or did you update that said mod and maybe that effect was removed by mystake or purpouse?
  6. cant you make the hair to be a wig, like a helmet, set it to hair biped in the .nif and CK, set in the .nif file on the BSShaderProperty Skyrim Shader Type to Hair and set the Shader flags just like the hair would be, like SLSF1_FaceGen_RGB_Tint ?? or just copy paste the whole BSShaderProperty fromt the SG hair to your wig. Than set the hoodAA and .nif to LongHair or circlet, set the wig to hair biped in .nif and AA and than put both to the armor record and check all the AAs bipeds in the Armor record? That would be my approach to try. If you could send me the edited hair and hood, i could try myself and send you the plugin for you to copy off if my approach works.
  7. Uhm, this export face gen post of mine was aimed at gabby. xD I dont know who talks to who anymore. xD
  8. I did not notice the HasKeywordString or rather it had some descripion that i did not understand so i thought it was to be used with the other keyword functions in tandem like the GetKeyword/HasKeyword. I work a lot with strings, its the functions that get me. xD But yeah, its in any case nice having a function that gets you EditorID no matter the type as long as it has a base form is invaluable! Edit: i hate properties tho. xD Edit 2: what you mean by: "I guess it could do that but since you would need the keyword in the first place to gather the editorID it seems a bit redundant"? Arocide, a very important question tho. Am i allowed to use your code as is from these posts (like GetEditorID) here and publish my mod with it or am i supposed to make my own version or something? Im getting confused with the codes in scripts permissions and what not. Edit: Also, one last problem im having and my script is ready for extensive testing. How do i compare GetEditorID? Because, GetEditorID(PlayerRef.GetRace()) == "NordRace" doesnt work. While checking via Debug.Notification("RaceID: "+(GetEditorID(PlayerRef.GetRace()))) prints out NordRace. And yet it doesnt compare. o.O
  9. So, this is not in the StringUtil added by SKSE? I must write this code in my script? Lets try. It works! I love you man. xD You said it works on anything. So, including keywords? Like, if i would put: GetEditorID(PlayerRef.GetKeyword()) It would return the Editor ID of the keyword? It would make this Obsolete? Current code to check keyword: keyword kwDEAD keyword kwSlow keyword kwFast Event OnInit() kwDEAD = Keyword.GetKeyword("ActorTypeUndead") kwSlow = Keyword.GetKeyword("MyKwSlow") kwFast = Keyword.GetKeyword("MyKwFast") if PlayerRef.HasKeyword(kwDEAD) Debug.Notification("ZOMBIE!") elseif PlayerRef.HasKeyword(kwSlow) Debug.Notification("HURRY!") elseif PlayerRef.HasKeyword(kwFast) Debug.Notification("Almost there.") endif EndEvent Because i got like 10 keyword variables, 10 keyword assigned to them and 10 if elseif to look for those keywords on the player. This would essentially replace any of such procedures to just this: Event OnInit() if GetEditorID(PlayerRef.GetKeyword()) == "ActorTypeUndead" Debug.Notification("ZOMBIE!") elseif GetEditorID(PlayerRef.GetKeyword()) == "MyKwSlow" Debug.Notification("So Slow!") elseif GetEditorID(PlayerRef.GetKeyword()) == "MyKwFast" Debug.Notification("Just right.") endif EndEvent If it works with any ID, this needs to be added as a native function in StringUtil script! <3 And ofc, the less code the better, always.
  10. @Arocide Just as a test, i took any AV (in this case, SpeedMult) to see changes and the way script worked. Funny enough, i think im gonna fall on your code and try if it works because my doesnt. My for instance, my current part of the code check race: Event OnInit() Utility.Wait(5) If PlayerRef.GetRace() == "ArgonianRace" PlayerRef.SetAV("SpeedMult", 120) Debug.Notification("Argonian race | RaceID: "+(PlayerRef.GetRace())) elseIf PlayerRef.GetRace() == "KhajiitRace" PlayerRef.SetAV("SpeedMult", 140) Debug.Notification("Khajiit race | RaceID: "+(PlayerRef.GetRace())) etc.... else ;Unknown race. PlayerRef.SetAV("SpeedMult", 50) Debug.Notification("UNSUPPORTED RACE! [RaceID: "+(PlayerRef.GetRace())+"]") Debug.Notification("NOT A NORD!") TimeToDie() endif EndEvent Function TimeToDie() ; A very good way to tell that your code failed. if Kill == 0 Debug.Notification("TIME TO DIE") Timer = Utility.GetCurrentRealTime() + 5 Kill = 1 endif if Kill == 1 && Utility.GetCurrentRealTime() > Timer ; xD Debug.Notification("Just kidding.") Timer = Utility.GetCurrentRealTime() + 5 Kill = 2 if Kill == 2 && Utility.GetCurrentRealTime() > Timer ; xD Debug.Notification("nope") ; >:D Utility.Wait(2) PlayerRef.Kill() ; FAILURE NOT ACCEPTED AND RESULTS IN DEATH! endif EndFunction Later it should give the name in a MsgBox with some more info etc. But cant make it work just to identify the race in the first place. It always returns "[Race" for some reason. Tried all, even.. PlayerRef.GetBaseObject().GetRace() == "NordRace" (returns [Race as well) PlayerRef.GetActorBase().GetRace() == "NordRace" (also returns [Race) same result not matter how i check the race, apparently im a [Race and not a Nord. xD So, the consistency of the value is right (since it returns the same value), the return value itself is wrong tho (Im supposed to be a Nord). xD While PlayerRef.GetSex() for instance works as intended.
  11. *still no answer* - I wonder if its the big post. xD Edit: T.T
  12. Uhm, i dont know if its SKSE, SkyUI or another mod i installed, but when lower my console and select an object or NPC or what ever in game, it gives me all details of it, including what .esm / .esp it comes from, flags, states and many more. Awesome thing! That could be your answer? Problem tho, i dont know what mod gives that functionality. xD
  13. So, i was researching Set / Mod / Force AV functions in scripts. Lots of it is outdated and everything is mixed regarding the safety of usage. After so many years i hope some modders got the true understanding of those functions and its risks. A post on a random threat i stumbled upon made me kind of extra worrying that the ForceAV (rather most efficient when i wanted to change things) could potentially or as expressed will most likely brake the game or players AVs beyond repair. Quest getting broken that rely on specific actor values and many more. So essentially, i want to know if thats true and what are the options and how far can this go? Theres not much information that i could consider as fact as there are a lot of mixed impressions regarding its use. Now i know it can brake Player AVs if used improperly but as the post made it clear, it can and actually will brake the game/players AV eventually even if used properly. I would use spells and abilities (i know they are safe) but the problem is, i cant change the magnitude of the values being changed in magic effects dynamically and must use script to do that or im to create thousand of conditions or magic effects for the different values (WELL, NOPE! xD ). (and + i hate to use magic effects as well) xD I search for some answers but as you can see (by asking here) i did not found what i was looking for. Why im asking and need a full understanding of it is because im making a mod that relies on changing AVs dynamically. It depends on lots of criteria and calculates lots of things before it changes the AV. Thats why Magic Effect wont work. But its not important how it gets to the value but rather what happens after the value gets applied. What differences and risks of changing it via ForceAV (permanent) or SetAV (temporary it think) does it make? Im leaning towards using SetAV if its temporary but how reliable is it for changing values? I think i had a few problems with it and thats why i used ForceAV after that. Like SetAV sometimes changes valuse, sometimes doesnt, but ForceAV seemed to change values 100%. But if SetAV is temporarty, its tho safer i guess? And in event of mod uninstall it wont leave permanent damage to the AV modified? Sorry for the humongous post. Im known for that. xD Thnx in any case.
  14. You can just not save? Or do you need such a mod due to potential temptations to do so? I mean, there are mods that disable fast travel, but why would i need a mod for that when all i have to do is not use fast travel. Your just putting a mod in that you dont need. EDIT: That would create a close experience to something close like perma death, how would someone resist the temptation to use god mode if you cant resist saving? Just to give you an idea of the true obsolete situation of such mods in this game. ^^ Hope i expressed my self right, i s*ck sometimes at it. xD Hope that helps. :D EDIT 2: If you are gonna rely on auto save alone, you should actually find a mod like CASM for fallout to make sure the auto saves are fresh every time. And it will also make a few more autosaves. And trust me, 5 or more is the norm for TES games due to bugs and mods and many many more reasons. EDIT 3: There ya go. xD http://www.nexusmods.com/skyrim/mods/34842/?
  15. That actually sounds like a cool workaround for a slider to be used for graduate aging. Tho makes me wonder, weight slider adjusts the mesh difference between _0 and _1 .nif files, but age is more depicted in textures rather than meshes at all. Or are the textures going through blending like vertex for meshes? Im intrigued. xD Well, a script could be used to modify player weight over time, easily done but, thats gonna be immersion braking unless NPCs age as well. Thats a whole new sims level. One pulls the other. If it was plausable, id assume someone would already make such mod, at least an alpha would turn up. As we currently stand, not even a out of the box NPC variation mod can be implemented for textures alone or even height differences without resorting to heavy modding and even external programs. Eager to see that tho.
  16. Isnt there an option to export face gen in ECE? if i remember, you need the export scripts for it from a different mod and than make your character in game with ECE sliders and all, than export it. but how to use that Face Gen in CK afterwards to make NPC follower i do not know, i never made followers this way, far better mods out there than i could ever make.
  17. Well, heres my currently working test code as separate but can be if elseif instead. Its a test for me so it doesnt matter. Scriptname AnimDetTestScript extends Quest Actor PlayerRef Event OnInit() PlayerRef = Game.GetPlayer() RegisterForAnimationEvent(PlayerRef, "JumpUp") ;jump RegisterForAnimationEvent(PlayerRef, "JumpFall") ;fall RegisterForAnimationEvent(PlayerRef, "JumpDown") ;touchdown Debug.Notification("Anim detect script initialized.") EndEvent Event OnAnimationEvent(ObjectReference akActor, string akEventName) if akActor == PlayerRef && akEventName == "JumpUp" Debug.Notification("AnimDetScr: Wheeee! [JUMPED]") endif if akActor == PlayerRef && akEventName == "JumpFall" Debug.Notification("AnimDetScr: Oh s*it! [FALLING]") endif if akActor == PlayerRef && akEventName == "JumpDown" Debug.Notification("AnimDetScr: OUCH! [TOUCHDOWN]") endif EndEvent In case it could help anyone. EDIT: I make a separate and active quest and script to check the base functionality. Keeping it as simple as possible to see what and how and why. So, this works, you can perhaps start from there? its a new quest, only thing it has ticked at the Quest Data is the StartGameEnabled check box. Everything else is not touched when creating new quest. And also, the thing i loved from FO3 and FONV and sticked to Skyrim is that i make those mods that dont rely on any internal information non Skyrim.esm dependant. If CK crashes, i load it in a second. >:D And keep it that way until i need an internal record. Like armor and bipeds needs Skyrim.esm master loaded. Changing settings in the plugin or even a fully functional script can work without ever needing skyrim.esm or any other master. The thing is, in FO, you could make an armor, set it up, make the bipeds, never loading FO.esm and it worked. But now, all the records aside from settings are now pulled from skyrim.esm. But it still works when not needing those other internal records.
  18. But there would be no musicians left in skyrim tho. Because, ppl would kill them as soon as they start playing. xD As depicted in the vid. Nice vid tho. xDDDD
  19. I didnt saw it on BigBizkits code and it never came to mind. Srsly?! Im staling at the little things! -.- So sorry for my incompetence leading to humongous posts. -.- I knew it was a string, but didnt think that quotes are mandatory, but now im getting the flash back how for instance, i didnt use quotes on RegisterForKey but did on RegisterForControl. Your awesome dude! xD
  20. Deleting and reapplying the BSDismemberment modifier saved me. Cant remember where i read it, but it said, delete and add a new one. Never had a crash since. Unless i forget to do that thing, than oh yeah, starts exporting and than the good ol Max has crashed blah blah wanna send report. Try it, might just work. Tho, im mostly doing stuff with armors, so dont know if your .nif has skin instance rather than dismember modifier. Might work with skin instance as well. GL, hope it helps. Edit: Just to elaborate a bit, just in case. Once the mesh is made, skin modifiers and weighting is done than you apply a new BSDismember modifier, select the Bipeds and highlight those accordingly.
  21. So i have a little problem with the animations. I cant even compile the script. Never tried to work with animations before so i have no idea what im doing. xD Trying to learn along the way. MY SCRIPT: Scriptname theimmersionTestScript extends Quest Actor PlayerRef Event OnInit() PlayerRef = Game.GetPlayer() RegisterForAnimationEvent(PlayerRef, BiteStart) RegisterForAnimationEvent(PlayerRef, JumpStart) RegisterForAnimationEvent(PlayerRef, JumpBegin) RegisterForAnimationEvent(PlayerRef, JumpFall) RegisterForAnimationEvent(PlayerRef, JumpDown) RegisterForAnimationEvent(PlayerRef, JumpLand) EndEvent COMPILER ERROR MESSAGE: C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\theimmersionTestScript.psc(146,39): variable BiteStart undefined C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\theimmersionTestScript.psc(147,39): variable JumpStart is undefined C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\theimmersionTestScript.psc(148,39): variable JumpBegin is undefined C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\theimmersionTestScript.psc(149,39): variable JumpFall is undefined C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\theimmersionTestScript.psc(150,39): variable JumpDown is undefined C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\theimmersionTestScript.psc(151,39): variable JumpLand is undefined So, BigBizkit didnt mention script compile errors, so im assuming he complied it. Tho, he never Triggered the RegisterForEvents() evidently or didnt post that port of the code. I even tired this: xD Event OnInit() PlayerRef = Game.GetPlayer() RegisterAnimEvents() EndEvent Function RegisterAnimEvents() RegisterForAnimationEvent(PlayerRef, BiteStart) EndFunction Same Compiling errors. It doesnt know what BiteStart is. It treats it as a variable. How do i declare it? String BiteStart perhaps? I have no clue. xD I mean, RegisterForControl and i put the control name in, its not a variable that needs declaration, or RegisterForKey i put in the dxSC number. -.-#
  22. I dont know if you figured it out or not. Check if SG hair plugin has the hair set to a particular texture set. If not, in the block list go to the NiTriShape and expand, expand BSShaderLightningProperty as well and click on BSShaderTextureSet. In the in the block details, click on each and every texture string entry and do the following: How it now looks like: c:\program files (x86)\steam\steamapps\common\skyrim\data\textures\sghairs\hairbfly41.dds How it should look like: textures\sghairs\hairbfly41.dds Delete: c:\program files (x86)\steam\steamapps\common\skyrim\data\ Tho, im pretty sure it uses a texture set within the plugin, because in the .nif file, there is no difuse,normal and other speculars and material texutres set. Hope it helps. If you still cant find out, ill check it out and instruct you in more detail how to get the textures.
  23. Tho, the cart going crazy is funny as h*ll. xD In any case, What bben46 said, but if you just installed the game and have nothing in documents or its out of date (uninstalled the game and installed again after a while or hardware changed etc.), id suggest just to start the game and let it create what it needs in the documents and quit, after that following bben46 suggestion, you cant go wrong and google and nexus will help with the rest in the modding world. ^^
  24. Oh. Because i saw a mod under the name of StringUtil i assumed it entirely different mod only. Good to know for both. Thnx.
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