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IsharaMeradin

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  1. Whenever I have tried to access any activity stream (default or custom) in the forum (as of 11 pm EST 4/22/25), I'm presented with Since I cannot easily see if there have been new posts as that activity stream cannot be accessed, I was wondering if this was a known issue or something needing to be reported. The streams appeared earlier in the day before I went to work, but afterwards, they have been empty.
  2. Again, what file paths are you talking about? Are these NIF model assignments in a plugin? Texture assignments to a NIF file or a TextureSet record? Is it something within an SKSE plugin? Is it how you have your 7z / zip / rar archive file set up? Is it the asset structure within a BSA file? Is it where you have instructed MO2 to look for the game and / or mod files? We (i.e. site users) don't know what file paths you would be providing to users. And therefore, cannot consider providing assistance if we do not know what you are talking about specifically. Right now, anything said would be pure speculation. What might be beneficial for you would be to back up your mod workspace and move it out of MO2. Then install the same mod file that you provided to your testers. This may put you on a closer footing to see what they might be seeing.
  3. What file paths are you talking about? What game are you using MO2 with? More information about what is going on would be helpful.
  4. SKSE provides SetNthTexturePath via the TextureSet script. However, there is no documentation on its usage. Thus, it will take some trial and error to utilize it. I suspect that if you have an object with an existing TextureSet applied to it, you can then use SetNthTexturePath to make changes to that TextureSet during runtime. However, I do not think you can apply a texture set itself to an object at run time with Papyrus. TextureSets are meant to be applied towards an object's model. It is not an object that can be utilized on its own.
  5. I'm still on Sublime Text 3 if that matters. I'm guessing the program is backwards compatible and it will update the packages file with changes made to the INI file. Since both have the same settings for me and the packages file updates when I use the BAT file I made to swap between the LE version of the INI and the SSE version of the INI.
  6. I thought one edited the SublimePapyrus.ini in the documents folder and it created the JSON settings file. Instructions on how to edit are within the INI rather than the JSON. But it has been a few years since I transferred things to a new computer and even more years since I first set things up when it was Sublime Text 2, so I could be remembering wrong. As for highlighting in SSE or newer, I don't know of any new pre-built highlighters. That said, the LE one works just fine with SSE and FO4. One can also create their own highlighter or modify the existing one, should one wish to take on that challenge. It is possible as I had modified the highlighters at one point, but that was on a previous computer too.
  7. Your mod files are in a sub folder within MO's staging area. While Sublime Text can open those files (PSC), save to the same location and compile said files, the compiled output will always end up within the game's actual folder.** The only way to get Sublime Text to save the compiled file (PEX) within MO's staging area is to launch it within MO. By launching within MO, when Sublime Text compiles a file and sends that output to what it thinks is the game's folder, the output will actually go to MO's staging area instead. The status of the file within MO's staging area will determine where it goes from there (overwrite folder, your mod folder or a different mod folder), but that is a different conversation. **Yes, you can tell Sublime Text to output to a different folder. However, consider a situation where you might need to work on two projects in tandem, you would need to keep changing where Sublime Text sends the output. Launching in MO and allowing it to save to the "game folder", puts the files within the MO staging area where you expect them to be.
  8. You can use multiple source folders with Sublime Text for compiling purposes. It will follow a designated hierarchy as to where to look for the additional scripts needed when compiling your current script. See SublimePapyrus.ini in your documents folder for setting that up. I can provide an example if necessary. You need to launch SublimeText from within MO rather than with the CK. Just because the CK has access to MO's virtual file setup does not mean that SublimeText can see it. I recommend manually opening the files you want to compile with SublimeText (or even your mod's entire script folder). As long as you do not close them, the files will automatically open up in SublimeText making it easier to make changes without the need of opening the CK to access them. Recommendation: Set up a source folder hierarchy for compiling, launch SublimeText from within MO to ensure that it sees the files as MO sees them. And for convenience pre-load / pre-create your scripts in SublimeText rather than the CK (happy side effect: you'll avoid the CK's built-in character limit when creating a long script such as one that might be needed for a mod's MCM menu). As far as output location, while that can be designated in the SuplimePapyrus.ini, the reason SublimeText is behaving differently than the CK is down to not being loaded through MO. Once loaded through MO, it should compile the same as what the CK has been doing.
  9. The scripts.rar or scripts.zip file (which one you have will depend upon which version of the game you have) is provided by the Creation Kit. The flg file is found within. If a verify does not bring it back, you may need to re-install the CK.
  10. According to UESP wiki, 1 base XP per gold value created. That basically means that a created potion with a gold value of 9 will provide 9 base XP to the alchemy skill XP equation prior to any modifiers being applied in said equation. See the following for more information: https://en.uesp.net/wiki/Skyrim:Leveling https://en.uesp.net/wiki/Skyrim:Alchemy#Skill_Increases
  11. Some mods using MCM allow for the saving and reloading of settings, for these mods, just copy over the relevant save files to the new profile and load them as necessary in the new game's MCM menu. For mods that do not offer a way to save settings, you'll need to redo the settings in the new game.
  12. I had to dig into an archived copy of SKSE (as the game is not installed), and you are correct. It is on the ObjectReference script. I guess the wiki needs to be updated to include its presence. Unsure how that works with the backup copy on UESP.
  13. GetName is provided by SKSE and would be an option if SKSE were already being used. GetDisplayName is provided by F4SE and is not an option at all for Skyrim. Hence, its failure.
  14. #1 depends upon the object in question. Some use the actual model, and others use a separate ground or world model. Positioning is handled via an inventory node within the mesh file being used. #2 I have no idea. It has always been suggested to take an existing item that is similar to what you want, duplicate its record, and modify it for your needs.
  15. There is Familiar Faces for LE (32-bit Skyrim). As for SE (64-bit Skyrim), there is an alpha/beta version available for free download on Patreon. I have not used either and so cannot speak to its functionality within either environment.
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