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Everything posted by IsharaMeradin
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How to avoid zombie scripts and how to remove them safely ?
IsharaMeradin replied to LatinGames's topic in Skyrim's Skyrim SE
As far as I know, there is no "safe" way to remove information from a save file. -
You don't want to use the Creation Kit. That is fine. Make mods how you want. I don't really care. I explained the cause of the problem described. It would be up to the xEdit team or someone who understands the scripting language used by xEdit to either modify or create a new script that does what you want. But there is nothing stopping you from sorting the masters yourself in xEdit on the offending plugin before running the cleaning process for that plugin.
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To create a patch file in the Creation Kit all ESP plugins need to be flagged as an ESM. This process changes their load order position. If the author does not adjust the relative order between the masters, they will be in the wrong order when the parent ESPs are not flagged as ESM files. There is a sort masters option in xEdit that authors should use after restoring the correct flag status to their parent masters. This option sorts the masters to the current load order. It is perfectly fine for an end user to utilize the option for their specific load order set up. There will always be some mods that want their masters in a different order from others, even if the masters are actual ESM files or ESM flagged ESP files.
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[SE] Create Zip file for MOD
IsharaMeradin replied to fusronson's topic in Skyrim's Creation Kit and Modders
Once you have created your plugin and BSA file, all you need to do is use a program like 7z and create an archive containing those two files. Then that 7z file can be uploaded for sharing with other players. If you are asking how one creates the BSA file, here are instructions for one option utilizing a program included with the Creation Kit. -
Base game folder (where the game's EXE file resides) gets the following from the SKSE 7z archive: skse64_1_6_1170.dll skse64_loader.exe Data folder and its contents The only content of the SKSE archive that does not need to be copied over for the average user are the readme and what's new text files as well as the SRC folder.
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FYI - Vortex has LOOT built into it. You do not need to run the standalone LOOT application when using Vortex.
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Have you verified that you downloaded and installed the correct version of SKSE for the version of the game that you are using? It can be confusing as there are five separate files. If you have not purposefully downgraded to a version of Skyrim Special Edition prior to the release of the Anniversary Edition, then you will want to use the current Anniversary Edition build of SKSE (top entry).
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Are you starting the game via the SKSE64_loader.exe file? If not, that is your problem. SKSE needs to be started and then it will start the game for you.
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Once you add the ESM flag to an ESP, that ESP will be moved up to the ESM plugin space. So, any text files associated with plugin order will be modified. Make backups if you wish ahead of time. Once the ESM flag is removed from an ESP, the ESP will be moved back down to the ESP plugin space. However, it may not go back to the position it was in before. As long as no new plugins were added, you could restore the text files associated with plugin order. Otherwise, move the parent ESP back to where it needs to be within WB's plugin list and let WB update the text files accordingly. While you can go into the game and check how some of your changes behave while the parent ESP has the ESM flag, you'll want to do a proper test to ensure that everything works correctly when the parent ESP has had the ESM flag removed.
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Don't know how to use it properly, but best guess would be that it has something to do with returning how many words have been unlocked on the specified shout. Taking a stab in the dark based on the miniscule information available on the discussion page for GetCurrentShoutVariation. -1 = fail 0 = processed but found nothing for some reason 1 = 1 word shout ** 2 = 2 word shout ** 3 = 3 word shout ** ** Note that these are pure speculation. Feel free to test it out and share the results
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If you are testing on an existing game and the DA08 quest has already been started, your changes to the stage fragment will not be recognized. Going the route, you are going will require a brand-new game every time you want to test. Why? DA08 is set to be start game enabled. It is active from the beginning and waits for certain triggers in order to advance and "start" from the player's perspective. I would recommend using the story manager to trigger your quest on location change. Use a condition that DA08 be completed prior to allowing your quest to be started.
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Creation Kit not Loading an .esm, (MMA)
IsharaMeradin replied to MikeCobalt's topic in Skyrim's Creation Kit and Modders
The CK cannot see the plugin despite MO2 showing the plugin? Are you launching the CK through MO2? If not, that is why it cannot see the plugin. MO2 only shares its "virtual" folder structure with programs ran through MO2. -
@ItsAlways710 The only time OnItemAdded does not trigger when an item is added is when that item is not found within the defined items for the inventory filter. I was referring to something that I did within one of my own mods. The process would work with other mods provided the other mods registered for the events I created and adjust their inventory filters as the events were received. Otherwise, it is something specific to my own mod. Given the improbability of getting every mod author to cooperate to add in the necessary stuff, what you want cannot be achieved by Papyrus alone. Sorry, I cannot be of much help in this regard.
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To hide the quiver when equipped, the quiver mesh needs to be moved inside the player body. While not impossible it would need to be done for every quiver including mod added ones. And given that each quiver is of a different shape, it will be necessary to fiddle with the exact positioning so that the quiver does not stick out of the player body in various positions. To alleviate some of those issues the quiver node within the correct mesh file can be deleted provided the central arrow (typically labeled with a 0 in the node name) remains in place. If the quiver is completely removed along with the central arrow, the player will draw a bow without a visible arrow. My Aesthetic Bolt Quivers mod for LE does this for the bolt quivers while providing a quiver that fits against the body better without popping away whenever the player performs certain animations including stealth. However, there is no SE equivalent that I am aware of. ****************** That said, looking at the mod you linked and having used the belt fastened quiver mod before on LE, I see no reason why you cannot use the correct skeleton along with the linked body mod. There is no information, that I could see, stating that the skeleton is incompatible.
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Help with a "Sell from Chest" script?
IsharaMeradin replied to XxLeafeater27xX's topic in Skyrim's Skyrim SE
When the player adds items to the container, and you've determined that it matches your keyword(s), you'll then want to add that items gold value to the stored gold value. When the player removes items from the container (as they can change their mind and move stuff back and forth while the container menu is open), you'll need to subtract the items gold value from the stored value provided it met your keyword criteria in the first place. To break down my earlier example: When adding: Current value = stored value + new item value When removing: Current value = stored value - new item value I had an item in player inventory whose value was modified hence I grabbed its current value and added the newly added item's value to a local variable that was then used to update the inventory held item. Your case is a little bit different. You are not using an inventory held item to display the value but rather a variable that stores it and is updated up or down as necessary. Not sure how the rest of your code goes but I think it would be adapted as follows: ScriptName myWagonScript Extends ObjectReference Int property WagonItemValue = 0 Auto Hidden Keyword Property AwesomeKeyword Auto Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) If akBaseItem.HasKeyword(AwesomeKeyword) WagonItemValue += (akBaseItem.GetGoldValue() * aiItemCount) ;do other stuff EndIf EndEvent Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer) If akBaseItem.HasKeyword(AwesomeKeyword) WagonItemValue -= (akBaseItem.GetGoldValue() * aiItemCount) ;do other stuff EndIf EndEvent Then the script that adds gold to the lockbox would have something like the following: ObjectReference Property myLockbox Auto MiscObject Property Gold01 Auto myWagonScript Property MWS Auto ; CK will offer a dropdown that lists all valid objects with the myWagonScript attached, select the wagon ;inside the appropriate function or event myLockbox.AddItem(Gold01,MWS.WagonItemValue) ; add the wagons stored item value as gold to the lockbox MWS.WagonItemValue = 0 ; reset the wagons stored item value as the wagon was emptied In case you are wondering the above bit also shows how to remotely access and modify a property on a separate script. -
Help with a "Sell from Chest" script?
IsharaMeradin replied to XxLeafeater27xX's topic in Skyrim's Skyrim SE
Well, SKSE would allow you to cycle through the contents of the container and build up the gold value in one fairly quick setting. But without SKSE, you'll need to use the OnItemAdded event to catch each item as it is added to the container and use GetGoldValue to obtain the gold value of the object. Do note that enchanted items won't have the correct value, only the non-enchanted base value would be obtained. You'll also need to use OnItemRemoved to catch whenever the player pulls an item out and adjust the value down. You are in luck. I already have code that does this in one of my mods. Its purpose is to show the value of all items stored within a container and adjust the value of an item in the player's inventory that represents that container. However, you'll need to adapt it for your needs as it will not work directly as-is. But it can give you an idea of what you will need to do. Function SetRepItemValue(Form RepItem,Form TheItem, Int mult, Bool DoAdd = true) If DoAdd == true LocalGoldValue = RepItem.GetGoldValue() + (TheItem.GetGoldValue() * mult) Else LocalGoldValue = RepItem.GetGoldValue() - (TheItem.GetGoldValue() * mult) EndIf RepItem.SetGoldValue(LocalGoldValue) EndFunction The above function is called within the OnItemAdded event: SetRepItemValue(TheRepItem,akBaseItem,aiItemCount) And called again within the OnItemRemoved event: SetRepItemValue(TheRepItem,akBaseItem,aiItemCount,false) In my scenario I add the gold value of the added item to the value previously set on the representation item. You will instead need to store the value in a variable and modify that variable's value as necessary and then use that variable to assign the appropriate amount of gold in the correct location. If you're adapting my function, you would replace the Form RepItem parameter with an integer, float or possibly a GlobalVariable. And then replace its instance of use accordingly within the function. Hopefully, this information is helpful. -
If you have not given the following a try, do so. Load an old save with an affected chopping block, wait 30 plus in-game days in an interior cell on the other side of the game world. Then check the aforementioned chopping block. On a full cell reset, the chopping block should load fresh with new data rather than calling up old existing data from the save file.
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Did you try casting to ObjectReference and then use GetBaseObject? i.e. (akCreatedItem as ObjectReference).GetBaseObject() It may or may not work as the item is in the player's inventory but one would never know without trying. And if that doesn't work, the following may be something to try out: https://forums.nexusmods.com/topic/2789614-creating-an-object-reference-for-an-item-in-a-container/
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From Papyrus Extender Event OnItemCrafted(ObjectReference akBench, Location akLocation, Form akCreatedItem) EndEvent What is the returned result found within akCreatedItem? Is it the object with the enchantment attached? If it is, try running GetBaseObject to see if you can obtain the non-enchanted base.
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Script issue need help please
IsharaMeradin replied to Ninjaluxray7685's topic in Skyrim's Skyrim SE
To quote from the CK wiki (UESP backed up version). The highlighted orange part is done by me for emphasis. In short, you must explicitly state the size of the new array. -
Script issue need help please
IsharaMeradin replied to Ninjaluxray7685's topic in Skyrim's Skyrim SE
I'll be honest, I'm a little lost on what it is you are trying to do with that last script. If you provide a bit more information on what you want to have happen, I could see if I can theory craft some code for it. -
Script issue need help please
IsharaMeradin replied to Ninjaluxray7685's topic in Skyrim's Skyrim SE
The correct syntax for Cast is: mySpell.Cast(mySource,myTarget) The reason it is creating an error is that Cast is a function on the Spell script rather than the Actor script. Thus having the actor call Cast results in the error you are seeing. -
I don't see why you cannot have the three puzzle pillars connected to a lever which then triggers the three doors. Have the pillars connected to a single lever and that lever linked to the three doors. So that when the pillar puzzle is correct, the three doors would open. But you'd need to either duplicate and modify an existing script used to open a door via lever after solving a puzzle (see the puzzle pillars & gate in Bleakfalls Barrow as an example). Or write such a script from scratch. There is no existing script in place, that I know of, that opens three doors at the same time.