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Musjes

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Everything posted by Musjes

  1. I can send you the files but this forum won't let me attach Nif or Zip files. It might not actually be a bug, but more of a limitation of SMP and the way it relies on parent / child hierarchies.
  2. I'm having a weird issue with SMP Constraints and initial positions of bones on a piece of armor. Logically, I would have thought that the initial position (i.e. the position at which the constraint considers the distance to be zero) would be dictated by the bones' relative position in the NIF file. However that's not the case. It looks like the initial position of the bones is their position when the armor is equiped by an actor. Is there a way to fix this? Kind of hard to explain this. The armor I am working on is the HDT-enabled leg chain from ZAP 8.0, which consists of 2 shackles around the left and right ankle, connected by a chain. My SMP conversion has the chain split in 2 parts: one on the left ankle, one on the right, with each link connected by an SMP constraint. The basic physics of this work fine with SMP. When I load my game with this chain equiped, the 2 ends of the chain are connected and line up properly, presumably because during loading the game, my avatar is in T-Pose, which matches the leg positions in the chain's NIF exactly. However if I equip the chain while playing, the ends of the chain do not line up, though they are still linked by SMP physics. This is because when equiping the item, my legs are not in T-Pose position, causing an offset in what SMP considers to be the right relative position of the 2 chain halves. This seems like a bug in SMP to me, I would think the initial position should be whatever the NIF dictates, not whatever place my avatar's limbs happen to be in when I equip the armor. Is tehre a way around this?
  3. Found the culprit at least :) It's something in ZazAnimationPack
  4. Thanks, that script gave me an idea. So I disable fast travel, then I monitor if fast traveling is enabled at 0.5 second intervals. Typically fast travel will be disabled immediately after I call the function to disable it, but it gets re-enabled about 1 second later. Even stranger, sometimes it will show up as disabled again for a moment even though I didn't make a call to do this. It looks like this (0=FT disabled, 1=FT enabled, 0.5 second interval) 0 1 <- immediately before this check, I call EnableFastTravel(false) 1 1 0 0 1 0 0 0 0 1 0 etc So it is almost like there's a script that checks if FT is enabled, remembers that state and enables FT, then restores it to the previously recorded state. I don't know of any mod where it would make sense to do this. Also I do not have this issue in new games, but after a while it always manifests itself. If I don't disable FT in a script or console, the above script will always report FT as enabled. I searched the scripts for FT enabling but found no relevant entries. Of course many mods have scripts in a bsa file or dont even include the sources. So I am kind of stuck... I'm just hoping that someone else has the same behaviour and might have figured out what mod is causing it.
  5. I'm working on a mod where at some point I have to disable player controls and fast traveling, like so: Game.DisablePlayerControls(false, true, false, false, true, false, true, false, 0) Game.EnableFastTravel(false) However I found out that this doesn't work. I tried to disable fast traveling by other means, i.e. through the console, or by using the settings in mods like Frostfall. None of them have any effect. This is a relatively new playthrough, and I remember having similar issues in previous playthroughs with another mod that tried to disable player controls. So there are several mods in my game that mess with fast traveling and player controls, so I could understand if player controls got enabled or disabled unexpectedly from time to time. But what I don;t get is how these are forcibly enabled all the time, even after disabling them manually through the console or Papyrus. Any ideas what can be causing this?
  6. I really hate to necro-post, but how did you solve this? I am struggling with this exact issue?
  7. You;d be surprised :laugh: If you provide 1000 aliases, people will cry that they *really* need 1100. I made a mechanism to slot NPCs in and out of RefAliases dynamically to get around the limit, but that mechanism doesn't scale all that well.
  8. That's exactly what I did :smile: The point of having the effect is to be able to run a script on those NPCs. Anyways, the effect has no conditions attached. The messages from the script show that it applies correctly when the item is donned or the spell ability is added, but disappears immediately when I leave the NPC's cell. That reference thingy is probably the cause of the effects not stikcing. That's a crappy limitation of the engine though :sad: Edit: So sticking them in a ReferenceAlias will make them persistent. Meh... in my case the effect is potentially applied to many NPCs dynamically, so using a RefAlias would place a hard limit on the nr of NPCs it can manage.
  9. Is it possible to apply a magic effect to an NPC permanently? I've tried various options such as using a cast spell, adding an Ability spell, or making them wear an enchanted item, but in all cases the magic effect is dispelled as soon as I leave the cell that the NPC is in. When I return, I can for example see that the NPC still has the Ability spell, but the effect is gone. Is there a trick to make this happen?
  10. I wanted to do something similar but was surprised that no such mod seems to exist. In any case I did crack this problem :smile: Well almost, it needs a few tweaks here & there. Once I am happy with the result I will post the mod here. Currently it gives you an extra option when you mount your horse: you can choose to mount together with a follower. See the screenshot! I'm happy to explain how this works if anyone wants to know.
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