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Everything posted by Rasikko
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SSE Question with JsonUtil from PapyrusUtil
Rasikko posted a topic in Skyrim's Creation Kit and Modders
My json file, which is just for testing: { "string" : { "charactername" : "test", } }My question: How do I change "string" to something else? I'm trying to read(parse) this file with C# but because it matches the data type of the same name, I can't create a C# property for it and thus can't read the file. I can add more members, but I can't add additional objects for the JSON file and it appears that nested objects is not allowed outside of the one created from the plugin. I'm using SetStringValue if that helps. EDIT: Was just a syntax issue and need to use SetPathXXValue to write to the proper objects and its members and also the syntax for nested objects is ".objName1.objName2"(the first dot is for the root). If you don't do that and instead try it with SetStringValue, the plugin will create an object and name it string. -
[LE] Skill Increase event only firing once
Rasikko replied to nakano15's topic in Skyrim's Creation Kit and Modders
Oh? There's a note about that on the OnStoryIncreaseSkill which was put there long long time ago. https://www.creationkit.com/index.php?title=OnStoryIncreaseSkill_-_Quest -
[LE] Skill Increase event only firing once
Rasikko replied to nakano15's topic in Skyrim's Creation Kit and Modders
The script needs to call Stop() and the quest cannot have "run once" checked. Alittle heads up about this event: It only cares about first skill increase. Subsequent skill increases don't cause the event to fire consecutively. In other words, if you gain 3 skill increases at once the event fires only once. -
Getting straight to the point: Whatever handles the 'cookies' system of the server is broken, therefore: You cannot log in. You cannot create a new account. Before 1 and 2 became impossible, you had to fight with the server to make edits because it couldn't properly check your login session.I don't know who to contact anymore about this. The last time it got raided by bots I had to go all the way to ESO support. The CK wiki never truly had a contact support feature. So anyway this hopefully sheds some light on those who're wondering why you had to negotiate with the Universe to use the wiki for edits or even login. At this moment, the CK wiki is effectively in read only mode.
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It doesn't but those which are, such as followers and scripts with race conditions are easily handled. SKSE plugins are dead in the water until they are recompiled in VB2019 and whatever else needs to be changed within them.
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I think you didn't read what I wrote to your thread at r/skyrimmods, but I haven't gone back there yet. As I said before(adding some more info) You can try to use GetItemCount to search the container for the weapon, store it to variable and call DropObject on it. Next is searching for it again using FindAllReferencesOfTypeFromRef, with the player as ArCenter and the reference to find being the weapon. THEN call SetItemHeathPercent. Not tested but it's what I would try and yes it's clunky. Reason why it doesn't work for items in containers is because items in containers are only the base forms, not the references.
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But how does it look in game is the real question. The CK is not very nice with displaying custom hairstyles and other things.
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How bad is the damage? Here's some facts: The vast majority of regular mods from SE is compatible with SE:AE. Architectural changes were not made in the same scope as LE -> SE. Some are broken due to texture changes brought on by AE. Follower mods are busted for some weird reason. Body replacers, outfit studio, etc, these still work, you know, the cosmetic stuff that you may care about the most. Mods that require SKSE specific papyrus functions are fine thanks to the new SKSE update. SkyUI is not broken. Mods which require SKSE plugins, which contain .dll files are broken until these mods are recompiled in VB2019. Recompilation is not as easy as it sounds. That last one is particularly bad for those whose mod setups are composed of primarily SKSE plugin mods. Many of these plugins have authors that have long moved on, or are around but don't want fiddle around with updating because the process is a pain in the ass. The update effectively killed my mod setup and I pretty much playing Skyrim barebones now.
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Bull. Hardly. Mods are what's kept Morrowind around longer than most people have been alive on this forum. Same goes for Oblivion. Skyrim is no different.
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Nope. The 1.5.x Skyrim is gone forever from Steam. You'd have to use the downgrade mod.
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If this is all you want to do, then you could probably check for the currently equipped weapon, store that to a variable and then have RemoveItem remove that weapon. It will remove the equipped weapon, especially if that weapon is the only instance on the player. (if there's 2, I'd say it's a 50/50 chance it'll remove the unequipped one).
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It's because you don't have SKSE installed properly. In other words, the game can't find the files(.pex files).
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[Actor] Actor gets invisible after script moving
Rasikko replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
This is perplexing and the first known occurrence of a model failing to load after a move via MoveTo was completed. You can maybe try a different method, like not transporting it to a holding cell and instead just moving it with the player via some menu or something, like a holotape. -
[Actor] Actor gets invisible after script moving
Rasikko replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
Edit: Disable the rat first, then move it and then enable it. See if that works. -
No, that is news to me. Cell Resets shouldn't clear linked refs like that. Can try to get around this with the reset event on the linked objects(the parent linkers) ..example ; Event is triggered when the refs parent cell is either reset or reset() is called on the ref. Event OnReset() if GetLinkedRef() == none ; restore links using SetLinkedRef() endif EndEvent
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Event OnItemEquipped(Form akBaseObject, ObjectReference akReference) ; this event will detect potions being used if akBaseObject as potion ; add the potion back Game.GetPlayer().addItem(akBaseObject) endif EndEvent Make some changes so that it only cares about the specific potion. The one issue I can see with that is they will never run out of this potion even if it succeeds.
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While I dont understand why they felt the need to recompile the game, it just means that the SKSE team has to recompile the solution in VS 2019 as well, I think. The real problem is the DLL mods by authors who have long gone.
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I'm just winging it here as I don't have the game installed to do my own tests, but I believe an alternative can be obtained using a perk to counter the explosion. Raise the damage resistance of the NPC really high and have this conditioned where it'll be applied if an attacker is the player and the weapon they are using is the gun.
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I think this makes sense. Explosions aren't things cast by the player, they are placed by the projectile/magic effect. It is only the projectile(the bullet) that matters for ignoring friendly fire. You will have to use additional logic on OnHit to account for explosive damage. like... if akSource as Explosion ....stuff