Jump to content

tox2ik

Supporter
  • Posts

    53
  • Joined

  • Last visited

Everything posted by tox2ik

  1. That's "calling a method on an unknown script" on a system where skse is not installed. One would think they'd at least throw in a global named SKSEVERSION or somehting.
  2. I want certain parts of my script not to fail even if SKSE is not installed. Is there a safe and easy way to check if it is installed? What about using import? If I say import StringUtil, but the script is not actually there on the target system. Is there a way to prevent the whole script from crashing in this scenario?
  3. I'm trying to create a few basic flames, frostbite and sparks spells that will scale as the player advances through novice, apprentice, adept, expert and master levels of destruction. The problem I'm having is to display the proper level of spell in the user interface. Currently all spells show up as "novice" even though the "casting perk" in the spell ck-dialog has been set to DestructionApprentice25, DestructionAdept50 and so on. Using the "casting perk" does reduce the spell cost by 50 percent when the perk for that spell is unlocked, but it does not change the level of the spell in the UI. While typing this, it dawned on me that the displayed skill may be governed by the "minimum skill level" in the ck-dialog magic effect. Turns out that's the case. Updating creationkit.com wiki accordingly (http://www.creationkit.com/Magic_Effect#Base_Data). This is rather inconvenient because I will now have to reproduce the same basic effect 13 more times only to change how the spell appears in the UI. If anyone knows a better way to do this, please let me know. A couple of screenshots to clarify what I'm talking about: Creation Kit Dialogs UI spell list
  4. I installed your mod today. If you like these and would like to edit them, I can send you the originals. Otherwise you may use the links. --- hm they look terrible on youtube. I think I have to capture at full-screen resolution to get past the "hd" threshold or play at lower res and record full screen with at least YYYYx720
  5. If you mean an extroverted talk-a-hole-in-ur-head video then I can't do it. I guess that's what you mean, because there is plenty of information on the mod-page already. You want someone to talk right? Preferably some one with an "established" mod review channel? Just asking :) edit: oh craps! can't download for some reason. Looks really cool, gonna try later.
  6. Add ENDORSE button to NMM - problem half solved
  7. You can't rename certain types of files without breaking them. You can't rename mods with new NPCs or mods that edit the faces of NPCs or you will introduce the dark face bug. You can't rename mods with new silent or voiced dialog because the connection to the dialog will be lost and the silent text will flash by so quickly you will not know what is going on in the quest. You cannot rename .esm or .esp master files because the connection to the master will be lost and the file that is dependent will not work. Skyrim will likely be broken and unable to start. Which essentially means you have to think of a good name before releasing your mod. Btw, you forgot breaking BOSS master file record-mod name relationship.
  8. Problem After some initial trials at attaching a script to the Player in order to listen for certain events, I've re-written the script which did this incorrectly and changed its type as was necessary. This causes a problem in a particular saved game because apparently, old scripts are retained in the saves even after one removes them from the filesystem. My game loads an item and finds that a property in a script attached to that item has changed type and fails to assign a new pointer to that reference because the types differ. The Property in question used to point at a script extending Actor, whereas now this property (variable name unchanged) points to a script extending ReferenceAlias. I guess that simply changing the name of the property would do the trick, but I wish learn if it's possible to remove the old script from the saved game entirely. That would allow my item-script to initialize that property correctly as it does when I start a completely new game. Background-infoIn order to attach a script to the Player such that this script receives the same events as the Player there are a number of steps to follow: Attach a Fill Type: "Specific Reference" quest alias to a new quest pointing at PlayerRef (00000014) (alias name: dovahkiin) Attach a Script extending ReferenceAlias to that alias (skript name: PlayerInventoryMonitorScript) Implement Event OnWhatever in the script (PlayerInventoryMonitorScript) for the events you wish to monitor Process event-data as you like The usual "clean save" technique suggested as the ultimate uninstall-plugin-and-all-scripts solution will not work in this case. The reason for this is described in more detail in the UOSP bugtracker and even more thoroughly on the CK Wiki Problem summaryIn my previous attempt I was attaching a script which extended Actor to the quest alias. The problem was no events happening on the player were getting through to that script. In a separate script, attached to an item, I had a <myscriptType extends Actor> Property pointing at this script in order to retrieve collected data from events on the player. After changing the type of the monitor-script to ReferenceAlias, updating the Property in the item-script to <myscriptType extends ReferenceAlias> and deleting my old scripts, problems ensued. Retracing stepsWhile writing this post and retracing my steps, I've remembered how I created the item with the problematic script: In the original (now gone) .esp I dragged a diamond ring into a cell and attached scripts to it. Later, after finding out how to do things properly, I loaded my plugin without setting a master file, duplicated the entire cell, made appropriate changes, wrote new scripts and got rid of the old cell saving everything to a new .esp. The only thing giving me problems, is that the item to which I'm attaching the script already has a script attached (even though it's deleted). So maybe If I delete this ring and drag a new ring from the object window into my cell and reattach the script to it, things will sort them selves out. The problem remains though. I want to delete stale Objects and Scripts from my save because WARZONES, for example, leaves a whole load of them in my save. Relevant log entries[...] Cannot open store for class "toxPrintInvEncumbrance", missing file? [...] warning: Unable to get type toxPrintInvEncumbrance referenced by the save game. Objects of this type will not be loaded. [...] Cannot open store for class "toxitemcounterchest", missing file? [...] warning: Unable to get type toxitemcounterchest referenced by the save game. Objects of this type will not be loaded. [...] Cannot open store for class "toxPlayerScript2", missing file? [...] warning: Unable to get type toxPlayerScript2 referenced by the save game. Objects of this type will not be loaded. [...] warning: Could not find type toxPlayerScript2 in the type table in save [...] warning: Could not find type toxPrintInvEncumbrance in the type table in save [...] warning: Could not find type toxitemcounterchest in the type table in save [...] error: Property pAliasRef on script toxIICounterRingScript attached to Item 11 in container (00000014) cannot be bound because <NULL alias> (1) on <NULL quest> (57000D62) is not the right type [...] error: Property pAliasRef on script toxIICounterRingScript attached to (FF00111F) cannot be bound because <NULL alias> (1) on <NULL quest> (57000D62) is not the right type item 11 in container 14 (player) must be the ring to which the new script is attached. The NULL alias and quest were defined in toxPrintInvEncumbrance and the old quest (not even listed any more). More questionsHow do I... find the editor name (or any information) given an Object- or Ref-ID (like 57000D62) I could just go through all my stuff in the CK, but I would like to use the console for this. I know one can go the "other way" using `find' and `help'. Edit game-saves? I'm guessing that there are no tools for this yet. Write scripts that properly uninstall themselves (or alternatively) write uninstall scripts that remove my crap from your savegame. Taking a look at how "Imps More Complex Needs" handles uninstalls would be a start. Edit: In case anyone ever finds this, there is this discussion defining these problems more clearly and suggesting a couple of potential work-arounds: old-versions-mods-conflicting-with-newer-ones
  9. There are two options for this: Zuun Haal Viik: Shout defies steel, as you rip the weapon from an opponent's grasp. Shield Wall -> Power Bash -> Deadly Bash -> Disarming Bash: Block perks After you use one of those, the enemy will drop the weapon on the ground. If you don't pick it up, they will. So if you shout or bash your enemies to make them lose their weapon and can't take their weapon up afterwards, those two abilities become totally useless. When you fight the Deathlord at the end of "Under Saarthaal", for example, this is very effective becasue he can't fight for s*** without his ebony warhammer / blade. A note on movement speed: There is a dragon-script movement-jumping-fall tolerance mod which is great, but kind of OP with default settings. That mod increases movement speed as you gain levels. With ACE - Armor and heavy armor you have speedmult == 80. Which is alrite, but boring after a while because you have to switch apparel all the time. With my settings I have speedmult ~91 at level 28 in heavy armor and speedmult ~106 with clothes. If my math is correct I should have about 118 movement unarmored at level 81. Which is totally fine. It makes the game more fun. ; file: Skyrim/asi/basicAthleticsAcrobatics.ini /* NOTE: values below must be integers, not decimals. * With the default settings, * Speed increases by 0.2 every level and 0.9 every 10 points of Stamina. * Jump increases by 0.3 every level and 1.1 every 10 points of Stamina. * Aglty increases by 0.4 every level and 1.2 every 10 points of Stamina. // speedPerTenLevels=2 // speedPerHundredStamina=9 // jumpPerTenLevels=3 // jumpPerHundredStamina=11 // fallPerTenLevels=4 // fallPerHundredStamina=12 */ speedPerTenLevels=1 speedPerHundredStamina=2 jumpPerTenLevels=3 jumpPerHundredStamina=11 fallPerTenLevels=4 fallPerHundredStamina=12 Both Oblivion and Morrowind had you moving faster and jumping higher as you gained levels. I was thoroughly disappointed when I discovered that athletics and acrobatics were excluded from Skyrim. I dunno how you guys enjoy your game, or how high you plan to make the movement penalties in your mods, but reducing the movement speed below 70 with almost full inventory is just... boring?
  10. I'm sure SKSE will solve a lot of issues or at least make a lot of stuff simpler. But until they release a papyrus-enabled version and some proper examples, we're stuck using bare bones papyrus. Besides, I don't have a particular incentive or urge to rely on a main-app-version-specific dll injector for basic array store-retrieve operation. So let's wait and see what the next SKSE release has in store for us, and in the mean time.. catNames[0] = "Weapons " catNames[1] = "Apparel " catNames[2] = "Potions " catNames[3] = "Scrolls " catNames[4] = "Food & Drink" catNames[5] = "Ingredients " catNames[6] = "Books " catNames[7] = "Misc. Stuff" Padding with a single space at the end of the string, or in the middle seems to solve the problem for me. Not sure how reliable this is. How can they fail at coding such a basic operation? [05/18/2012 - 04:26:55PM] WTF2: ; <--- this is still unpadded from the previous example [05/18/2012 - 04:26:55PM] ["WEAPONS", "APPAREL", "POTIONS", "SCROLLS", "FOOD", "INGREDIENTS", "BOOKS", "MISC"] [05/18/2012 - 04:26:56PM] returning equipped [05/18/2012 - 04:26:56PM] weight PRE: 98 [05/18/2012 - 04:26:56PM] Weapons : 33.000000 [05/18/2012 - 04:26:56PM] Apparel : 58.000000 [05/18/2012 - 04:26:56PM] Potions : 5.000000 [05/18/2012 - 04:26:56PM] Scrolls : 0.000000 [05/18/2012 - 04:26:56PM] Food & Drink: 0.000000 [05/18/2012 - 04:26:56PM] Ingredients : 0.000000 [05/18/2012 - 04:26:57PM] Books : 1.000000 [05/18/2012 - 04:26:57PM] Misc. Stuff: 1.000000 [05/18/2012 - 04:26:57PM] Total: 98 [05/18/2012 - 04:26:57PM] re-equipping item 1/5: [WEAPON < (00013790)>] [05/18/2012 - 04:26:57PM] re-equipping item 2/5: [Armor < (00012E4D)>] [05/18/2012 - 04:26:57PM] re-equipping item 3/5: [Armor < (00012E46)>] [05/18/2012 - 04:26:57PM] re-equipping item 4/5: [Armor < (00012E49)>] [05/18/2012 - 04:26:57PM] re-equipping item 5/5: [Armor < (00012E4B)>] keywords: uppercase lowercase papyrus array string convert BTW: Does any one else think that they are using Java in the core? Because from the client perspective, their VM, syntax, file names / classes all seem very similar to how google implemented a java-vm in Android.
  11. I'd say it's more important to define operators like standard languages do it, and not as some silly math domain specific language. NO ONE WILL EVER FIGURE OUT NEGATION: x * -1 IMPLEMENT MATH OPERATORS NAO!!!!
  12. I've stumbled on another weird case: Scriptname WTF2 extends Quest {auto-converts strings to upprcare} String[] property catNames Auto String[] lessWtf Event OnInit() debug.trace("\nWTF2 ONINIT") catNames = new String[8] lessWtf = new String[3] catNames[0] = "Weapons" catNames[1] = "Apparel" catNames[2] = "Potions" catNames[3] = "Scrolls" catNames[4] = "Food" catNames[5] = "Ingredients" catNames[6] = "Books" catNames[7] = "Misc" lessWtf[0] = "Juice " lessWtf[1] = "fork " lessWtf[2] = "CROCOdileTEETH are Not toys" debug.trace(catNames) debug.trace(lessWtf) endEvent The above prints: WTF2 ONINIT [05/18/2012 - 01:13:02PM] ["WEAPONS", "APPAREL", "POTIONS", "SCROLLS", "FOOD", "INGREDIENTS", "BOOKS", "MISC"] [05/18/2012 - 01:13:02PM] ["Juice ", "fork ", "CROCOdileTEETH are Not toys"]
  13. Well, yeah.. the first time you go out you can fill some 250 units of weight (pounds?) but as you progress and accumulate "important" stuff or heavy armor there is not much space left. If you play with money-reduction and smarter-shopkeeps mods then its even harder. I looked at your weight and money mods. They look good. I'm not installing them though because I have enough of a hard time getting rich (and I start new games all the time, as soon as i get to level ~ 50). The reason Is ACE - Comprehensive Enhancements and Phitts Alchemy Overhaul. Combined, they make grinding gold a whole lot more difficult. My point is, the vanilla game does let you become right, especially after gaining a few levels, but that's not a reason to "not worry about the gold in the game" because It's important at lower levels. I don't even care to play my "beef" champs anymore because it is a lot more fun to start over and try a new build. Factoring that in, I don't think I care much for OPs mod because it will cripple me in the beginning. My intention is not to discourage Leeira though, all I'm saying is you have to think about both early and late game. There is a transmute Ore (iron -> silver -> gold) spell in but it's Adept alteration and you need ~150 mana and ~75% mana regen to cast it effectively (55 pieces of iron ore to gold in about 15 min) at early levels. Casting it on anything other than ore in your inventory would be silly imho. That is more or less what I have been fixing to do in a mod and I think it's a great Idea. I think that simply adding commands to followers like "go and sell this to the closest vendor(s) and take as much as you think is reasonable for your troubles, we'll settle this next time we meet" would be nice. My proposals, perhaps too liberal for your goal: 7 daggers (otherwise the craft-daggers -> enchant -> sell grind becomes impossible) It's fairly important when you want to level enchanting, especially if you never buy training. 4 one handed weapons AND 2 two-handed weapons. Because with you restrictions, you eliminate one strategy which involves disarming your enemies. 2 heavy armor [body], 2 ha [boots], 2 ha [helmet], 2 ha [gauntlets]. Same for light. Otherwise its impossible to carry enchant-skill outfits, like if you want unarmed and archer gloves, conjurer and destruction armor, etc Unlimited arrows with weight (about 0.05 weight units per each) I remember playing through Morrowind one time as an archer and constantly running out of arrows or inventory space because they were too heavy. So when they made them weightless in Skyrim I remember thinking that it was a clever decision which made the game more enjoyable. Dunno about the potions, I find them generally too heavy in vanilla Skyrim. 2 Bows at least because ACE - Archery distinguishes all bows in to long and light. Playing as an archer, you want to carry one of each.
  14. Is there any way to filter the contents of the Object Window by plugin file and not only editor ids? I would like to see formIDs of my plugin alone and exclude everything from the Skyrim.esm. Does that make sense? So far I have achieved this by prefixing everything I add with tox and putting that into the upper-right filter input field. This does not work when I browse others' plugins because there is no way to know how they name their formIDs. Is there really no convenient way to see what a plugin adds other than using "details" in the Data dialog?
  15. HA HAHAHA :D well observed, thank you!
  16. Been staring at this one for about an hour, others would be pulling out their hair by now. ScriptName WTF extends Form int Function Megafail() int x = 0 int y = 0 x = 22 y = x-1 Return y endFunction Starting 1 compile threads for 1 files... Compiling "WTF"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\WTF.psc(6,5): no viable alternative at input 'x' No output generated for WTF, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on WTF
  17. Many, if not all of the parameters that an events and functions receive have prefixes such as ak, ab, ai. Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) ; akBaseObject: The base object the actor just equipped. ; akReference: The reference that the actor just equipped - if the reference is persistant. Otherwise, None. Function UnequipItem(Form akItem, bool abPreventEquip = false, bool abSilent = false) native ; akItem: The item the actor should unequip. ; abPreventEquip: If true, prevents the actor (or player) from equipping the item. ; abSilent: Should the unequip message be silenced? Function DisableLinkChain(Keyword apKeyword, bool abFadeOut) ; apKeyword: Keyword to check ref link against (see GetLinkedRef.) ObjectReference Function DropObject(Form akObject, int aiCount = 1) native ; akObject: The object to drop from the inventory. ; aiCount: How many to drop For primitive types (Literals) I assume ai stand for "an int", ab "a boolean" and so forth. The prefix ap might be "a pointer", But the prefix ak makes no sense to me.
  18. (4) The Papyrus scripting language stinks to work with. I have a hunch that it's based on Java, it certainly reminds me of it. Having no preconceptions about the scripting language, I like that because I understand basic OOP. Did you read the CK/Scripting intro? This in particular: Differences from previous versions? I'm gonna assume you did. Want more info? Java - object oriented programming concepts Android events (also java) Android events ... its not a lot to read and will probably clear up at least something for you. C++ is not user-friendly. If you know how the language works, then it's you-friendly, not user-firendly. There are quest and item scripts out there already, no need to forget about anything :) You spend half of your time setting up properties to attach to variables. Want the player? ScriptName Lokir extends ObjectReference Actor p Event OnSomething(ObjectReference fus, Form ro, int dah) p = Game.getPlayer() ; or just skip the ref debug.trace( game.getplayer().getav("health") ) EndEvent What's so hard about this? You have a game global and that knows always where the player is. Half the time you wont even need the reference, unless of course you find chain-calling to be messy: (boolean ok = MooObject.getRefToFoo().isBarDone()). This extends that. That extends the other. The extension extends the extension. Java inheritance. You are going to have to get real creative with triggers to try to make things happen in your scripts. Yeap, I have to agree here. Will probably be less of a burden once we get to know the language. (5) External script files. External files are good because they make the mods more Modular (perhaps not a self-evident advantage in design, but it's effective and clean at least) and allow you to use external editors. steam workshop something broken - not papyrus problem. For an alright example on how to package things, look at the Bag of Holding archive difficult to install mods, and really difficult to remove mods you no longer want. - Enter NMM. If for some reason you don't like it, I'd say its relatively easy to remove files that were unpacked from an archive because you have the filenames in the archive. Voiced dialog that has been put into .fuz format rather than .wav format is usually, but not always, more reliable. - sounds like a PEBCAK. But there should have been tools for working with those files. You want to have custom dialog or quests in your mod? Good luck! - Yeap, same as the other TES games Stuff I don't cover in your post, is stuff I know nothing about. Then in a moment of lucidity the modder suddenly may ask him or herself, "Is the game worth the candle?" That's a fair question.
  19. Hello, And based on this, _you_ want me to do something to my mod? I spent 250 hours creating my mod, I've got a usefull name of the esp. There is no description, because I don't use NMM and never have used CK. But with such wording... just... no. Though I have some left over punctuation marks you may use in future posts: !!!!?!!?!!?!?!??? Regards, Gary Forget that guy. If he spends 250 hours on some meshes and textures but then fails to package them appropriately, it's not a big deal. It should be fairly obvious what they do. We forgive you master graphics, keep up the good work! Mods that change stats and add functionality, on the other hand, should come fully described and named. It's also a matter of common courtesy to support the package manager, especially if you are releasing here because most people use it (I think) and appreciate it. I read this guys post and I don't feel insulted, because I wrote a "good" description even for my silly alchemy-unlock-ingredients batch file. When I'm done with my more interesting mod, I'll probably spend at least an hour checking and fixing the readmes and descriptions. I'll maybe even add support for NMM, after reading OP's encouraging and sharp message. Btw, notice how I edited Gary's comment consume less space and to be more (imho) neat. Some people have it, some don't ;)
  20. I'm really stunned by this. Morrowind and Oblivion (probably the prequels too) are all games that have been heavily modded by the community. So when Bethesda fail to include an easy to use and feature rich layer for handling user input (drop-down lists, check-boxes, sliders), I really can not grasp this. The thing is, you could not even interact with the UI using the the keyboard in Morrowind and Oblivion, which is probably the main reason I will never play those games again (but partially because I have already spent about 500 hours on them combined). In fact, it wasn't before Fallout (another game studio), that Bethesda's Oblivion engine let me chose buttons on npc-dialogs and stuff like that with keys. So.. we'll probably have an alritght-scriptable-ui in TES: VII. But don't get your hopes up :)
  21. Dude, I said that I cant see that category. I'm asking for help or advise on how to fix that or any input on why the category is not there in my CK.
  22. As an example, there is Phitt's Alchemy Overhaul. In that mod, there are several skill-rate .esps. Looking at these with wrye bash, using "right-click details", I see AVAlchemy listed. When I look for this in the CK, nothing pops up. What I'm really looking for is how to modify actor values and skills, because I would like to decrease the leveling rate of lock-picking in my game. After a bit more research I've seen a suggestion pointing to "CK - Character - Actor values", but that category is not listed in the CK when I load Skyrim.esm and Update.esm.
  23. Yes, I clicked "boss" in the "status line" of Wrye Bash. Log is attached. It gives me a couple of `Bash Tag suggestion(s): {{BASH: Delev, Relev}}' messages which I'm not sure how to handle. Edit: Unofficial Skyrim Patch is currently disabled and is listed as "ghosted"
  24. Adding the spellsword perk via console works, the one in the skill menu does not work at all. I can not even activate it even if I do `player.setav lightarmor 71'. On a side note, the smithing anvil is also broken. Don't know if i can provide you with more info, but ill try anything you suggest if it helps you.
  25. I haven't looked at the majority of the spells yet, but I'll add comments as I find things I like or (dis)like. For now, It's the Talon Strike spell. I really like it because it allows me to level Illusion from ~ 25 to 50 without too much trouble. Actually, I find it quite a bit too powerful. I was able to kill the first dragon at about level 6 as a vampire with about 220 magicka. It died after about 3 hits from the roof of the tower to the ground and a couple of hits from the foot of the tower to where it lands when wounded (about same place as where Ireleth waits at the start of the quest). Sahloknir at Keynesgrove did not stand a chance at all because it's possible to climb the hill to the south and get far away from him without loosing the line of sight, he died in about three hits. So my problem is that the spell is much too powerful. The damage increments should probably occur at every 20 feet and not 10 like they do now, or maybe not linearly. If I understand correctly, the current damage is y = 10 + x/10, but perhaps a more suitable formula would be something like y = 2sqrt(19x/10) - 9 and if the enemy is closer than 150 feet, they simply get knocked down or staggered (no damage, but an alternative to shield-bashing). That would probably be more balanced. My thinking behind this is that the offensive aspects of the illusion school should not be more powerful than those of destruction. Also I think that this spell should have a cooldown of about 20 seconds when used against the same target, because otherwise dragons become a trivial enemy. This spell should also work only on people and animals until the mastermind perk is unlocked (illusion works on undead and robots), because otherwise all draugr-dungeons become very easy like dragons. The last thing I would like to remove from this spell is the auto-aim component. It should behave like the bow and respect mods which disable auto-aim for the bow. If the user does not have anti- auto-aim bots, then it's probably ok to let this spell auto-aim as well. I made a video where I take down the dragon in Dragoontooth Crater. It shows the auto-aim and that the damage of this spell is overpowered, because I think it's a lot harder (or costs more mana) to do the same amount of damage with destruction. Ill post the link later. ---- edit: I play on master and dragons have always been a bit more challenging. video:
×
×
  • Create New...