-
Posts
284 -
Joined
-
Last visited
Everything posted by JustChill
-
[LE] Moving static object to character body node
JustChill replied to Jollypolly's topic in Skyrim's Creation Kit and Modders
Thank you. I am looking forward to try it out. :) -
[LE] Moving static object to character body node
JustChill replied to Jollypolly's topic in Skyrim's Creation Kit and Modders
Thank you very much for that recommendation. :smile: Unfortunately the issues goes a bit deeper than that. The creature I use is an unique WispMother, but with the WispRace (I either have two other WispRaces but I cannot attached the desired model on these ones and I don't like invisible enemies). Basically the WispRace and the texture for the WispMother I use is actually not meant to be used in that way as the texture rather appears incomplete. Normally the mesh I use is attached to the "WispRaceShaderFire" somehow as there it shows up like WhispMother with burnt flesh that gives fire damage as soon as you get close. I actually tried to make a new creature out of that model attaching a ghost effect, but when I create a new creature and a new race, the meshes cannot be chosen as the WispMother will stay invisible. And it's beyond me why it does that except that that's another Creation Engine bullcrap to deal with. I never had issues creating new creatures when using Gamebryo. Anyways, I desperately chose the WispRace then, and switched through the available skins on that creature until I found a similar mesh appearance like for the one used by "WispRaceShaderFire", just without the actual burnt textures (WispRace also deals no fire damage when the player is nearby). The creature no rather looks fully blue, which I like as in addition with the ghost effect this looks pretty creepy. :smile: So I stepped away from messing with backpacks or outfits. :sad: But after all it doesn't sound that bad if I use the scripted solution. I actually removed the collision from the Original Azura's Star Lite mesh and made a static object out of it (without overwriting the original mesh for sure as that one is still needed for the actual soul gems that work ^^). And it sounds about right that there is small jitter, as the object initially floats in the air and when you activate it the ghost should rather work as some sort of magnet for this object: I've already created the activation script and I am looking forward to try out your script solution before I dare to check what madness this Nexus Outfit Studio is about. ^^ I actually like to use the static object also as a object reference for a PlaceAtMe call, where I place the real reusable soul gem at the very same position and disable the static one. Sorry for being a bit mad about, but I really, really dislike the Creation Engine. Like this new .NET-alike scripting is soooo fancy and you need to make () after any function you use. -.- I mean, I got often tricked and mocked by Gamebryo too, but finding solutions is so easy and logical there, while the Creation Engine often works without any reason of why it does suddenly work. XD At least if you think in the ways of Gamebryo, many things here don't make any sense at all. oO -
[LE] Moving static object to character body node
JustChill replied to Jollypolly's topic in Skyrim's Creation Kit and Modders
Thanks for that tip. I'll check that solution for my issue too. :D -
[LE] Moving static object to character body node
JustChill replied to Jollypolly's topic in Skyrim's Creation Kit and Modders
Just out of curiosity, as I actually like to have an object being moved to a character's back when that character moves. Does the script example of yours fire often enough in theory, to show a seamless movement? I either tried to add the object I would like to see on the back of my NPC as a backpack type. But unfortunately it seems that creature cannot equip backpacks. As I either have not much experience with mesh editing I am not sure how to add that object right into the mesh so it will be natively a part of the creature mesh. Therefore my last resort would have been a script that moves the said object to the back of the creature as long as it is alive (MoveTo and SetAngle, the object in question has no collision so that should be fine). As soon as it dies, the object will be disabled after an actual useable object for the player will be dropped at the same place. @Jollypolly Sorry for not being much of a help, but it seems we both have a similar problem. We try to move a static object towards an Actor, even though you go for the body nodes. I hope you'll get your solution. Maybe that one could also help me out. :) -
[LE] Read any values from private INI file
JustChill replied to jaxonz's topic in Skyrim's Creation Kit and Modders
Hey there, unfortunately it seems that the actual plugin didn't even got ported to the SE. :sad: https://www.nexusmods.com/skyrimspecialedition/search/ These are the only mods / ports from Jaxonz' work I could find for the SE. Addition: Ah, I just realized that the Nexus cannot directly link to a search term. Well just search for "Jaxonz" on your own the. Sorry. :/ You may have more luck directly asking that in the respective SE forum: https://forums.nexusmods.com/index.php?/forum/4045-skyrim-special-edition-files/ -
Hey there BigBizkit, thank you very much for your response. I see this case as settled now and want to form my apology to NexusComa for calling his first post out in such an emotional manner. Thanks for your advice too about these tools. I will take it to the heart. :wink: Cheers Addition on 6th March 2020: Unfortunately I had to reinstall Windows on my PC. Currently I have no plans to reinstall Enderal, as I actually want to play something else, so the release of my work will have to wait. But I surely saved everything, before I erased my drives, so content didn't got lost. :)
-
I said that this script comes from Enderal and includes the changes for my "Soulbender" as no reusable soul gem exists in Enderal. Have you actually downloaded Enderal and compared their default script to mine? It even differs because that one doesn't include the "Soulbender". I've already reported you, no worries. Just hoping to make you also aware about you being s***-talking. This is the original script of Enderal: I am currently also recording a video while posting this, that one I will post afterwards. Where you see me unpacking the "E - Scripts.bsa" which contains all Enderal scripts. Here you go: So, is your point now that you are not allowed to change scripts that come with the base game????????????? HOW THE HELL SHOULD ANYONE BE ALLOWED TO MOD THEN?????? I am shocked that you are able to write mods on your own with your obvious lack of comprehension. So, let's say I unpack the scripts of Skyrim (which is necessary as otherwise the CK will crash when adding new scripts) and use one of these original scripts for myself just to enhance a few functions. If that would be forbidden, why did Bethesda put the original PSC files into their script packages too? Simple answer: So modders can change these to their own preference. And it's the exact same thing I did with the original magicSoulTrapFXScript from Enderal. But let me make a short recap of my initial post for the special snowflake: This is me acknowledging that I am using the original Enderal script of magicSoulTrapFXScript. And here I tell that this is my current script as I already changed the original to my preferences ultimately having the script I previously posted in my mind. Do you spot the difference? The script in the first page already has a "Soulbender" property which the original Enderal script doesn't have. As that's my personal addition, ya know?! So after all, it should be very clear that I simply have enhanced the already existing script for Enderal as I nowhere said anything else! Got it? When I acknowledge that the script is based on the original Enderal script, then you will have a hard time explaining why this is 'pirating scripts'. And last but not least, how do you even think that mentioning the site owner benefits you in any way? If you really are that butthurt, that you want to bring the site owner into this, then I hope you fastened your seat belts as I reported you for "defamatory statement" and I just provided enough evidence to stand my case. Are we done with dick comparison now????? The script I wrote for JustChill was written from scratch. Because that was me who wrote that? Furthermore she is referencing the REFERENCE ALIAS SCRIPT not the MAGIC EFFECT SCRIPT here. You are absolutely unable to get a grip. I either wrote you a personal message, as I don't think you want to get yourself into further trouble in the public... Maybe you are manly enough to admit your mistake there?
-
Are you suggesting that I posted a de-compiled script here? I would not use someone else's work without crediting them. The script I wrote for JustChill was written from scratch. I hope you were talking about someone else. In that case I certainly agree doing that without crediting them and getting their permission is not acceptable. Clearly the script was pirated. This is why I never helped. Sorry if you can't understand I hate pirating other people work. Dude could have just left it alone .. but had to go all toxic. As if he actually had any ground to stand on. I hope he did report me. Any fool can see he is and had been pirating for a while now. Say what you will. You honestly think you're fooling anyone. This response is very confusing. SurfsideNaturals is asking you if you think, that her script was pirated. You agree but then say that I pirated scripts, without even linking to some clear evidence? Probably because there is none. Especially what the hell is a 'pirated script'? A function wrote by someone else? Well, what if that function is the only way to do it? Like for equipping the Pipboy in New Vegas in GameMode? Leads to a CTD. I credited the original designer of that work around, as do you know which my initial solution was? Opening the console window shortly, for forcing a menu mode XDDD That's a dirty workaround, ya know? And I was happy when I saw that there was another workaround, that wasn't that clean either, but at least avoided the CTD without being forced to go into console menu. Have you actually checked the code of the Dynamic Pipboy Light mod of mine and searched for similar mods with that code? No? Then what are you talking about? About the magicSoulTrapFXScript? I already told in the first post that this script comes from Enderal. Have you actually checked what Enderal is? Do you know that Skyrim mods with scripts don't work there as their properties might point to something that simply doesn't exist in Enderal's "Skyrim.esm"? Like the magic effects of the Detect Dead spell? Or does this magicSoulTrapFXScript look like the one that is available in Enderal from scratch? It's as disgusting, but pretty functional as anything I would write, ya know? A downside is that the filling starts after 1 second (or even longer), when you have a low framerate. I've capped my framerate to 30 FPS and checked it out. But as a delay appears the only issue, I still stick to it. :P
-
Hey, I just checked your other suggestions. Even with lower frames this should work properly. :D Even the 50 gems get reduced to one as soon as one of them is used for recharging a weapon. Thanks for pointing that out. That was a 360 degree formula. XD I could also just wrote Remove 1 gem. XD Ah sorry, I just got your response now. Well, as you see in my video everything works fine with my current script. :smile: Just changed the formula you pointed out. Aside of that, I don't get double empty gems back anymore like I previously did when filling gems, so I rather stick to my initial solution. :wink:
-
Hey, thanks for the heads up. I gonna try to do that too. I just realized that the script needs a lot longer to fire up when the frames are lower. I really dislike how Bethesda likes to ties everything to framerate. They already had issues regarding the game physics by doings so. oO But at the end of the day, it's the player's fault if he tries to do that. Most harsh way would be to lock the game control that allows filling weapons until the process is done. XD I am unsure how this can result in more than one gem. oO My code: P.RemoveItem(_00E_YerosCave_SiraSoulbender, GC - (GC - 1), true)Lets say GC is 5. 5 - (5 - 1) = 1 Lets say GC is 3. 3 - (3 - 1) = 1 Let's say GC is 1... Oh wait, it doesn't even fire when it is 1. ^^ Ok, then let's say it is 2. 2 - (2 - 1) = 1. In addition: Ah... I overthought it. Like I always do. ^^ I was thinking in the way of having just ONE as number, but haven't thought about to remove as much gems to just have one left. You are perfectly right. :)
-
Nothing, the script is fine. ^^ But I may explain the issues I had to overcome: Yes, but we catched that already by having a target container reference. And we catched removing the gem not into world space by having an item reference. The problem is that you can also fill the Soulbender til it is fully filled, as of my recent changes to how catching souls work. So when you just have a Bender filled with a petty soul in your inventory, you can catch a greater soul with it and you will have a bender filled with a grand soul. As in that case the one with the petty soul is removed and of course the re-adding fires too. But I catched that already by the queries I added. First of all, I tried it with multiple enemies at once. So I had 3 birds that give a petty soul. Got them all with a Soultrap effect and then killed them one by another in console window. Which means when I left the console window, I had 3 corpses and all of them were able to fill the bender. Luckily the magic script has a controlling process so you cannot catch multiple souls in the very exact same second, but one after another (with a wait time of around half a second). Initially I got multiple Soulbenders into the inventory as of these changes. But these got catched by quering for UI.IsMenuOpen("InventoryMenu"). This solved the issue. Then, I made another test. I again, catched the souls of the 3 birds, but after leaving the console, I immediately opened the inventory menu while the soul catching was still in process. And I got another spam of Soulbenders. XD So I added the harsh query about having literally NO soul bender in the inventory, which is the only case you can get an empty one. Now when I tested it the same way, I was able to see how the bender got filled with the 3 souls, but without getting any additional bender into the menu. :D
-
Hey thanks again for your enhancements. I had some different tasks on this weekend, but finally got my hands in this one again. And as of altering the way catching souls work, it of course did cause issues with re-adding the empty Soulbender into the inventory. Yet as of current tests it seems I covered these issues. :D But after all, without your help SurfsideNaturals I wouldn't have got that far. :smile:
-
Realistic Water Two got removed from the Steam Enderal Workshop, after I contacted one of the developers there and confirmed that the user has no upload permisson after directly talking with Isoku and SparrowPrince.
-
Hey, yes. At the first time I overhauled that mod I ran into a similar issue but there it was backed into the savegame. Currently having no idea what caused this issue with the quest item but it worked, so I fulfilled my promise to take a look into that mod. It's actually a very good quest mod and neat addition for Enderal so I would have felt awful having a half-baked version online. I basically don't like to upload bugged stuff at all. :)
-
Hey there, maybe a few of you already experienced me ranting about how the Creation Engine works and how much it is different (and sometimes a pain in the ass) compared to Gamebryo. ^^ HOWEVER, aside of messing around with the modding tools for these games myself, I of course love to use good mods from others and share endorsements over many different Nexus sites. That said, I either would appreciate if all users respect the intellectual property of others. I've already contacted a moderator about this on this hub and either wrote directly to the original authors of Realistic Water Two and a few other mods that got affected. Talking about this: http://steamcommunity.com/profiles/76561197985053959/myworkshopfiles/?p=1 This Steam user is flooding the Enderal Workshop with mods from Skyrim Nexus. What bothers me the most is, that this user actually has to be a Nexus member as that's the only way how he / she can download the original mods. And while he / she is linking to the original that still doesn't cover a permission. Similar as if you use a specific music for a Youtube video. Even if you write the original composer of that music into the description, it doesn't protect you from a copyright strike where you even might have to remove the sound from your video in the worst case. The thing what bugs me about this is, that Nexus mod authors might be very happy to share their mods on the Workshop or other sites, as long as they are asked for? I got asked for my Pipboy Light and Farmhouse to be translated to russian and uploaded on some russian mod site. I was happy to agree on that, as I am happy if others find a good use of my mods. It's the act of asking that makes the difference. In the case of having a permission you can either write about having got permission by the original author, but I highly doubt that this user asked anyone of the original creators here on the Nexus. Which is very disrespectful and disappointing. Just the way I think about it, no offense. Kindest regards, JC
-
Still thanks for your response. I guess you had some advide for me too. ^^ I got pretty emotional over this one, as the SureAI developer Hoxyd manages the german version of this mod on Steam and was happy to update it by receiving an enhanced german version from me on my Dropbox account. Yet, I don't like to hand out or upload bugged stuff, so doing all over again was just the best way to ensure everything works fine this time. And I finally was able to reach that goal. :smile: At least the english version is now updated to work properly. Hoxyd might update the german version as soon as he finds the time for. The Dropbox file I linked him is updated with the german version too. :smile: FINALLY, I can get back to the my own stuff now. :D
-
Hey, thank you for your response, but that's exactly the issue. Everything seems to be set up properly. I even deleted the whole quest, made a new one, reassigned the property to the new quest, but it still tells that this Property is NONE. Which is absolutely impossible. Addition: UGH... I was able to fix it without knowing what caused the issue again -.- Even though I ensured that all properties were set, I finally resigned and threw ALL assets out of the mod, added them again by hand and now it works. I definitely will step back from taking over mods written by someone else. People should take care about their mods themselves and ensure that they are not issued. This feels like wiping someone elses ass, while I am already bothered enough with my own s#*!. XD
-
This engine really starts to get on my nervs. -.- Especially as it refuses to work in the same way as it previously did. As posted here, I had issues with Draugrs in coffins not properly reaction even if everything worked fine previously. Therefore I restarted from scratch and enhanced the german Nexus version of said mod, as the Steam version is currently as broken as mine as the developer used my files to update the german version too. :( It turned out that the Nexus version had plenty of differences (some good ones too) and introduced new bugs which I've fixed now. There is just one thing left to do and exactly that one starts to bug me the most. I previously added a unique Misc Item that was a quest object. I had to do this by using an actual quest and Quest Aliases as Bugthesda thought it would be a good idea to add quest items in that way instead of using a simple flag on an item form or a simple Papyrus function. :down: The thing should work like this: The player picks up a unique sword, but instead of having the sword available he will get a Misc Item of the sword as he is only allowed to use the sword upon a specific point (and afterwards by free will). This is the very, very exact same script I used for the older version where the MasterAmbushScript got somewhat broken within the ESP. Scriptname NQTommy_GothSwordScript extends ObjectReference Event OnActivate(ObjectReference akActionRef) if akActionRef == Game.GetPlayer() if NQTommy.GetStage() < 260 NQTommy.SetStage(260) endif endif EndEvent Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) if akNewContainer && !akOldContainer if akNewContainer == Game.GetPlayer() if NQTommy.GetStage() < 270 NQTommyAddSwordMisc.Start() Game.GetPlayer().RemoveItem(Self, 1, True) endif endif endIf endEvent Quest Property NQTommy Auto Quest Property NQTommyAddSwordMisc Auto And there it worked . But now the Papyrus Log throws this garbage at me: So I only get the weapon removed, but no new misc item is added to the player's inventory. The Quest Property "NQTommyAddSwordMisc" is linked to this quest, which is either set up in the same way as in the older version where it worked: Quest Data Quest Alias 1 Quest Alias 2 It previously took me 1 whole day to figure out how to create a quest item in the player's inventory. And as I am not willing to figure out why the very exact same way of adding a quest item doesn't work anymore, I had to come back here crying for help. I mean seriously, this utterly garbage engine is trolling me now! In Gamebryo you were at least able to tell what's wrong but that issue doesn't make any sense at all. :huh:
-
Hey, thank you very much for the advices. :smile: I made the english version myself, so it seems there was some sort of hickup in the ESP. The problem is, one of the developers of Enderal manages the german version of this mod and used my enhancements either for the german version on Steam. So that one is yet broken too. oO I started to enhance the german Steam version initially. It had a few issues, including the one where Tommy didn't want to teleport to the camp. Yet as I forgot to include the voice files into the BSA I repacked it including a new fix for the teleporting orbs which produce a weird issue when the button for camera switching is pressed during the animation. It seems there got some issue saved into the ESP which actively broke the MasterAmbushScript for instances that come from this mod. I made a dirty edit out of one Draugr of the base game and suddenly that one didn't work either anymore, as it got touched by the broken ESP. After restarting with the german version from Nexus, everything works fine. Even better as Tommy does teleport to the camp in this one. So the workaround I had to make for the Steam version wasn't necessary. :D I've currently cleaned the mod and removed the unnecessary master "Update.esm" with Enderal Edit. Now I am looking forward to implement the other enhancements and if everything works again, I call it a day. ^^ Even though it's still disturbing that I had to do that mod two times. But the initial german Steam version had some actual issues compared to the german version of Nexus, so it might be good to use that one as base. But at least I can transfer the working stuff from my older version. Should just take me til tomorrow to get everything working again. Hopefully that weird issue doesn't come back on that fresh one, but I will keep backups of working versions. :smile:
-
Hey, guess in my haste I overlooked that it obviously was a savegame issue with the original german version. As I have installed it again now with all loose files and it works. oO That said, the version on Nexus appears to be actually newer than the one I initially used from Steam. oO In the end of the day, I guess I really have to start fresh and make one step after another. At first trying to get that "Update.esm" master out then cleaning stuff further. It's still a weird ghost issue. :O
-
Hey thanks for your kind response. :smile: Unfortunately, it seems not to be a savegame issue. I always start this quest mod from a savegame where it wasn't loaded yet. I COC myself to the startpoint, talk with Tommy and then continue on it. With console-"kill" I mow myself through and it just takes me around 5 minutes to get to this location. Still with the same outcome. :sad: I recently added a new coffin with the furniture coffin marker and the thing on top and a new unique triggerbox somewhere else in that room. Then I linked these. Still same outcome. I'll try a bit around, but either hope for another response from him. :wink: Cheers In addition: It gets weirder (Imagelink). So the Draugrs that come from the mod have issues with activation, while the Draugr from base game Enderal works properly with the same setup. oO Gonna check the Actors now... Another addition: I just added the working Draugr base form from the base game as dirty record (not a single change as checked in Enderal Edit) to the mod and now that one doesn't work either anymore. :O
-
Alright... I just played til the point where these Draugr are and it still doesn't work with the original version either. WTF? I really would like to know what kind of magic I did when I recorded the whole quest. Yet I am not about to continue breaking my head on this. It just would make me crazy. XD
-
I think I simply resign... I've downloaded the original german version again and plan to do all over... - Cleaning all dirty edits - Removing unused master (it has Update.esm as master oO) - Cleaning unused properties - Adding my enhancements Yet it will be the very, very last time I put hands onto the mod of someone else for maintenance. Especially in this garbage engine that comes up with totally stupid issues that barely make any sense. I mean, it worked before. I have a video record of my initial enhanced version! @ maxarturo Thank you very much for your response, but I think this will be the cleanest way to do it. I really don't know where to start on this one. I just know that I had this issue initially too and it somehow got fixed by me actually doing nothing except cleaning out dirty edits. As I haven't touched the ESP recently, I am unsure of what could cause it (as I either was initially XD). So my best bet would be to completely redo the whole enhancement.