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About AffablySociopathic

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I actually get the option to feed when I sneak up on sleeping npcs but nothing happens when I click the feed button, first I thought it was just a bug from the better vampires mod but the problem persists even after I've disabled all the mods.
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I think those are all the mods I'm using atm but I have no idea which mods are conflicting or why. I'm quite sure that its somehow involved with the Better Vampires mod since this problem temporarily ceases when I use the customization power to reset it. I am however clueless as to what kind of bug/conflict would result in a unkillable character. I would very much like to continue playing the Better Vampiresmod if I can. unoffical skyrim patch unofficial dawnguard patch SkyUI XCE Bella's Better Females-CORE Bella's Better Females-Less Make Up ShenkThieveryOverhaul BarenziahQuestMarker NightingGaleArmorTweak TheAsteria DawnstarSanctuaryOverhaul DawnstarSanctuaryRespawns DeaconsDarkBrotherhoodSet DeaconsShadowyShadowmere DeaconsFrostierFrost SkyRe ArrrenDominionsSoulCairnHome RealisticLighting WhenVampiresAttack BrehaninsBetterVampires Frostfall RealisticNeedsAndDiseases UNP UNPB 2-4 BBP
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well I really don't know much about how the console works but I'm pretty sure if you can find a way to trigger an individual script or effect via console you should be able to trigger the soul cairns portal script/effect manually in-game but seeing as how I don't have much experience with using the console I have no idea how that would work or even if you can use the console in that manner but if the game editors were practical enough they probablly put the option in there to run scripts manually(for bug testing) although I'm guessing it uses an activation script instead of going the roundabout way of using a magic effect scrip but I can't really be sure without seeing it or myself.
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Having some problems creating a script, help
AffablySociopathic replied to AffablySociopathic's topic in Skyrim's Skyrim LE
Can anyone provide a a copy of the Papyrus compiler seeing as how steam won't let me uninstall and re-install CK or perhaps point me towards a separate tool that allows me to edit and create papyrus scripts. -
Having some problems creating a script, help
AffablySociopathic replied to AffablySociopathic's topic in Skyrim's Skyrim LE
Well this was my first attempt at scripting so, which properties are you talking about? After I ran into that error I checked the helloworld tutorial on ck wiki and even that script didn't work. The error happens when I add a new script before I can set the properties. I name it, add a documentation string(explaining the function of the script for anyone who wants to check it out for reference) and press the okay button and then this error message pops up. -
Having some problems creating a script, help
AffablySociopathic replied to AffablySociopathic's topic in Skyrim's Skyrim LE
Thats not the problem I tried creating another script following the very simple steps of the tutorial on http://www.creationkit.com/Bethesda_Tutorial_Papyrus_Hello_World and even that script didn't work, I suspect it might be an issue with the compiler itself but if so I don't have a clue on how to fix it. -
Creating a Ferryman, on a new island?
AffablySociopathic replied to ObLars's topic in Skyrim's Skyrim LE
Can't give a tutorial but I suggest you reference the quest on the Windhelm Dock's given by the East Empire Company Branch Manager, it has a quest which features using a boat to travel to another island, you can probably reference the script in that quest to create a working ferryman. -
Having some problems creating a script, help
AffablySociopathic posted a topic in Skyrim's Skyrim LE
I cannot make any script at all even the http://www.creationkit.com/Bethesda_Tutorial_Papyrus_Hello_World script doesn't work and that doesn't even have any code in it, anyhow the error message is at the bottom of the post. So I'm working on a quest/sub-race mod and I'm trying to make an alternative scene based off of the t01dibellasaltarscript used at the end of the Heart of Dibella quest seeing as how I really like the animation scene used there and it would make my mod much more lore-friendly I duplicated the cell and found the four "BlessingKneelMarker" which seem to be the activators, they contain the before mentioned t01dibellasaltarscript now seeing as how I don't want to ruin the Heart of Dibella quest I refrained from directly editing t01dibellasaltaraltarscript and attempted to create a new script which I would then place a copy of the script contained in t01dibellasaltarscript, delete it from the list of scripts contained in the Reference>Scripts part of the "BlessingKneelMarker". Oh and below is the the error message I got. Starting 1 compile threads for 1 files... Compiling "LBQPaladinScript"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\ActorBase.psc(10,18): unknown type formlist c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\HeadPart.psc(13,18): unknown type formlist c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\HeadPart.psc(14,32): unknown type formlist c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\Game.psc(48,70): unknown type formlist c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\Game.psc(51,69): unknown type formlist c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\Game.psc(64,77): unknown type formlist c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\Game.psc(69,76): unknown type formlist c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\Actor.psc(634,55): unknown type formlist No output generated for LBQPaladinScript, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on LBQPaladinScript -
New Disease Effect Not Working
AffablySociopathic replied to SoulLimit's topic in Skyrim's Skyrim LE
Well I'm a complete noob at modding at the moment but I'm working on a small project which has lead me to investigate the nature of lycanthropy in the creation kit and I have noticed that being a werewolf doesn't seem to be acoounted as a race change as there is no base werewolf race in the race list(with vampires its listed like this: ImperialRaceVampire, NordRaceVampire but there is no NordRaceWerewolf). Now it seems to me that the original script is referencing those "races" to make the transformation from ImperialRace to ImperialRaceVampire and etc. however seeing as how there is no base race for werewolves pre-transformation those references would not work for them. Now I'm pretty sure that these are good news since they mean you probably don't even have to script at all, I'm pretty sure that you can just use the CK to create a new disease that permanently adds the Beast Form spell after being contracted and held for 72 hours(I suggest a little modification on the Sanguinare Vampiris disease) oh and I take it back you will probably have to script a bit to perfect it but you won't have to script that much. Oh and some useful references for the CK below Character>Race>WerewolfBeastRace(The Temporary Race that the Beast Form power will transform you into) Magic>Spell>Power>WerewolfChange Magic>MagicEffect>WerewolfChangeEffect Well you probably know where to find the vampire magic effect and disease are so I won't bother pointing you to those. -
Oh, yay. Some time for my mind to run wild. Well, firstly, I don't know exactly what you're doing, but I have some ideas for you. - Appearance - firstly, since theyre going to be called "Lightkin," you probably want the attached magic/weapons/armor/appearance/etc. to be more light than dark. Think Jedi from the Old Republic versus the Sith. Likewise, their names aren't going to be Shadowmonger, if you know what I mean. :P - If you're trying to devise lore for this new sub-species, I'd recommend looking at some old European stories involving werewolves; they're common-ish, and good references. - I have no idea as to the spells you're asking about, but if you're going to try and have spells that take a day to recharge, I'd recommend having some stuff that takes less time. Note: I'm a novice, so I probably sound like an idiot. Well I'm a novice too but I'm learning fast, anyhows I've come to the conclusion that a werewolf isn't really a race outside of beastform and I think that what I need to do here is to just copy all the duplicate all of the human races in CK(this won't be featured for mer) add a Lightbringer behind the ID's edit their racial abilities and maybe when I get the software work on making slightly lighter(perhaps a bit glowing) skin retextures. It seems that you have misunderstood my intentions though seeing as how I'm not trying to mod werewolves(this is much harder in my opinion) I simply thought I could base my race of the werewolf race to easily make compatible with more then one race(seeing as this is my first race), no my intentions were to remove the beast form ability from the werewolf race and edit the racial power list to include holy spells as a base for the paladin race that I'm working on. I will probably start another separate thread for the scripting problem I'm having at the moment.
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Having scripting problems at the moment, I'm trying to add some quests to make it more lore friendly but first I need either a potion or activator that will turn the player into a Lightbringer as the quest reward and what I need is a script that will fx. transform the player from ImperialRace into ImperialRaceLightbringer or if the player is a NordRace then NordRaceLightbringer, seeing as how I just started looking into scripting 5 minutes ago this has been a bit difficult for me so any help at all would be greatly appreciated. I've been looking a bit into the mm_BeluaVAmpireChangeEffectScript just to get a hint of how to change the original race into the corresponding Lightbringer race but so far I'm not getting it. So the problems that I'm having at the moment is finding the werewolf races in the creation kit, as far as I can tell it would be the most convenient base for my new sub-race as it doesn't alter appearance and only requires slight modification to work for me(It seems that it isn't a race and that it only adds a power that temporarily alters your races into a Werewolf, most inconvenient but I manually added the needed races based of off the default race using the some of the vampire race settings to guide me). I added 3 new powers with 1 day cool-downs, 1 to heal yourself, 1 heal another and 1 to repel undead. This is the format I'm going to base my new paladin race that will most likely be dubbed "Lightkin", "Lightbringer" or something like that, suggestions and tips would be appreciated and I think I will also be adding some balanced passive bonuses as well. This is just a rough sketch of what I'm thinking and any help or suggestions would be greatly appreciated. Oh and if anyone could provide me a link to a thread about vampire modding I would be extremely grateful.
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Skyrim Crashes After Bethesda Logo
AffablySociopathic replied to AffablySociopathic's topic in Skyrim's Skyrim LE
My skyrim.esm file is located in the C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data directory and as far as I can tell there's only one instance of it. As far as I can tell it should be working but the problem is that it just isn't, although wait a moment I might have misunderstood your instructions a bit a bit. Edit: There is no instance of skyrim esm recorded in my plugins.txt and also according to some things I found on the net there should be a file called plugins.ini in my folder with a copy of all contents in plugins.txt but there isnt one. Created a plugins.ini with a copy of the contents of plugins.txt, still doesn't work. I'll attach a copy of my txt an ini files in skyrim -
Well so I've been playing skyrim for a couple of months and today I was updating my skse and downloading two new mods which are the "DragonsReach Hideout(Nightingale version)" and "Spouses can live Everywhere". As usual I launched through the skse loader and the usual message pops up saying this version skse is incompatible with the newest version of skyrim(or something along those lines) now I click okay and expect it to go down again but it still launches the game(which is weird cuz it usually doesn't do that if its incompatible and weirder still is that according to silverlock this version of skse should be compatible with my version of skyrim) but the game crashes after the bethesda logo, now my first thoughts are that I must have installed skse wrong so I go back into the folders and carefully make sure that I did everything right and then try again, the same thing happens which makes me think this might be a problem with the skse loader itself so I launch it via steam and still it crashes. So I use the launcher to access the data files and untick the above mentioned mods but it still crashes, so I go to desperate measures and manually delete all of the skse files after which it STILL crashes. I'm out of solutions here so any suggestions would be greatly appreciated. To be more clear its after the bethesda logo and before the continue/save/load Please Help ME, I AM GOING INSANE. :wallbash: