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JediStudley

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Everything posted by JediStudley

  1. The issue was the change in the Terms of Service which resulted in authors not being able to delete their own work, allowed Nexus to unilaterally edit the work, etc. He and many other authors, including myself, have pulled their work prior to the deadline set by Nexus. It's not about anger, it's about disagreeing with the new ToS. Many authors are re-publishing their work on other sites with a less demanding ToS.
  2. Using vortex, I was having the same problem. reinstalled the game, reinstalled all mods, started new game...same issue. I started rolling back mods in small groups and it started working ok. I suspect an interplay between two mods in my case, as all of the disabled mods are ones I've used before. You might need to use a similar approach (reinstall game/mods, roll back some and then add back in slowly). I have heard AFT sometimes has issues, though it worked ok for me when I used it. I've been using Nether's Follower Framework for a while and I like it better. NFF isn't on this site anymore, but the author has it elsewhere (patreon?). Just google it and you can find it.
  3. he also posted it on a patreon site, in case you don't want to register an account at LL
  4. Because of the upcoming changes to the Nexus ToS, many authors are pulling their mods from this site.
  5. immersive citizens - ai overhaul is still there. I switched back to that as AI Overhaul required so much patching for NPC and Location mods.
  6. In case anyone else is looking in the future, the ESP/ESL contains a lot of information (configurations for packages, NPC, locations, etc.) Where things are grey is determining when something is trivial and when it isn't. For example, changing an NPC's hair color and duplicating that is hard to argue should need permissions. On the other hand, if that same ESP file contains the definition of a new quest, that is easy to argue it should need permissions. The mods in question here change a lot of NPC's with references to custom packages and scripts (note the packages & scripts were not being copied for the patch). From these two mods (AIO & SVOM) the copied portions are configuration of NPC's. Arguably this doesn't need permissions, but it is safer and good etiquette when things are in the 'grey'.
  7. a good point. thank you for the feedback! I wasn't sure about permissions and ESP files themselves, but it is better to be sure of even those. :cool:
  8. Thanks for your response! https://www.nexusmods.com/skyrimspecialedition/mods/21654 AI Overhaul ... indicates no using resources, but does allow for modify files with credit (which I always do anyway) https://www.nexusmods.com/skyrimspecialedition/mods/18665 SVOM ... this is completely locked down and requires permission to make even modifications. I've emailed the creator of SVOM, just in case. I think AI Overhaul is ok, from the permission settings. Patching that just affects the ESL/ESP is really a grey area for me to make a call.
  9. I was going to share an ESL (esp) that patched the differences between two other mods that I didn't write. I don't use any assets from either mod, just the ESL to resolve the conflicts. In conflict resolution, configuration values are copied from each of the mods to make the patch. Even though I'm fairly certain the configuration values are ok to use, I still wanted to ask the community first.
  10. If my mod calls functions in another mod, do we need to ask permission on that? I was checking the guidelines, and it's a bit murky. I get it if including assets like artwork or code, but calling functions isn't either of those...
  11. Ok, made some headway! The 'other' mods in question use BSA archives for their scripts. Extracting the script files into that mod's directory (as loose files) allows the CK papyrus compiler to access them. Now the errors indicate files/mods that the other mod depends on, can not be found. Is there a limitation on the CK and do I need to use the papyrus compiler on the command line? Or is there something I'm missing because it seems incorrect that the scripts need to be extracted from the BSA...
  12. The declaration for the quest property is done. The seductionRank is a local Int. The CK compiler does not recognize the type I'm casting to, "dxFlowerGirlSeduction". That's the name of the script which contains the function being called. Interestingly, I'm able to add the script with that name to my mod's quest!
  13. I'm trying to use functions on the quest of another mod and the cast is not working for me. I'm not sure what I'm doing wrong and any suggestions would be greatly appreciated! in my mod, I'm trying this line: (note "qFlowerGirlsSeduction" is a Quest property that is initialized to the quest FlowerGirlsSeduction in the other mod...which is a master to my mod) int seductionRank = (qFlowerGirlsSeduction as dxFlowerGirlSeduction).GetSeductionRank( target ) The error when saving the script in CK is: cannot convert to unknown type dxflowergirlseduction I was also trying to make the dependencies between the mods more flexible by using "GetFormFromFile()", but ran into the same problem. I'm sure it's something simple I'm just overlooking. Thanks!
  14. Thank you for the info on GetQuest('someeditorid')! The documentation on papyrus has partial examples that don't work very well, not to mention they are frequently flagged for fallout 4. for the editorid, is that the same as the FormId listed in the Creation Kit's ObjectWindow column? I know I can't use it directly in the code and need to get the objects using the Id with an API. I keep seeing the Editor/Form Id being used interchangeably in the docs and it's confusing. I'm trying to script a mod that will dynamically determine if another mod is installed and if so, use a function or set a property in it. My goal is to create a mod that doesn't require patching for each mod combination that's out there which could impact mine.
  15. Thanks, I'll checkout that call out in SKSE! The mods I'm checking for are not mine, so I can't add a property to them. They do have properties/functions I can access. This leads me then to the dynamic casting. Is there a way to do the 'as someobject' for the casting dynamically? The docs I have also refer to a ScriptObject.CastAs() which doesn't appear in SSE either.
  16. I'm trying to dynamically interact with some other mods using the Papyrus API in Skyrim SE. Some of the API's in the Creation Kit do not seem to be available in SSE. The document link is https://www.creationkit.com/fallout4/index.php?title=Inter-mod_Communication I can't find anything 'official' that is for SSE, just Fallout4. The Game.IsPluginInstalled() works fine, but the ScriptObject.CallFunction() and ScriptObject.GetPropertyValue() do not seem to even exist. Is there another way of accomplishing this in SSE, or another library/mod that I can use? I'm trying very hard to avoid hard dependencies which equate to patches... any help or input is appreciated!
  17. Thanks for the offer. I've stripped it down to very simple test cases, similar to the example given by Rizalgar. I've concluded there is a bug in skyrim where the finish effect is always run right after the start finishes. I've also copied some of the more complicated DLC1 spells for testing with Debug.Notification added and found the same behavior. I'm going to revise my approach and use the onupdate() functionality to get the job done.
  18. I'm creating a new spell that has 3 effects and has a problem immediately terminating. Each effect has a duration set for 20 seconds and the last magic effect has a papyrus fragment set so I can see the on-start and on-end generate a log message. the messages print one after the other with no delay. I'm not sure what I've missed and why the effect starts and finishes almost immediately even if the duration is set to 20 seconds... Any suggestions would be appreciated!
  19. IsharaMeradin, thank you for response! I think that is exactly the problem. I had the misunderstanding Quest.OnInit() fired on each new load of the game, not just the initial load and never again. (I do have the flags set to fire only once, which I now know is once ever for a character's lifetime) Thank you!
  20. I've been editing psc files using an editor outside of the creation kit. I have created a quest, tied the script file to it, and been able to run the demo script (yeah!). If I make more changes to the script and compile it manually, I'm not seeing the new script changes when I run the game. The ESP and PSC/PEX files are being changed in place under the game's data directory. 1) I tried just changing the psc and compiling (verified time stamp on pex file) 2) I tried updating the quest by removing and adding hte script file and resaving the esp 3) I tried #2 with exiting and relaunching the CK beforehand So the question is, do I have to edit and compile the scripts within the CK? Do I need to readd them to the quest each time i modify the script? Thanks!
  21. I think I have found it. The script name had an '_' in it and this seems to have made the difference. Renamed script and file to not use '_' and now I'm seeing my text messages! Thanks SeraphimKensai for taking time to look at this!
  22. The script is right from the beginners guide. I ran into problems on my modding and went back to the basics. The script compuled and generated the pex file. I have to admit i'm stumped on this as each part individually looks ok Especially since i did the example once before
  23. This is a newbie question. I'm using the 'papyrus for beginners' example of the 'hello world'. I zip the mod up and drop it into Vortex to get it into my load order. It all seems ok, but I never see the hello world message. I did this once before a while back and was trying it because I have not been able to load mod's I'm working on lately. I can load and update other mods from Nexus with no problem. I also looked at Skyrim mods menu option to check what mods it is seeing. the example mod is in it's list as active. Any suggestions are appreciated as I'm stumped on why this is happening all of a sudden. (my plugin count is 185-192 so it's also below the limit)
  24. BV is not using spells for the visual effect but is using an effect shader directly. I believe it will work just like the spell approach.
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