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Question - esm files
SilverDragon437 replied to SilverDragon437's topic in Skyrim's Creation Kit and Modders
Thanks for the info. What about SE? -
Hey there. I have a question and am interested in what people might know about the subject. My question is about .esm mods. I am mostly concerned about the difference between 2 scenarios Scenario 1 - The file is an .esp file extension but with the esm flag ticked in xEdit Scenario 2 - The file has an .esm file extension and has the .esm flag ticked in xEdit My question about this is: Are these functionally the same? Is there an advantage of one over the other? I am already aware of the major differences when the .esm flag is ticked, mainly about persistent objects. But I am wondering if the .esm file extension makes a difference? Is there a difference in stability? The obvious choice seems to be to make the file a full .esm with .esm flag. But in my scenario, I would rather keep my .esp extension with .esm flag, as it would make things far less complicated. I appreciate any insight anyone has into this
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Hi! I appreciate the response! To launch CK, I went into steam and did "add a non steam game" and found the CreationKit .exe file. Once it was in my steam library page, I went into properties and set it to use proton through the compatibility tab. To launch I do so from my steam library. In this current setup, I am not launching through mod organizer. I do also have a mod organizer setup from when I was on windows, I got that working for when I actually play the game (portable installation.) But for the sake of getting the creation kit to work I've kept MO out of the mix for now. Thanks for the tips on the steam console stuff. I might try that to find a completely fresh 1.5.97 version of both the CK and the game, if possible. Apparently steam no longer has the 1.5.97 files available for download via console - I guess Todd is really intent on shoving the 1.6.x versions on us. Thanks also for the tip on the skyrim forums - I thought I was in them x.x I will see what happens if I downgrade both the game & the kit, if possible I might see if I can use the steam version of CK with the creation kit platform mod and try my luck there. Maybe there's an xEdit script that I'd be able to run to make the plugin still compatible with 1.5.97 . After a bit more trial and error (5 hours yesterday) I am convinced it has something to do with the renderer. I think Proton defaults to Vulkan. I tried forcing different options in Winetricks/Protontricks but to no avail. For testing, I loaded just skyrim.esm and opened the Abandoned Prison cell (the one LAL uses.) Crashes exactly the same - I can move around in render window for a few seconds and then the entire kit freezes and crashes. The CK fixes did generate dump files, but I am a total noob when it comes to anything like that. The only answers I found via google about how to even open a dump file were cryptic instructions and didn't end up working for me. Opening them in a text editor crashes the text editor (they are about 1.2 mb and I guess the editor can't handle it.) I am certain if I could read the dump files it would give me even a slight clue as to why it's crashing. I also uninstalled wine/proton and winetricks/protontricks and reinstalled, and made sure I am using the latest versions. Same result. Other things to note: - Installing VCRuntime2019 was hell but I did manage to put it into my default wineprefix. (It's listed as a requirement for CK fixes) - I read a post somewhere about how your game folder has to be in the default steam folder for protontricks to properly detect it. I moved the folder there and reconfigured protontricks. It didn't make any difference. - I read a post someone made about the animations folders causing CK to crash. I deleted all of the animations folders in my folder (they are in the bsa anyway) and it didn't make any difference Edit: Apologies! I typed this yesterday but must have missed the "submit reply" button.
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Heya. I am posting here to try to find a way to fix my creation kit. The problem: The kit crashes when I use the render window More specifically, I can use the render window normally for a few seconds. After a few seconds, the entire creation kit freezes. I am assuming the cause of the issue is some kind of rendering driver is missing. Read on. I have a very specific setup: OS: Linux Mint (Cinnamon) Dedicated folder for creation kit, which is a clone of my game folder The files from creation kit from bethesda launcher (saved on a drive) in conjunction with the Creation Kit Fixes by Nuukem Getting the thing to even run on linux was a massive headache, but in short, these are the steps I had to take to get it here: - Using Proton 9.5 GE - I downloaded several windows dependencies using ProtonTricks - I defined the additional .dll files in WineCfg that are in the game directory CK fixes mod is working. The rest of the kit appears to be working (at least I can edit objects in the object window.) For windows .dll dependencies, I have the following added via protontricks: d3dx10_43, d3dx11_42, d3dx11_43, d3dx9_43, faudio In Wine Config, I added the following to the libraries tab: bink2w64, binkw64, binkw64, d3dx9_42, flowchartx64, p4comm64, steam_api64, tbb, tbbmalloc, winhttp (Note that doing both of these was essential to get the kit working as much as it currently is) It is not a problem with my load order or mods as far as I can tell. I have an extremely minimalistic dedicated folder. In my tests, I loaded only skyrim.esm anyway Running emulated VM windows isn't really an option either, I don't have any keys and am poor. Now, before someone suggests using the latest AE creation kit with the creation kit modding platform mod: I need to make sure this plugin stays compatible with 1.5.97 skyrim, and to my understanding the AE creation kit makes older versions of the game unable to load the plugin. Is this true? Or am I misinformed? Any help is tremendously appreciated. Been wracking my brain for days over this. In addition, there doesn't seem to be a whole lot of documentation online about this (or I can't find it). I got this far through trial and error and the few google searches that did turn up a result.
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Hey there. So, I have been trying to solve a problem for a while. I would like to create translations of a mod. I know there's a few ways to do it: 1 is with translating in the esp itself. However, I caught wind of string files as well. I can't seem to find any information via google about string files, how to create them, how to modify them, and how to make a mod use them. Any information on the subject would be highly appreciated. Ultimately I'd like to let the translations lie in the string files and just have one ESP version of the mod so there's no need to distribute multiple ESPs
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SSE Set texture and tint with scripts
SilverDragon437 replied to GiantDwarf01's topic in Skyrim's Creation Kit and Modders
Necro'ing an old thread. I found a way to *kind of* do it but still need to figure the rest out and was hoping someone could jump in with some extra insight for this procedure. So, the idea is gleaned from Player Succubus Quest mod (Lover's Lab mod.) There's actually two parts to it - using NiOverride (RaceMenu) for the body color, and an skse function for the facetint. The NiOverride script is like this: bool Property PlayerSex Auto hidden Actor Property PlayerRef Auto Int Property ColorShiftValue = -16775751 Auto Hidden Function SomeFunction() PlayerSex = PlayerRef.GetActorBase().GetSex() as bool NiOverride.AddSkinOverrideInt(PlayerRef as ObjectReference,PlayerSex,false,0x00000004,7,-1,ColorShiftValue,true) EndFunction Properties explanation: 1: Target to recolor. Accepts actor and is good practice to cast as objectReference 2: Player in-game sex setting (male femme) 3: is first person, keep it false 4: slotmask. You can find a list of slotmasks on creation kit wiki. 5: Key value, which there's a description of what each key value does at the top of NiOverride script. 6. index. I think -1 is always a good value here. 7: Colorshiftvalue = the color to shift to, 8: persist setting (whether to write the color change to savefile or not) The above will turn the player's body (not hands, feet , or face) a dark blue. Now, for the face color, an SKSE function works with some of the same input Game.SetTintMaskColor(ColorShiftValue) Game.QueueNiNodeUpdate() This will set the player's face to the color index in int, but must be called before the bodyshift changes. Else when QueueNiNodeUpdate() hits, it will clear out the body color change. Dilemma: Mod Config Color Setting I'm trying to use the Mod Config menu's color picker option to pick a color. The problem is that whatever value MCM feeds into the int variable doesn't seem to work with RaceMenu's color functions for some reason. Initial color as set originally works perfect (see above value.) When I change it via mod config menu colorpicker, the whole thing breaks. Some insight if anyone has it would be appreciated. But I hope the above info was also helpful to someone. Edit: Forget all of that above. What will work above is changing everything else except the face. For a simple uniform recolor of the entire body, there's a better way. Actor Property PlayerRef Auto Int Property ColorShift Auto Int Property AlphaVal = 255 Auto hidden int Function GiveMeColor() int val = ColorShift + AlphaVal * 16777216 return val EndFunction Game.SetTintMaskColor(GiveMeColor(),6,0) This will transform your character to a vivid shade of whatever color int you feed into colorShift which can be gotten via either MCM code, plain int value, or by other means. It'd be a good idea to save your original tintmask with Int Property OriginalTint Auto hidden OriginalTint = Game.GetTintMaskColor(6,0) -
About 5 years later, I stumbled upon this post from google, and it was very helpful. Thank you so much. <3
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Hi! So, I've got quite a unique dilemma. I'm attempting to make a werewolf replacer. So as not to interfere with other mods, I used the vanilla transform spell as the base (and didn't do ANY edits to it.) However, I have an added magic effect that is put on the character that detects when you transform into werewolf. If you do, it swaps the ArmorAddon with a custom one. That's working fine, except... My model looks very similar to how the Randy Savage model in Macho Dragons did - it was super stretched out and looked bizarre. I'm attempting to make a more humanoid looking werewolf, and thus I want to use something as close to the base skeleton as possible. The first way I thought to tackle the problem: Call another racechange to one with the skeleton I want. This doesn't work as it bugs out the vanilla werewolf ability (it thinks you untransformed and locks you in wolf form forever.) So that's a no-go. My current attempt is to use NetImmerse or NetImmerseOverride to dynamically manipulate the skeleton nodes to the positions I want them in, so that I don't have to call a racechange. As for NetImmerse: Calling SetNodeLocalPosition#() doesn't appear to do anything at all. As for NiOverride: I'm assuming I can achieve what I want with the AddNodeTransformPosition() function. My problem is that I don't quite understand all of the data types that the function is asking me for. Function AddNodeTransformPosition(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName, string key, float[] pos) native global akRef = My actor to shift the nodes on, got that firstPerson = false, werewolf is third person isFemale = I am using a bool that utilizes ThisActor.GetActorBase.GetSex() nodeName = A little confused about this one. I know it's asking for a string value, but what kind of data do I feed it? For the neck for example, would I put "NPC Neck" or "NPC Neck [Neck]" as it is in nifSkope? Or something else? key = Very confused as to what it's actually asking for. Some string value, but I have absolutely no idea. Does anybody know what data it's asking for? pos = Easy - an array float (which I have set) All of my attempts thus far have not had any effect, so I was hoping maybe some kind soul could help shed some insight on what the key string is, and the proper notation for nodeName. Very much appreciate any help, as documentation on NiOverride seems to be sparse.
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- skeleton
- netimmerse
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SSE Detect player in combat
SilverDragon437 replied to SilverDragon437's topic in Skyrim's Creation Kit and Modders
Thanks a ton for your suggestion! Good thinking, but the event would never fire as my script is on a magicEffect attached to the player. I did ultimately find a workaround - By registering for animation state events and then testing conditions and using the function for detecting combat state (as you said above.) (The OnCombatStateChanged event specifically doesn't work when called on the PlayerCharacter. I speculate it might be because it detects the state of the unit's AI , which by default the player has none. The Reference.GetCombatState() == xx does work on everything including the player.) -
Hey, so I was wondering if anybody might help me figure something out... I need an event to fire when the player enters combat. Ideally, it would detect other combat states. Unfortunately, the event OnCombatStageChanged specifically doesn't work on the player. My script is attached to a constant effect,self magic effect. I am aware of the method of using OnUpdate and the Actor function, but this creates polling which I don't want. Is anybody aware of any other means of detecting combat for the player? (Apocalypse magic had a spell that did - Ocato's recital, so I know it can be done.)
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I have a savefile that has never seen the mod before that I've been using. So you mean that even loading a save with a mod will bake the script into them, even if you don't save after that? Solved: I found a solution. The scene wasn't playing because the dialogue had no sound. Apparently its a CK/Skyrim bug. All of my dialogue was silent, because I was going to get voice actors a bit later when I have more work done. Anyways, muting my microphone and tapping record for a second and saving it as the soundfile worked wonders and my scenes are running smoothly. Am leaving this here in case anyone else is having this issue.
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Hey there. So I've been struggling to get past a few scenes that are stuck. Or, moreso, they don't start. I have 2 scenes total right now. The first one started once and only once. Now it doesn't start at all, ever. But I'm not too concerned about this one, its the second one. Its something like this: I have a tavern. The player activates a door. The door script does a small check and then teleports the player to a different clone cell of the tavern. The screen fades to black and the player is script forced to sit in a chair. I also deactivated player controls except for looking around. I also have other (generic) NPCs that are native to the cell and whose only purpose exists inside that cell who are sat down in other chairs the same way. I haven't gotten them to be able to sit (even though the script that works on the player doesn't work on them, weird.) Anyways, this works acceptably fine so far. Next, the NPC "leader" is supposed to walk to a specific spot and give a short speech. ... The rest of the quest is irrelevant for the terms of my actual question. He never walks up or even attempts to. I TFC'd to see him standing merrily in his starting position doing nothing. My quest data looks like this: Stage 0: Nothing, but startup stage The door when activated then sets stage to Stage 10: References my attached script to seat the player and NPCs. Immediately after the seating procedure I have FirstInitScene.Start() And this is where its stuck. The scene doesn't trigger whatsoever. The scene data and referenceAliases are properly set up (Specific Reference, Allow Disabled, Allow Reserved, Optional.) I also generated a SEQ file with SSEedit. I'm 90% sure my scene data is done properly too. I speculate the error may be: 1. My scene has no audio, and I heard that no audio can cause scenes to fail. However, I do run it with Fuz Ro D'oh, but does it make a difference? If not, is there a plausible workaround? 2. Does Mod Organiser affect it in any way? My mod is in my base folder as an "Unmanaged" mod. I load the game with other mods through MO. So my load order is like... half MO managed and half MO unmanaged. Still, I do sort my esp's with MO. But I have no idea. Hallllp?
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Hey. So I had a cool idea and was wondering if it can actually be done: Is it possible to make a detect harvestable plants/flora spell? If so, how exactly? My current model is: A clone of the detect life concentration spell - I removed all pre-existing conditions inside magicEffect and placed the GetIsObjectType(Flora) == 1 on subject. Tried it in-game, and it didn't illuminate anything. I couldn't find any information on whether the detect life archetype can illuminate non-actor targets. I don't want to search by keyword, because that would involve placing said keyword on every flora object, and is kind of a dirty edit. Any ideas? Below is a s/s of my current magic effect. The spell entry itself is just a generic spell entry.
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- creation kit
- detect
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Hi. I am the author of the apothecaria mod, which utilizes potions to add new perks and abilities to the game without touching the skill trees. Currently, my potions simply cost gold from an NPC, but I wanted to add the option to buy the perks themselves from an MCM that I'm working on. However, I can't seem to find an actor value for unused perk points. I know there are other mods that add perk points through scripts. Does anyone know how to do this? Thanks for any input