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Everything posted by elezraita
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SSE Compiling with Notepad++ ?
elezraita replied to Zefaxet's topic in Skyrim's Creation Kit and Modders
Yeah, no matter what I do, I can't get the .bat to work. I refuses to find paths. However the scripts do seem to compile from the CK papyrus manager. I'm really confused as to why my .bat isn't working correctly. I've never had this kind of problem before, and I've been doing this for a while. -
SSE Compiling with Notepad++ ?
elezraita replied to Zefaxet's topic in Skyrim's Creation Kit and Modders
That was the first thing I noticed when started setting this up, even before I wrote the batch file. I will try your fix though. The issue is probably the ini setting. I've never had this many problems before getting notepad++ to work with the papyrus compiler. -
SSE Compiling with Notepad++ ?
elezraita replied to Zefaxet's topic in Skyrim's Creation Kit and Modders
Never mind. I'm just really tired. Still doesn't work even when I fixed the syntax errors. I'll just see if it compiles in the CK. I hate using the CK for this. -
SSE Compiling with Notepad++ ?
elezraita replied to Zefaxet's topic in Skyrim's Creation Kit and Modders
Has anyone had any luck with figuring this out? My sse .bat is the following: set base=H:\Games\steamapps\common\Skyrim Special Edition\Data\Scripts\source set DLC1=H:\Games\steamapps\common\Skyrim Special Edition\Data\Scripts\source\Dawnguard set DLC2=H:\Games\steamapps\common\Skyrim Special Edition\Data\Scripts\source\Hearthfire set DLC3=H:\Games\steamapps\common\Skyrim Special Edition\Data\Scripts\source\Dragonborn set backup=H:\Games\steamapps\common\Skyrim Special Edition\Data\Scripts\source\Backup set AllScripts=%~2;%base%;%DLC1%;%DLC2%;%DLC3%;%backup%;%temp%; "H:\Games\steamapps\common\Skyrim Special Edition\Papyrus Compiler\PapyrusCompiler.exe" %1 -f="TESV_Papyrus_Flags.flg" -i="%AllScripts%" -o="H:\Games\steamapps\common\Skyrim Special Edition\Data\Scripts" pause and I get the error that the bat can't locate the TESV_Papyrus_Flags.flg. It's in the Scripts/source folder. My Fallout 4 .bat is pretty much the same, though I haven't bothered to add all the newest dlc scripts to it: set base=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\Base set baseFragPack=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\Base\Fragments\Packages set baseFragPerk=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\Base\Fragments\Perks set baseFragQst=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\Base\Fragments\Quests set baseFragScn=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\Base\Fragments\Scenes set baseFragTerm=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\Base\Fragments\Terminals set baseFragTpIn=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\Base\Fragments\TopicInfos set baseHard=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\Base\Hardcore set baseHardFragQst=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\Base\Hardcore\Fragments\Quests set DLC1=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\DLC01\DLC01 set DLC1FragPack=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\DLC01\DLC01\Fragments\Packages set DLC1FragQst=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\DLC01\DLC01\Fragments\Quests set DLC1FragScn=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\DLC01\DLC01\Fragments\Scenes set DLC1FragTerm=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\DLC01\DLC01\Fragments\Terminals set DLC1FragTpIn=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\DLC01\DLC01\Fragments\TopicInfos set DLC2=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\DLC02\DLC02\DLC02 set DLC2FragQuests=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\DLC02\DLC02\DLC02\Fragments\Quests set UserScripts=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\User set LooseScripts=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source set AllScripts=%~2;%base%;%baseFragPack%;%baseFragPerk%;%baseFragQst%;%baseFragScn%;%baseFragTerm%;%baseFragTpIn%;%baseHard%;%baseHardFragQst%;%DLC1%;%DLC1FragPack%;%DLC1FragQst%;%DLC1FragScn%;%DLC1FragTerm%;%DLC1FragTpIn%;%DLC2%;%DLC2FragQuests%;%UserScripts%;%LooseScripts%; "H:\Games\steamapps\common\Fallout 4\Papyrus Compiler\PapyrusCompiler.exe" %1 -f="Institute_Papyrus_Flags.flg" -i="%AllScripts%" -o="H:\Games\steamapps\common\Fallout 4\Data\Scripts" pause and it works perfectly? What gives? -
In response to post #43254180. Sharlikran, while I'd say that about 95% of these features are available in MO, interestingly enough, it was fairly apparent that you were referring to Bash. I have an unrelated question though. I was under the impression that the xEdit scripting language was something related to Python. I'd heard that somewhere. Obviously, I was mistaken, as you claim not to know python. So, what language is it, and where does one go to learn it?
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In response to post #43223160. #43223235, #43225810, #43226065, #43226570, #43226580, #43226675, #43226930, #43227145, #43227835, #43229000, #43229600, #43229700, #43231180, #43250055, #43250125, #43252635, #43253770, #43254560 are all replies on the same post. @moriador You are probably right. There aren't really a whole lot of tutorials for using the CK and MO. I just learned how to use other third party programs and did the same thing for the CK. When I make a new plugin, it comes out in the overwrite mod and I just move it to its own mod at that point. I'll admit that getting scripts to compile from notepad++ while using MO was a royal pain. I had to download a mod to get it to work and then I had to write my own compile.bat. But after that, it was perfect. I honestly can see how people would get frustrated with that. I did, but I saw too many other advantages to MO to give up. My love of MO and all the misinformation I kept seeing led me too hyperbole. MO has its challenges, but I like it enough to spend time finding solutions. Not everyone is willing to do that. It depends on what one values. anyway, I made a tutorial a while ago about how I made a certain compatibility patch (because it was getting way more endorsements than it deserved). I wanted people to see how easy it was to make. In that tutorial, I used MO to open the CK, but that is about the extent of direct CK/MO tutorialage I know of. It's just that, except for setting up papyrus to compile from a text editor, it's basically the same as installing any other tool and launching it from MO. @Arthmoor I understand that not everyone thinks it's a good idea. I do; it works for me, as I explained. I understand that you like Wrye Bash. I like Wrye too, but I like MO more. I agree with you that virtualization a la MO should be an extension for NMO (as I'll call it for now). My purpose wasn't to tell people that their choice not to use MO is wrong. I'm perfectly fine with people using whatever tool they want. I just felt that I'd explain that MO isn't actually that hard to learn. I've seen quite a few comments expressing frustration about how certain tools don't work with MO at all, and I wanted to explain that they actually do. You understand that the way to get those tools to work in MO is the same way one gets the game to run in MO. If you don't like how those two things are accomplished, I'm fine with it. I just want people who don't understand the concept to get why those tools weren't working for them.
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In response to post #43222670. #43227380, #43227780, #43228265, #43228300, #43228380, #43228855, #43228880, #43229180, #43229215, #43229725 are all replies on the same post. With an understanding of xEdit and Wrye Bash, LOOT becomes redundant, in my estimation. LOOT cannot resolve outright conflicts or merge leveled lists; it simply decides which plugin has more records that should win the conflict (I guess. I honestly don't know what algorithm it uses to determine load order). This is all well and good, but no matter how time-consuming, I'd rather resolve conflicts using xEdit than trust a black box sorter, no matter how robust it has gotten. I will, however, gladly let Wrye merge my leveled lists...
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In response to post #43223160. #43223235, #43225810, #43226065, #43226570, #43226580, #43226675, #43226930, #43227145, #43227835, #43229000, #43229600, #43229700, #43231180 are all replies on the same post. I don't understand why people can't figure out how to use MO. I get that it is different, but there are so many wonderful tutorials out there explaining how to get third party programs to work with MO. I install enbs through MO using Casmithy's EnbMan. I use TES5Edit, the CK, dyndolod, Bodyslide, Merge Plugins, FNIS, any and all Skyproc patchers, you name it. Through MO, I can see and manipulate my "Data Folder" as I could if my mods were installed my actual data folder. And guess what: my actual data folder is completely vanilla. I can edit my inis without actually editing my inis. What's even better is that I have another option as well: I can look at and manipulate my mods on an individual basis without having to search for assets in a mess of a regular data folder. I just go to the mods folder in the MO directory, and I can find the mod that contains the asset. Finally, I love that I can hide unnecessary plugins so they don't clutter my load order. I don't have to delete them. They are still contained in the mod folder in case I need them again. I could go on and on, but people keep saying that NMM is better for people who make mods and do advanced things, and that NMM is more streamlined for beginners who want a simple process. Which is it? I'd say that those people just haven't taken the time to understand how smooth MO makes everything. It's perfect for beginners, because you install mods the same way you do with NMM: you click the download link and you click "install" from the installation tab. The difference is, that if you screw up the installation order, you simply change the mod's priority, as easily as you change your plugin load order instead of uninstalling all the out of order mods and reinstalling them in the correct order. Mod Organizer does not force its advanced features on amateur mod users. It's just that MO forces you to think a little differently than you might be used to. It has a slight learning curve that is really just a small paradigm shift curve. Sorry for the rant. If people want use NMM because they think it's easier, more power to them. I just don't like all of the misinformation I've seen here regarding Mod Organizer in this thread.
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In response to post #43231060. #43231150 is also a reply to the same post. How could you not get the CK and MO to play nice? You add the CK as an executable. Done. The only thing I ever had trouble with was getting editing fragments to work in notepad++ while using MO (other scripts were fine). But who cares about that? I usually edit write fragments in the CK anyway. I have yet to have a legitimate problem with any third party executable in MO...
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I am excited and optimistic about the upcoming Nexus Mod Organizer. I love MO and use it for all Beth games but FO4 and Morrowind (obviously), but one thing that annoyed me was the 32-bit limitation with MO1. That obviously will no longer be an issue. Hopefully, we can keep the virtual installation though in NMO.
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There is no alpha channel in the diffuse texture as far as I can tell. I was able to figure out that by your somewhat vague "certain blocks in the nif", you meant the flags in the niAlphaTransparency under BSEffectShaderProperty in one of the trishapes. The flag is currently set to Source Blend Mode: Src Alpha and Destination Blend mode: one. I don't know what this means. Also, do I have to tweak something in the BGEM or can I fix this by just finding the right flag in nifskope? I feel like I'm close to figuring out how all of this works. I'm just missing a couple of pieces of information.
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I actually have a lot of these, as I'm not exactly a 3d modeler; I'm trying to learn for some mods I want to make. Currently, I'm dealing with an issue where a double sided texture shows up just fine in Nifskope, but is transparent in the ck and in game. The SLSF2_Double_Sided flag is selected. Has anybody seen this before? More importantly, does anyone know how to fix it? Thanks...
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Well, so much for getting ideas here. I guess I'll figure it out by myself.
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So, I'm trying to figure out what the best way is to make an empty armor model in Skyrim. What I mean is one in which you point the ARMA to a model such that the armor is completely invisible once it is equipped, as if the character were not wearing the armor. This shouldn't be particularly difficult, I think. My question is whether or not I can use the same the model path for all armor slots, or do I have to create copies of the armor and use NifSkope to tell the game to which armor slot the model corresponds? Obviously, I'm pretty clueless when it comes to making and importing models into the game. It hasn't really been my focus. However, this is kind of necessary for the mod I'm working on: I want to be able to set armor paths that are empty in the ARMA. Ideally, I'd be able to use the same empty armor model for any ARMA record I wanted to make invisible. If there is anyone willing to help me with this, I'd be very grateful. I'm fairly sure this is possible. It just might be more work than initially anticipated.
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Steam and Bethesda remove paid modding from Skyrim Workshop
elezraita replied to Dark0ne's topic in Site Updates
In response to post #24732814. Also, I hated how divisive this was. Let's keep collaboration strong here. It boggles my mind that only 1% of people who play Skyrim have ever made a mod. I suspect that it's because of the learning curve, not the lack of incentive, as Bethesda seem to suggest. I feel like collaboration and teaching each other are how we will get more people to participate in modding. -
Steam and Bethesda remove paid modding from Skyrim Workshop
elezraita replied to Dark0ne's topic in Site Updates
I have very similar feelings regarding this. I feel like a lot of the fears about DRMification would have been alleviated if Bethesda had been this transparent from the beginning. Honestly, that idea terrified me. I have nothing against paying for mods, as a lot of people seem to. I get it. I think that the bad mods would simply have been ignored or whatever. Be that as it may, I'm glad that this is now seemingly over. I'm slightly disappointed that SkyUI 5.0 didn't get released before it Bethesda changed their minds. I would likely have bought it for $0.99, repackaged it for MO, gotten a refund and then donated to SkyUI here on the Nexus. I don't hold this against the SkyUI team like so many seem to, vituperating them as traitors. If they want to be paid, they should be paid. Their mod is good enough in my book. I just didn't want to reward Bethesda for making SkyUI necessary in the first place. I suspect a lot of people feel the same way. Also, it seemed like the SkyUI team were going to make sure the changes wouldn't affect the MCM so there would be no compatibility issues with future mod and version 4.1. I'll give them the benefit of the doubt on this. Anyway, as it stands now, I highly doubt we will see SkyUI truly finished. If we do, I will donate, and I hope others are willing to as well. If nothing else has come out of all of this, I will be a lot more likely to donate to my favorite mod authors in the future than I was before this all went down. -
In response to post #23623379. Also, if it comes to money, I'll still share anything I figure out with the community, not that I have a lot to show for my efforts yet. It's just money, but apart from that, assuming that modders can set their own prices, collaboration is often the more lucrative approach anyway. If not, why would corporations exist? I'm pretty sure that modding teams will not need business licenses, so anti-trust laws will likely not apply. Maybe I'm just trying to be hopeful that collaboration won't die.
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First off, I am fine with people charging for their mods, though I shudder to think what that could do to modding resources such as script extenders, mod managers, tools like FNIS, ENB/Sweetfx, xEdit, etc, whose value to modding far outweighs that of any individual mod that makes use of them, and the installation of which is not possible using the black box approach of the Steam Workshop. If Chesko were to start charging for Frostfall, would the SKSE team start charging for SKSE, or would they demand a cut from Chesko's mod and of the profits from any mod that requires member functions they've created? If they do, will SKSE have to be uploaded to the Steam Workshop in order for them to get paid? The potential legal ramifications make my head spin, to be quite honest. The Steam Workshop doesn't install things into the game folder, as far as I know, so the automatic installation of the script extender would be impossible as things currently stand. If the SKSE can't make money but people using their work are, will the SKSE team still be willing to help the rest of us make better mods? Apart from all of that, I have never trusted the Steam Workshop for Bethesda games. I see it as a place where lazy people who can't be bothered to learned how to mod their games safely and correctly go. Maybe this view is unfair, but I see great opportunity for shoddy mod installation when the process is made into a black box the way the Steam Workshop does it. I have a friend who only mods with the Steam Workshop. He has no concept of load order, conflict resolution, safe updating procedures, or any of the amazing tools talented and dedicated people have made to help others mod more extensively and safely. He says that the technical side of modding goes over his head. I'm preaching to the choir here about the dangers not using a proper mod manager, and not setting up a proper load order, etc. So, while I'm okay with the the concept of charging for mods, I'm not sure about implementation for TES and FO mods, because it would be a disaster if Steam, as it currently operates, became the primary (or, in an unlikely turn of events, the only) option.
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Does anybody know what the empty projectile in Magic Effects does? I'm hoping it's a way to add a projectile to a script effect archetype magic effect that is aimed without there actually being a projectile. This way, the creation kit will stop complaining that my aimed spell has no magic effects with projectiles when the spell is actually applied via a cloak. Anyone know anything about this? The CK wiki and the rest of the internet seem oddly hush hush about it.
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"AIMED but has no Magic Effects with Projectiles"
elezraita replied to Asterra's topic in Skyrim's Skyrim LE
I'm dealing with the same thing. It's really freaking annoying. -
Yeah, that's kind of what I was afraid of. I think I can work around it using "self". The script compiled, but it's not ready to test in game. I'll have to write a simpler one that does the same thing, but that will allow me to check that aliases are being filled, cleared and refilled as needed. This will probably end up being pretty complicated. Do you know if the story manager will refill an alias that has been cleared by a scripted, or will I have to reset the quest once all the aliases I make have been filled and cleared? I could do an experiment to find out, but maybe you know off the top of your head. Anyway, thanks for tackling this question. I appreciate the help.
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So...I am using the exact name of the ReferenceAlias. The ReferenceAlias property in the script has the exact name as the one I defined in the Quest - Alias tab. I figured that this went without saying. I mean, I have 11/12 properties auto-filling correctly. I understand that the property name in the script needs to be the same as the property defined in the CK for auto-fill to work. If that's not enough for this to work, I guess I don't understand what you mean. Do you mean that I just need to let the Story Manager fill the alias based on the conditions I set and then GetRef() as Actor in the script? In order to do that, don't I need something like ReferenceAlias property myRefAlias auto Actor myRefAliasActor = myRefAlias.GetReference() as Actor ? I feel like I would still need the property to point to the quest alias, and I can't get it to do that, for some reason. Or, do you mean that I need to have the alias already pointing to some reference in order for it to auto-fill. I can't just point to a specific actor because the alias should be filled by any NPC that fits the conditions defined in the quest alias tab.
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I figured out why the player one wasn't filling, and I think I fixed it so the script will work on the alias to which it is attached. However, even when I call "ReferenceAlias property something auto", the property won't auto-fill. I figured that the actor properties weren't auto-filling because the aliases weren't actually pointed at references because they are going to be filled conditionally. I thought that changing the property type to ReferenceAlias or just Alias would make them auto-fill, but no dice. What am I missing?