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MaxShadow09

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Everything posted by MaxShadow09

  1. Make sure you have disabled Antialiasing, Anisotropic Filtering and FXAA (make a backup of your load order files before opening the Skyrim Launcher!). Also, open enblocal.ini and make sure you have this: UsePatchSpeedhackWithoutGraphics=false UseDefferedRendering=true and in enbseries.ini you have: UseEffect=true
  2. Don't pay attention to the missing ID, that happens when NMM can't get the info from that file, because you downloaded it manually, or perhaps it just can't find that file on the site. It won't affect anything.
  3. As Oubliette said, crash at startup usually happens because of two reasons: - Missing masters - More than 255 active plugins If you're using NMM, go to your plugin list, and see if there's any of them with red font. That means it needs another plugin as master, but it doesn't exist in your data folder. If there's any with yellow font, that means that some of its masters are disabled. I think the game loads those masters even if you disable them. If you have more than 255 active plugins, you should see the active plugins number in red (in NMM). If you don't have more than 255 active plugins, but you're near the limit, perhaps there are some disabled masters, and the game is loading them anyway (making you hit the limit). That happened to me once in Fallout 4, when I merged a plugin with many masters. Keep in mind that opening the vainilla Skyrim Launcher sometimes enables all your plugins. I suggest you make a backup of your plugin list files before doing that.
  4. Mod Organizer installs mods in a separate folder, not in the Skyrim data folder. When you launch the game, or another tool from MO, it creates a link between the skyrim data folder and the mod files. Anything you run outside MO won't "see" those files. Also, don't use the vainilla launcher unless you want to change game settings. I also recommend you making a backup of your load order files before opening the Skyrim Launcher, because sometimes it enables all your disabled plugins (making your game crash if you have more than 255 active). Only change load order with Mod Organizer, and launch the game from there.
  5. I finally found the problem! It was Throwing Weapons Redux. I noticed that my game was freezing quite often, even when not saving. So I decided to take a look at my papyrus logs and see if something was wrong. Suprisingly, after playing for half an hour, they had a size of 750MB!! I had to use GLogg to open such a large text file without killing my PC. Inside, there was an exaggerated amount of errors coming from an item inside a container, with this script: "TW_SCRIPT_WeaponSetup.ContainerExplosion()" That script is from Throwing Weapons Redux, which allows you to set a fuse for grenades when you put them in a container, so they explode after a few seconds. Apparently, they got broken when I stored them in a General Stores container, the script started throwing errors indefinitely, which was bloating my save somehow, and freezing my game (probably because it was writing a log of 750MB). I disabled that mod, but when I tried to load my save, the game crashed. So I used the "Mod Editor" from the Save Game Script Cleaner, and deleted the forms and scripts from that mod. After loading my game, I saved again and the size was just 25mb! I hope this helps you with the save bloating, BlueGunk. If it's not TWR, perhaps another mod is throwing a lot of errors. Check your papyrus logs.
  6. Hi people, I'm having a weird problem. Yesterday everything was working fine, (except for the random crashes caused by having like 450 mods and half of them merged, but thats not why I am here now). However, today I noticed that saving was taking much longer than before. I checked my save files and they were increasing its size considerably. Yesterday they had a size of 20-35mb. From there, they started increasing its size gradually with each save, and now my last save of today is 93mb. That's insane! The only mods I installed since yesterday were these: JK Skyrim (Improved Cities) Sexy Whiterun, Winterhold, etc... (Texture mods) Werewolf Mastery (Improved perk tree for werewolves) Moonlight Tales Essentials (werewolf mod) Real Feeding (werewolf mod) However, removing all these mods didn't help. Even after cleaning my save, removing orphan scripts, resetting havok objects, and saving again, the file size doesn't go below 91MB. The Save Tool says I have a Papyrus size of 85MB, while yesterday it was 26MB. Any Idea of whats going on? These are my specs: 6GB Ram AMD Phenom 2 X2 Gforce GTX 750ti OC edition My plugin list (it includes disabled and merged plugins):
  7. Is there a way to copy a script with all its properties from one object and paste it in another? I have like 30 objects that use the same script, with almost the same properties, and adding them one by one is a pain, specially because the script list takes a moment to load. There's a .pas script for TES5Edit that copies VMAD records, but it copies the entire VMAD block from the source, and replaces the entire block from the destination. I only need to copy one script, and add it to another Form withour replacing anything. EDIT: As a workaround, I changed the property names to the name of the forms I need. At least now I can autoassign the values.
  8. I also tried to use DisablePlayerControls to close a container menu, but it doesn't work. I guess it only works for the inventory menu. If you want only one item to be selected, you could store the base object of the last item selected in a variable, and wait until the player closes the menu by himself. If he selects another item, it will replace the variable, so only the last one will be valid. Not sure if I understand what you're trying to do, but if the items that can be selected are not many, perhaps you could try to make a custom crafting menu. Something like what Chesko did with Campfire. When you activate the campfire, a custom crafting menu appears allowing you to craft some stuff, including fake items that improve the campfire. You can add conditions to the recipes (with perks or whatever) to filter what can be selected. A condition could disable all options once one of the items is "crafted".
  9. Nice. I see that could be used to dynamically add compatibility for certain plugins only when they are loaded. Thanks for the help!
  10. I noticed that adding an ObjectReference property forces that object to be persistent. This means that if I'm pointing to a non-persistent reference from another plugin, my plugin will override it to add the persistent flag! This could cause problems if the other plugin has one or more patches overriding it. Is there a way to point to an ObjectReference from another mod without making it persistent? So it only loads when my script is running, like variables.
  11. Oh ok. I see you add the perk to the player in the init() function of your hidden container. In my case, there isn't any container (the entity I need to activate remotely is a General Stores activator, it comes from another mod), so I guess I should create a dummy quest to add the perk when the mod loads. I have a question: if I make the marked container activate something else, will it show its contents anyway? When I activate the marked container, a menu should appear to select the real cloud container (all that is done by General Stores), but the menu also allows me to cancel and do nothing. I must make sure that the original container screen is not shown. I guess I should add "Game.DisablePlayerControls" to force close he container screen, right?
  12. That's a really good idea! I'll replace the spell with the token. I just needed a way to mark a container, and a spell was the first thing that came to my mind, but it will probably make things more complicated. Also, I need each container to activate a different reference, and counting the amount of tokens inside makes it really simple. I don't know much about how perks and quests work, so I'll take a look at your mod source if you don't mind, but for now I think I have enough to continue with my mod. Thanks for the help, cdcooley!
  13. if you want to make a cloud inventory system, you just need to create an activator with this script: ActivateLinkedChestDummyScript, and set as property the real chest, located in a closed cell. It's explained in this video: https://www.youtube.com/watch?v=KsB4e8isB28. I suppose you already did that. If you want to make one activator that can access different chests, through a screen menu or something, you should take a look at GeneralStores, it does exactly that: http://www.nexusmods.com/skyrim/mods/18340
  14. Amm yes, I know, but I need to change the model through a script, because I want to spawn a (generic) activator in place of the container. I need to assign the container mesh to the new activator, so It looks like they are the same object. I don't know if that's possible. I would need to create a different activator for every container mesh.
  15. Hi people. I'm pretty new at modding. I'm trying to make a mod that adds a spell, and when you cast it on any container, it should be marked so the next time I try to open that container, it will activate something else instead. The first thing I thought was to disable the original container, and place a custom activator there. However, I couldn't find a function to change an activator mesh (so it looks like the original container). There's this SKSE function: SetWorldModelPath, but it affects all instances of a form, so I can't use it. Without a function, I would need to create an activator for every container mesh... The next thing I thought is marking the container (storing it in a list), so when the player tries to open it, it activates something else. The thing is, I don't know how to get the reference of the container the player is currently opening. Is it possible to attach a script to an object through another script? if not, is there an event that triggers every time a player opens a container, so I can check if that container is marked or not? (I could use OnMenuOpen, but then I wouldn't have the reference of the container). Any help would be appreciated.
  16. Yeah, I don't know why that function is not working. It works only the first time it's executed, but after that, it throws this error in the papyrus log: [ (0019D36B)].ObjectReference.PlayGamebryoAnimation() - "<native>" Line ? (0019D36B): has no 3d and cannot have an animation played on it. No idea why, but I'm giving up on it. If your method with keywords works then go ahead and publish it. This was mostly for personal use, since I always play in survival, and it's kinda tedious having to move to the settlement with all my stuff.
  17. I couldn't find anything like a BehaviorGraph, this nif only has a NiControllermanager. I tried using PlayGamebryoAnimation like this: Scriptname SharedContainerScript extends ObjectReference ObjectReference property LinkedChest auto mandatory Event OnActivate(ObjectReference Activator) BlockActivation(true) If self.PlayGamebryoAnimation("open", abStartOver = true) Utility.Wait(1) EndIf LinkedChest.Activate(Game.GetPlayer()) If self.PlayGamebryoAnimation("close", abStartOver = true) Utility.Wait(0.5) EndIf BlockActivation(false) EndEvent But it doesn't work. When I activate the trunk, it plays the open animation, but freezes there, and won't play any other animation until I reset it with disable/enable. I tried many combinations of parameters, with startover = true, easeintime = 1.0, etc, but nothing works. I guess that function is deprecated in Fallout 4, or perhaps this game just hates me. I can't belive it's so hard to do something so simple. I would leave it without animation, but I don't even know how to do that, because if I don't add any animation function, the trunk works like a toggled switch (it opens the first time I activate it, and closes the next time). This is getting on my nerves. About your question, I need it to be an activator because the real container is hidden in a closed cell. This allows me to build many fake chest activators, and all of them will open the same shared inventory.
  18. I tried that, but it didn't work. Apparently, it's not taking "open" and "close" as valid animation events. I also tried this legacy function, PlayGamebryoAnimation, which uses nif based animation names, but it has another problem. Once the animation ends, it freezes, and won't play any other animation. I'm running out of ideas :confused:
  19. I tried adding that conditional block, but it always returns false. Something must be wrong with the parameters. Isn't there a way to see animation event names for all the game models? The creation kit has a window called "Animations", but it only shows character animations... I opened the trunk model in NifScope, and there three nodes (or whatever they are called): "Open", "Close" and "Openclose". I guess those are the animations, but they don't work anyway.
  20. Bump. I still couldn't find a solution. I tried using "opened" and "closed" instead of "done". I also tried using MyActivator.PlayAnimationAndWait(), but nothing works. For some reason the game is ignoring the PlayAnimationAndWait line. Any ideas?
  21. Hi people, I have a little problem with activators. I'm making a mod that adds craftable cloud containers, which can be accessed from everywhere. I made an activator with a trunk model, and added this script to it: Scriptname SharedContainerScript extends ObjectReference ObjectReference property LinkedChest auto mandatory Event OnActivate(ObjectReference Activator) BlockActivation(true) PlayAnimationAndWait("open","done") LinkedChest.Activate(Game.GetPlayer()) PlayAnimationAndWait("close","done") BlockActivation(false) EndEvent When I activate it, it should play an openning animation, then open the container inventory, and then play the closing animation. However, it doesn't work that way. When I activate it, the container inventory appears inmediately, while the activator plays the the openning animation. I need to activate it again for it to play the closing animation. This is the default activator behavior (they work as toggled switches) but I want to override it with my script. What am I doing wrong?
  22. Hi people, I have a little problem. My plugin list is hitting the limit, so I had to merge some to make space. I used this tool: http://www.nexusmods.com/skyrim/mods/37981/? It works in most cases. Some plugins throw errors so I have to leave them outside the merges. The problem is that I have mods that have as masters some plugins I merged, which makes the game load them anyway. To be more precise, I merged some weapon plugins, but I have a patch that adds AWKCR compatibility for some of those plugins, so the game loads them anyway, making me hit the limit even if NMM say I have less than 255 active plugins. I need to remove some masters from the patch, or at least make it use the merged plugin as master instead of the individual plugins. Is that possible? EDIT: Nevermind. I found I can just delete masters from the plugin header with FO4EDIT.
  23. Anyone? If it isn't possible to force close the pipboy, is there a way to delay a script until the player closes it?
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