Jump to content
⚠ Known Issue: Media on User Profiles ×

AdmiralAlbia

Premium Member
  • Posts

    24
  • Joined

  • Last visited

Nexus Mods Profile

About AdmiralAlbia

Profile Fields

  • Country
    United Kingdom

AdmiralAlbia's Achievements

Explorer

Explorer (4/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. Has anyone made a compatibility patch/mesh fix for SMIM and No Snow Under The Roof? NSUTR adds its own walkway meshes, which don't have SMIM's ropes. It's a horrible choice to have to make :P
  2. Yep, did all my testing on new games for that very reason. However! The problem has fixed itself. Apparently the solution was to install Open Cities? I'm not going to pretend this makes any sense whatsoever, but hey, that's Skyrim for you. My best guess is that I'm missing a file or script from my base install and OCS edits that file and has thus included it in its BSA. At least the problem's gone :tongue: With regards Mator Smash, I've looked at it a couple of times but never quite been able to get it to work. I don't suppose you know of a good tutorial that would help? I'm rapidly reaching that point in setting up this game where I can make a conflict resolution patch and play, so it'd be nice to have another go at smashing them.
  3. Thanks. I had cleaned the official masters, and removed my cleaned versions only while debugging in an attempt to get to the bottom of this bug. And yes, I do use LOOT. I'm curious why you're saying to switch to Wrye Bash? I used it for years, but eventually reached a point where every piece of advice I saw was telling me to switch to MO2. WB still keeps things in the Data folder, which makes it a little more prone to mess-ups in my experience. Nowadays I use it only for creating bashed patches. I'm not sure why reverting to using it for everything would help.
  4. So first, let me say that I am at least 98% certain this is not a mod conflict. I'm 98% certain this is not a mod conflict because I just spent four hours systematically removing every mod from my load order in batches of five, and then, when I ran out of mods with ESPs and scripts, removing all mods completely and booting the game straight from the Steam launcher (I usually use SKSE and MO2). The remaining 2% of doubt is just because it sounds so much like a mod conflict that I'm half convinced there's an invisible ESP in my data folder or some really hyperspecific virus targeting Skyrim SE players or something. It's a relatively minor problem, but at this point I'm tearing my hair out with it because I just don't get what's causing it. The conversation options for some (not all!) NPC favour mini-quests just never show up. Examples: Revyn Sadri (I can't ask him if nothing in his shop is stolen)Ysolda (I can't ask if she wants to be a merchant)Carlotta Valentia (I can't ask if someone's giving her trouble).I think I'm also missing some in Solitude. Roggvir's sister usually wants his Talos amulet back, doesn't she?Oddly enough, Riften seems to be fine.No major quests are affected.I can't start or complete the affected quests with the console either. It's as though they never existed. As near as I can tell, this is a bug with the game itself. As I said, I've just got done checking ever mod I have, and eventually narrowed it down to none of them: having then removed everything except the vanilla ESMs, I still failed to get the quest. Deleted my Data folder and let Steam re-download it... the bug persists, same as if I remove all third-party DLLs and stuff such as SKSE and SSE Engine Fixes. At this point, I'm at a loss. I have no idea what could be blocking these quests, in new games with absolutely no mods and a refreshed SSE folder. What's left to delete?! Here's the process I used when testing: Perform latest test setup (remove some/all mods, get Steam to revalidate files, etc)Open game. At this point I am launching it directly from Steam as I have no mods or SKSE installed any moreFrom the menu screen, coc straight to either the Bannered Mare in Whiterun (then head outside and talk to Ysolda/Carlotta), or to Sadri's Used Wares in Windhelm (then talk to Revyn Sadri)Observe failure. Scream, cry, gnash teethGoto 1I had one very brief glimmer of success when I removed my cleaned ESMs from MO2. However, it was gone the next time I started the game, even with the same ESM set as had worked previously... and as I mentioned, I got Steam to redownload the files and I'm still no closer to getting these quests active again. Help. Please help. Please, somebody just tell me I'm an idiot and overlooked something really wildly obvious, because if I didn't then I've got nothing.
  5. I'm trying to update Myopia to work with MannyGT's Realistic Eyeglasses. As there are several hundred of the things I'd rather not bring them all in individually, so I'm trying to import the FormList from the Eyeglasses mod and use it to populate the Myopia FormList: if Game.GetModByName("manny_eyeglasses.esp")!=255 FormList property manny_List_EyeGlasses Auto int FormNo = GetSize(manny_List_EyeGlasses) while FormNo FormNo -= 1 Form glasses = Game.GetFormFromFile(FormNo, "manny_eyeglasses.esp") MyopiaGlassesList.AddForm(glasses) endWhile endIf Trouble is the compiler won't let me declare manny_List_Eyeglasses as a FormList: C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\source\scripts\myopiaPlayerAlias.psc(95,2): no viable alternative at input 'FormList' C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\source\scripts\myopiaPlayerAlias.psc(95,20): no viable alternative at input 'manny_List_EyeGlasses' Line 95 is 'FormList property manny_List_EyeGlasses Auto'. I assume the problem is because I'm trying to import something from a different esp, but I'm not sure how to fix this and can't seem to find any information on Google or the Wiki. Is there a way to do this? Is it so blindingly simple that nobody's ever bothered to write down how to do it? Please say yes...
  6. Ahh, thank you! I think I had it installed to the wrong directory. All compiling now :)
  7. Mm, I suspected it might be... thing is, SKSE is installed and its sources are unpacked. And as I said, I changed the lines to IsPluginInstalled (a native function), and got the same 'not a function or does not exist' error. Also, I have to assume that getName is native?
  8. Background: Having never done it before, I decided to try and get my feet wet with Papyrus by fixing some minor annoyances in cpuLL's Myopia mod. Specifically, I wanted to cause the glasses to return to the inventory when dropped instead of falling on the floor and usually disappearing from the game forever - so the only change I needed to make was to comment out a single line of code and recompile. (I'd like to play around with adding things to its formlist too, but one problem at a time...) Here's the script, which is obviously cpuLL's work and not mine: Several hours later... C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\source\scripts\myopiaPlayerAlias.psc(52,12): GetModByName is not a function or does not exist C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\source\scripts\myopiaPlayerAlias.psc(52,12): cannot call the member function GetModByName alone or on a type, must call it on a variable C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\source\scripts\myopiaPlayerAlias.psc(52,42): cannot compare a none to a int (cast missing or types unrelated) C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\source\scripts\myopiaPlayerAlias.psc(85,12): GetModByName is not a function or does not exist C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\source\scripts\myopiaPlayerAlias.psc(85,12): cannot call the member function GetModByName alone or on a type, must call it on a variable C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\source\scripts\myopiaPlayerAlias.psc(85,56): cannot compare a none to a int (cast missing or types unrelated) C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\source\scripts\myopiaPlayerAlias.psc(101,45): getName is not a function or does not exist No output generated for myopiaPlayerAlias.psc, compilation failed.I have already fixed the compiler's folder locations and extracted my Scripts.zip (hence why we're down to three errors), but I can't seem to get the compiler to recognise these fuctions. Tried changing GetModByName to IsPluginInstalled, as I couldn't find the former on the Creation Kit wiki (and, again, this is my first ever Papyrus scripting attempt), but that throws the same error. As I'm so new to this, I'm genuinely not sure if the problem is the code or the compiler, but I'm leaning towards the compiler. Having already extracted all my source scripts, though... how can I fix it?
  9. I tried to post an update to my mod (currently set to hidden bc of this issue) last night, but after several hours and multiple attempts at re-uploading it just kept sitting on 'The file is currently being uploaded to our file servers and it will be ready to be downloaded soon.' Went to bed, tried again this morning, and still no joy. THe file I'm trying to upload is 17.7 MB. I've tried both using the replace option and deleting the old file and re-uploading: no joy. On the file upload page, it says it's uploaded, but the pause/cancel upload buttons never disappear: saving the file/the mod as a whole just leave me with the hanging message. I'm a newbie and I've never had to update a file before, so I'm not sure if I'm doing something wrong or if the file server's just throwing a wobbly - help? ETA: Nearly 24 hours later, it's finally uploaded. Disregard :)
  10. Thanks! I did eventually get it to work - turned out I hadn't reset XForm before skinning it. Then I worked out how to export from DA2 and got kinda distracted... and now I'm beating my head against broken LODS. As you do XD The knuckles on one hand of that mesh are actually a separate model (I don't know why, I guess BioWare hates simplicity), which probably accounts for the weird weighting you got - they're weighted fine in my game now I can actually see the thing, although they don't currently pick up the texture properly. I should get back to trying to fix that - if nothing else it'll be a reprieve from LOD hell. Until I need to make LODs for the Tevinter one, I guess...
  11. That's fascinating, because it's still not working for me in the toolset or in the game even when I revert to the version I put in the zip! Still, it's a glimmer of hope, so thank you for trying. Hopefully somebody else can help identify the problem. ETA: ...if it's working for you and not for me, could be my .uti is a bit wonky? Would you mind exporting yours and sending it over, please? (Admittedly that still wouldn't explain why I can't see it in the toolset when I create an item, but I'll take any lead right now :p )
  12. Oh, it didn't work in the toolset - sorry for implying it did! I've had situations before where something broke in the toolset but worked fine in game, so I didn't think much of it. It's not an item variation ID conflict - I checked your spreadsheet :smile: It's using Clothing 175. I'm fairly sure it's a mesh error now, because I just exported it again with the same filenames as the Orsino robe from Loincloth Fashion (and made sure it loaded after LF, obviously), aaaaand still no body. Unfortunately, that places it firmly in the realm of things I know almost nothing about and have no clue how to fix. Sorry about forgetting the GDA - I've uploaded a new version with that and the uti/script files in it.
  13. Oh, it didn't work in the toolset - sorry for implying it did! I've had situations before where something broke in the toolset but worked fine in game, so I didn't think much of it. It's not an item variation ID conflict - I checked your spreadsheet :smile: It's using Clothing 175. I'm fairly sure it's a mesh error now, because I just exported it again with the same filenames as the Orsino robe from Loincloth Fashion (and made sure it loaded after LF, obviously), aaaaand still no body. Unfortunately, that places it firmly in the realm of things I know almost nothing about and have no clue how to fix. Sorry about forgetting the GDA - I've uploaded a new version with that and the uti/script files in it.
  14. I've just fiished my first ever mesh conversion, of the robes Alexius/Felix wear in Inquisition (I know, I know, but it looked like a good project to learn on), and tried to export it into Origins. Resolved all of the errors thrown by Eshme's exporter, made a test item in the toolset... aaaand my test character's body is invisible. I'm not sure what's wrong. I've fiddled with the filenames until I'm sure they're perfect (and re-exported every time to avoid mistakes), checked and double-checked my GDA extension, tried re-importing the mesh using Eshme's importer and it works fine, and at this point I'm kind of out of ideas. Does anyone know what might be causing this? I'd really appreciate some help. The files are too big to upload to the forums, so I've uploaded them here instead.
×
×
  • Create New...