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ErikRedbeard

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Everything posted by ErikRedbeard

  1. Now that SFSE is properly out I would love for someone to make a keybind plugin to just unequip current weapon. That would be pretty much all that's needed.
  2. That was indeed the issue. Apparently if dependencies isn't ticked on the filter that you get upon clicking a collection symbol doesn't work and it'll somehow put the part of collection arrow in front of everything instead. Ticking off dependencies somehow makes the filter that it tries to apply properly work. Very strange since it actually filters on collection and not dependencies. Anyway thanks for the help.
  3. I've suddenly got these arrow icons in front of every single mod and I have no idea what they mean. My question is if this is normal and what do they mean? I feel like it's not supposed to be like this. I'm pretty sure they appeared when I doubleclicked the icon in front of the first and only collection I've ever installed all my other mods suddenly got an arrow icon. No matter the game it has said arrow symbol. The thing I think I doubleclicked and is also green highlighted all the time The icons everything has now regardless of the game Bigger picture FO4 Bigger picture Cyberpunk 2077
  4. The only issue I have with vortex is that I can't have my mods on a different drive to my game installation. If I could do that I'd most likely be using it over MO2 now.
  5. In response to post #43704355. #43704855, #43705060, #43705660, #43705780, #43706130, #43706985, #43708130, #43726865, #43728095, #43728415, #43729040, #43730410, #43731650, #43735705, #43755265, #43755795, #43756055, #43756340, #43766510, #43769825, #43822140 are all replies on the same post. For SKSE look at fallout 4 and the status of it there since the engine is now pretty similar to that. I'm expecting a pretty similar SseKSE as F4SE is due to that fact. So no current SKSE can't just be converted to x64. It's either a remake from scratch or a conversion from F4SE.
  6. In response to post #7531724. #7532470, #7532529, #7532736, #7532790 are all replies on the same post. You do know that number 5 would require a new form of tracking.Unique Downloads is not the same as Manual Downloads.Unique downloads means the amount of different 'logged in profiles' or 'unique IP adresses' that have downloaded your mod.It's one of the two.Also a new player that downloads your mod via NMM also increases your Unique Downloads by one.
  7. I'm not sure the site is like it should be in Google Chrome. But anyways.. it feels allot faster somehow. Edit: Nevermind.. doing CTRL-F5 two more times fixed it.
  8. From what I found it contans an "ATI Mobility Radeon™ HD 4250 Graphics" which is to say a very very very low spec graphicscard and couple that with a pretty low spec cpu and mediocre memory it's a wonder you're only getting a bit of lag. However the only thing I can say is try just the base skyrim. This means no dawnguard, hearthfire or any other mod. Other than that you're probably not going to get much more performance out of it. It being a laptop or desktop is totally beside the point as is has no influence on if the game runs or not.
  9. Are you by any chance using any sort of mod that adds new caves, areas or houses, or drastically change the layout of one (exluding furniture)? If so one of those is probably crashing your game.
  10. Mayby a real stupid thing.. but are the textures DXT1, 3 or 5 or mayby even an one of those RGB ones. Thing is.. since I converted the textures I use that don't need any alpha channel to DXT1 I haven't seen any of these problems yet. What body mod are you using as this could also be caused by the mesh itself?
  11. Ah well.. I'll just play ahead like this then. I didn't really mind about the wolves as I knew about them a bit longer. It's actually quite cool to see wolves comming to your rescue. The vampires will just have to shout "Please stop attacking me" some time if I need to kill them. Mayby becomming a vamp and then curing myself will fix it because of the functions the vampire overhaul gives me.. ah well I'll found out. Not gonna restart when you've already completed half of the skyrim world. Alright.. I figured it out a minute ago. It appears my character was a member of the WolfFaction and as the WolfFaction had VampireFaction as a Friend it turned all vampires friendly towards me.. Running the command "player.addtofaction 0003E691 -1" removed me from the faction and thus the wolves and vampires are attacking me again. Too bad about the wolves though.. kinda liked having them as an ally. Ah well :D
  12. Only running with Skyrim.esm active gives the same problem if not a bit worse.. As this time even the skeletons won't attack me. So I guess it's embeded into the savegame. Hence the question if there's some command to see the factions your character is in so I can remove the faulty ones.
  13. Well If it's the second thing then I'd guess they all fall for them green ones. ^^ Anyways.. Problem is that I can't see what mod it did as there's the problem that once a faction is added to your char disabling a mod doesn't remove it anymore. Just for completenes I'll add a currently active addon list to the fipo.
  14. I've got a bit of a wierd thing going on. Somehow my game is slowly having normally hostile NPC's and Creatures going friendly towards me. So far I've encountered Vampires (my chars not even a vampire) and any type of Wolves that don't attack me and even help me when in combat. Vampire caves appeared to be a slaughterhouse of vampires vs skeletons. As the skeletons are aggressive towards me. Clicking on them and doing getrelationshiprank player give the status of "Acquaintance" . It's getting pretty annoying where half of the mobs you encounter don't do anything at all. My question now is: Is there a way to see what factions your character is a member of? I know you can add factions with "addfac xxxxxx". But I'm wondering if something like "getfactions" exists. Running with only Skyrim.esm active doesn't motivate the little buggers to attack me and thus they stay friendly. It appears to be in my save and thus I'd like to know how to see what factions my char is a member of so I can remove the faulty ones. Loadorder in case someone notices the mod that added my player to random factions.
  15. Thank you very much.. I'll test it out and reply back if it works. Yes it works just fine with akCaster.
  16. I'm trying to get a script I've got to only run the commands when the caster and/or target is the player but can't seem to get my head around how. I've tried several ways already (they're fairly similar) but I'm asking in the hopes someone with an idea comes up and gives me the answer to fix it. Currently tried these variations (seperated with spaces): if (GetCasterActor() == togglespellplayer && togglespellglobal.getValue() == 0.0) Actor Property togglespellplayer Auto //Then coupling the property to the PlayerRef (00000014) actor referance. if (GetCasterActor() == Game.GetPlayer() && togglespellglobal.getValue() == 0.0) if (GetTargetActor() == Game.Getplayer() && togglespellglobal.getValue() == 0.0) if (GetCasterActor() == "Player" && togglespellglobal.getValue() == 0.0) This is the full script: Scriptname togglespell extends activemagiceffect Event OnEffectStart(Actor akTarget, Actor akCaster) if (GetCasterActor() == togglespellplayer && togglespellglobal.getValue() == 0.0) togglespellglobal.setValue(1.0) Game.GetPlayer().AddSpell(togglespellnegative) elseif (GetCasterActor() == togglespellplayer && togglespellglobal.getValue() == 1.0) togglespellglobal.setValue(2.0) self.dispel() Game.GetPlayer().RemoveSpell(togglespellnegative) endif if (GetCasterActor() == togglespellplayer && Game.GetPlayer().GetActorValue("magicka") <= 25) togglespellglobal.setValue(2.0) self.dispel() Game.GetPlayer().RemoveSpell(togglespellnegative) endif EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) if (GetCasterActor() == togglespellplayer && togglespellglobal.getValue() == 2.0) togglespellglobal.setValue(0.0) Game.GetPlayer().RemoveSpell(togglespellnegative) endif if (GetCasterActor() == togglespellplayer && Game.getPlayer().hasMagicEffect(togglespelleffect)!=1) togglespellglobal.setValue(0.0) Game.GetPlayer().RemoveSpell(togglespellnegative) endif EndEvent MagicEffect Property togglespelleffect Auto GlobalVariable Property togglespellglobal Auto Spell Property togglespellnegative Auto Actor Property togglespellplayer Auto
  17. It shouldn't conflict with quests at all as you'll create your own quest which in turn it gets it's own FormID and those are unique to each esp depending on te loadorder.
  18. Just throwing in an idea here. You could create a Quest which always starts (they have that option) that runs a script that adds your effect.
  19. I've been working on a little addon that makes some spells a toggle. I've managed to make spells toggleable but the problem arises when the Mage Armor perk gets involved as it uses different magic effects. My question is how do I enable the Mage Armor perks to apply and remove when an armor spell is toggled? It seems it always applies when the spell is cast and I've managed to create a script that checks the togglemagearmorglobal if it's a specific number and else dispell the effect (script down below for those that are interested). Status so far: Candlelight - Working WaterBreathing - Working Flame Cloak - Working Frost Cloak - Working Lightning Cloak - Working Muffle - Working Invisibility - Working Mage Armors - Working Mage Armor Perk - Not Working What I did: Create global in Miscellaneous/Global Add script togglespell to magiceffect Add properties example: togglespellglobal - GlobalVariable - togglemagearmorglobal togglespelleffect - MagicEffect - ArmorFFSelf0 Other Info: The Mage Armors spells (Oakflesh and such) all use togglemagearmorglobal as their togglespellglobal Scripts: togglespell - added to the magiceffects of Oak-, Stone-, Iron- and Ebonyflesh. import GlobalVariable Event OnEffectStart(Actor akTarget, Actor akCaster) if (togglespellglobal.getValue() == 0.0) togglespellglobal.setValue(1.0) elseif (togglespellglobal.getValue() == 1.0) togglespellglobal.setValue(2.0) self.dispel() endif EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) if (togglespellglobal.getValue() == 2.0) togglespellglobal.setValue(0.0) endif if (Game.getPlayer().hasMagicEffect(togglespelleffect)!=1) togglespellglobal.setValue(0.0) endif EndEvent MagicEffect Property togglespelleffect Auto GlobalVariable Property togglespellglobal Auto togglespellperk - added to the magiceffects of the Mage Armor Perk. import GlobalVariable Event OnEffectStart(Actor akTarget, Actor akCaster) if (togglespellglobal.getValue() != 1.0) self.dispel() endif EndEvent GlobalVariable Property togglespellglobal Auto
  20. I had this too and the culprit was a d3d9.dll which was used to limit the FPS. Upon removing the FPS limiter and enabling vSync the game ran much better.
  21. Tbh.. There's more wierd stuff with the female orcs than just that. I've noticed that when you get encumbered you can't move at all with the fem orc while with other characters is only disables run and forces you to walk. With that alone I'd say they forgot to set animations instead of dilliberatly setting them to male ones. *Something else entirely is that it appears the female orcs have one noise they make when swinging weapons while for example a female dark elf has about 4.
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