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Everything posted by AndrealphusVIII
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Well, the author reuploaded it specifically since other users were having the same issue, but I was still having it, after the reupload.
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Whenever I try to download this mod manually, I'm getting this error: I'm not sure what's causing that. What can I do to fix this? Some details: I am a Premium Member.It occurs when I press the "manual download" button.I'm on Firefox. Kind regards Andre
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I recently released this mod which makes it possible to swim/fly/sail to Solstheim. A user pointed out that certain quests, scenes and packages from the Dragonborn DLC need to be set accourdingly. I'd assume DLC2Init (need to be set to 100) and Adril Arano's introduction scene needs to disabled? I was wondering whether anyone knows which other things need to be done? Thank you in advance Kind regards Andre
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Aside from doing the "obvious fixes" (like capping fps, using the Havok Fix mod, using the Increased AI mod), I gave your INI tweaks a try as well. I tried setting fPostLoadUpdateTimeMS to 15000.0 and uExterior Cell Buffer to 64 (ugrids at 5). I was still having the issue. I even increased fPostLoadUpdateTimeMS to 20000.0, but still was having the issue. I'm at wits end atm.
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After much fiddling in NifSkope, the CK and xEdit, I failed to hide beards when equipping a headpiece that covers the mouth, leaving me with a beard clipping through it. I have to conclude that any type of facial hair can only be hidden when also the other hair is hidden, so the "facial hair" face part is a child part of the 'hair" face part. I was wondering whether there's any setting to remove facial hair as a child of hair, or whether this is somehow hardcoded. Could anyone enlighten me on this? Thanks in advance Kind regards Andre
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I want to add certain cells to a new region, but I'm having trouble doing so. Especially the window to select the cells (in the region editor) is what I can't seem to figure out. Here's a screenshot in which I explain my problem: http://imgur.com/a/Alwgv Could anyone help me out on this? Thanks in advance Kind regards Andre Edit: Sorry, I missed to mention the part that the game I'm talking about is Oldrim (Skyrim 32bit). My bad.
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I have been working on a script to add weight caps to containers. Thanks to the help of other modders, I got a basic script set up. I was wondering if someone can take a look at it and help me finish: Basically I will attach this script to a player alias in a quest. Could anyone help me correct this script/help me finish it? Thanks in advance Kind regards Andre
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I tweaked the script a bit (I'm still learning) to this: Keyword Property VendorItemArrow auto event OnItemRemoved(form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer) if(akBaseItem as ammo) && UI.IsMenuOpen("BarterMenu") == 0 if(akDestContainer as actor) int arrowcount = akDestContainer.GetItemCount(VendorItemArrow) if(arrowcount > 150) ArrowCount -= 150 if(ArrowCount > aiItemCount) ArrowCount = aiItemCount endif akDestContainer.RemoveItem(akBaseItem, ArrowCount, true, GetReference()) endif endif endif endEvent Does this look okay? Could I also use this IsMenuOpen when I'm activating a container? I could be very useful to exclude merchant chests that way for my container weight cap script. So when I barter with someone, the script won't affect the merchant chest. This is escpecially useful when I'm going to use MXPF or another type of patcher to run it on every container. Or even better yet, is there a script somewhere which checks for used meshes? For instance, something like akContainer.GetModel() == "Clutter\Barrel.NIF". Is there something similar in SKSE or anywhere? Thanks in advance Kind regards Andre
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Hi there I'm working on a mod which overhauls the way containers work. So far, I have been able to give them realistic weight limits and adding weight for arrows that are stored in the container. (should be combined with an arrow weight mod). I have encountered some issues, though: The script won't work on containers in custom home mods that use autosort scripts.It also doesn't work with the Quick Loot mod. (untested, though)I need to find a way to limit the arrows added NPCs/followers.About the last one, I can't use arrow weight to NPCs. Since the game will still think they're 0 weight when I move them into the NPCs inventory, and won't block me from doing this, so I'll need to set a limit. I want to limit the amount of arrows an NPC can carry to 100-150. Since I also want maximum compatibility, I need to apply this to ALL NPCs (not only Vanilla followers), as some mods (AFT, FLP, EFF) have spells to make any NPC a follower. The script should also work with all NPCs added by mods, without needing to make a patch for every single mod. (Interesting NPCs, etc) I was thinking about doing the following: The script will only fire, when then player opens the inventory of an NPC (NOT vendors, though!), so no OnUpdate() to keep the script lightweight.If the amount of items with the keyword "VendorItemArrow" in the NPCs inventory becomes >= 100 -> return the item(s) to the player + display message: "This person's quiver is full."I need to somehow apply this script to ALL npcs. (also modded NPCs and followers) -> I'm thinking of doing this via a perk, so I can use ASIS to dsitribute the perk automatically to ALL NPCs.Anyone know how I should to give an arrow limit to an actor (NOT ONLY THE PLAYER!) via a perk. Thanks in advance Kind regards Andre
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The crafting isn't really an issue. I want to prevent the regular arrows, to be equipped with the slingshots and special ammo (balls) to be prevented to be equipped when you use normal bows. So, besides arrows and bolts, I basically want a 3rd ammo type. (as bolts can't be use on bows and arrows can't be used on crossbows)
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I'm working on a slingshot mod and I want to make special ammo for them. Basically I'm trying to accomplish the following: The player and all NPCs can't use this special ammo with regular bows/crossbows.The player and all NPCs can't use regular ammo with the slingshotsThe special ammo (for the slingshot) doesn't stick to the player and NPCs.Any advice on how to tackle this? Kind regards Andre
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This is the site feedback/questions section
AndrealphusVIII replied to Dark0ne's topic in Site Support
Okay, thank you for the reply. :) -
This is the site feedback/questions section
AndrealphusVIII replied to Dark0ne's topic in Site Support
I have a question. The author of Wyrmstooth (jonx0r) recently left the Nexus. I myself have made a series of patches/tweaks for Wyrmstooth which I called Wyrmstooth - Tweaks and Enhancements. I have hidden it for the time being. Since I can't contact jonx0r (he deleted all of his accounts on the internet.) I am unsure whether he still wants me to host these patches (hence I hid them), because he removed Wyrmstooth. Should I remove my tweaks and enhancements as well, or just keep them hidden for now, until we know more about his situation? -
LE TES5edit Script or ReProccer Tutorial?
AndrealphusVIII replied to IronDusk33's topic in Skyrim's Creation Kit and Modders
This might also be useful, I guess: https://www.nexusmods.com/skyrim/mods/68617/? -
LE Creation kit limit
AndrealphusVIII replied to AndrealphusVIII's topic in Skyrim's Creation Kit and Modders
Okay, so use TES5Edit to cut down stuff in the DLCs and use TESVSnipt to cut down stuff in Skyrim ESM. And only use those stripped down ESMs to open my mod in the CK. (easy to switch between them using Mod Organizer) One question, though: Should I only remove worldspaces that my mega merge isn't dependant on? Because my mega merge makes edits to some of them (Tamriel, Whiterunworld, Solitudeworld, etc) Should I leave those ones untouched? Thanks in advance Kind regards Andre -
I recently merged a lot of ESPs, but when I opened the plugin in the CK (to generate the NAVI record), I got the following error: "DEFAULT: OUT OF HANDLE ARRAY ENTRIES. Null handle created for pointer 4a815f08" After I generated the NAVI data and saved the ESP, a lot of data (building/trees/etc) went missing. The ESP has about 230k records and has USLEEP and all official DLCs as masters. Even when I try to do the same merge in several seperate ESPs, I end up with the same error. Is there a way to fix this? Thanks in advance Kind regards Andre
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I'm working on a patch for Ordinator and Religion - Prayer and Meditation. I want to add a requirement to use the False Light perk: you will need 1500 favor with at least one Divine in order to make the effect happen. The way Religion - P&M works is by adding or subtracting amounts to global values (corresponding to the Divine). I want to add a condition to the effects to the False Light perk. I could add the condition to the perk itself, but when the player gets less than a certain value and has already taken the perk, it will remain active. The False Light perk works by a Mod Spell Magnitude function (multiplying the effect of aimed healing spells by -1, making them damaging spells). It already has some conditions (like the target has to be hostile etc). The Mod Spell Magnitude function has 3 condition tabs: Perk Owner (0), Spell (1) and Target (2). To which of those should I add the GlobalVariable conditions (each for every Divine, using "OR" instead of "AND")? I have added them to the 0 tab (= Perk Owner), but only the first condition (Akatosh) seems to work... Here's a quick screenie: http://imgur.com/4jB2WUS I hope this is a bit understandable. It was quite difficult to explain. Thanks in advance Kind regards Andre
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I'm trying to make a lite version of Epic Restoration. This, unfortunately, has me doing a lot of script editing. Mostly it's okay but this particular script is being quite a hassle: http://pastebin.com/VMtjXRbZ It reports the following error when trying to compile: http://pastebin.com/sc6T60xM As far as I know, the script is trying to use this property "DLC2MQ05Script Property DLC2MQ05 Auto" (which is attached to DLC2MQ05) to link to the other script (called DLC2MQ05Script) in order to use the function enableHM(false) further down. But for some reason, it doesn't recognise the DLC2MQ05Script Property. I have found this on the Creation KIt wiki: Declare the script that you want to access (ScriptB) as a property within the script you are trying to access it from (ScriptA). This method is best when you only need access to a script that has a single instance (like a script attached to a specific Quest or ReferenceAlias). This is because you will have to choose the specific instance of the script you want to access when you fill the property in the CK.It doesn't work, though. I'm still getting the error. I have also tried unpacking the DLC2MQ05Script from the Dragonborn BSA, but even then I still get the error. Am I doing something wrong? Any help would be greatfully appreciated! Thanks in advance Kind regards Andre