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dAb

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Everything posted by dAb

  1. Found other reports as well. https://forums.nexusmods.com/index.php?/topic/7100871-guard-dialogue-overhaul-gdo-sse/page-13&do=findComment&comment=64845606 https://forums.nexusmods.com/index.php?/topic/7111101-cco-saucy-settlers-edition/page-4&do=findComment&comment=64967996 https://forums.nexusmods.com/index.php?/topic/6595316-geck-extender/page-21&do=findComment&comment=64813426
  2. Is anyone seeing this? I can't reproduce it myself but I have users claiming their antivirus software freaks out upon downloading the mods. The false positive is in regard to Trojan:Script/Foretype.A!ml
  3. No, you received a formal warning because you have been unnecessarily rude to the author in the page and harassing to the author in PM. Next time post something along the lines of "would you consider implementing that change as suggested by that user?" and nothing will happen. What you wrote was totally uncalled for and had no purpose whatsoever other than showing how uneducated people like you can be. edit: Nexus, you should enforce more strict rules. Formal warnings accomplish nothing. I begin to lose count of how many jerks I have to block on a weekly basis.
  4. User files: 0. Endorsements given: 0. We can safely assume 0 donations as well. You take, you do not give anything in return and you complain on quality. "Not impressed" fits you perfectly. Well done.
  5. Beth's Q&A is in bad need of people like Arth.
  6. Are you actually using the current WIP?
  7. Recently there has been a lot of talk about this in the USSEP thread since it appears the issue isn't triggered when USSEP is off. It's not USSEP though, I've been able to go through the whole DB quest with no issues with USSEP 4.0.4b and never stumbled upon any issues whatsoever. I'm curious as to what might be the culprit though. Can you enable your Papyrus logs and wander around a minute or two *before* the game either crashes or freezes so that logs are properly saved? Afterwards you can paste the contents to pastebin.com edit: yeah, USSEP. It's been a busy weekend, you don't want to know the details. The team will upload a fix soon.
  8. dAb

    SKSE

    Thanks so much for your hard work. And also to the SKSE team as a whole ofc. You guys deserve a medal. And cookies.
  9. This user has shown in more than one occasion that his presence in a modding community is meaningless and got way more attention than he deserved. I see he has been banned [twice] but not sure why this thread is still open.
  10. Formlists of formlists is the closest thing you can have to a multidimensional array, if that's what you're looking for.
  11. If that is the case you might want to teleport there from your "good" save, start the scene and see what happens afterwards. You'll need the cell name to COC there and issue a number of quest commands to start the scene properly.
  12. You don't need to start the Dragonborn quest to sail to Solstheim, just go to the Windhelm harbor and talk to the captain. None of the problematic mods I thought of are in your list, so they are not worth mentioning. Nevertheless, if I were you I'd try to travel by boat to Raven Rock, if you have something problematic in your load order you should be able to look around during the boat sequence. If the camera is locked as intended I'm out of ideas.
  13. What was your idea? My save is way before the quest when dragon cultists attack me and may take a long time to test it. There are a few mods out there that break the camera during the boat trip, no idea how and why. Since you are reporting that the problem is triggered during/after the Dragonborn quest, perhaps after you sail to Solstheim with those mods installed something else with the horse camera gets screwed up.
  14. I *may* have an idea why it happens but need more info before pointing fingers on whatever mod. If you load a save *before* you have sailed the first time to Solstheim, and sail there, during the boat trip you notice anything unusual if you move the camera?
  15. Pizza or pasta?
  16. All I need is a proper description editor that doesn't bring my browser to its knees, thanks :P edit: and a proper notification system so I don't have to track my own mods to know if someone replied to posts
  17. Extracting what follows into Data\Strings should fix it: dawnguard_english.dstrings dawnguard_english.ilstrings dawnguard_english.strings edit: are you using ASIS by any chance? If so you should rerun the patcher after doing the above.
  18. Seen your edit. I didn't even think of using dispel :facepalm: Many thanks, you are a life saver. Can you elaborate on the need of making both the script and the global Conditional? I'm not sure where and why I should use it. Also, in the 2nd version of the script I still don't understand what CurrentFood should point to [edit: see http://img254.imageshack.us/img254/5637/foodscript.jpg ] I can't make it point to any specific food because I need to read the magnitude of any kind of food right after it has been consumed.
  19. Um, actually it compiles with no errors and works as intended [i'm not satisfied with it but it's a different matter]. The BB code has messed up the < character though. Not sure why you have renamed the float variable with the F thing, I presume this is considered good practice? As you may guess I'm new to Papyrus and I have much to learn [edit: crap, wait, the variables had actually two different names in my version, I just removed the mod name from the float one before pasting the script, my bad]. At any rate, what I'm asking for is a way to read the effect magnitude once the effect has been applied, do you have any suggestions? I don't understand how GetNthEffectMagnitude is supposed to work.
  20. Weird. No idea how to fix this using the CK alone. TESVEdit might help you in getting rid the part that triggers the error though.
  21. You're welcome. Happy modding : )
  22. Just add it in, at the bottom of the [General] section: bAllowMultipleMasterLoads=1 Also add HearthFires.bsa to both SArchiveList and SResourceArchiveList2 if you want to get access to the HF assets: SArchiveList=Skyrim - Textures.bsa, Skyrim - Meshes.bsa, Skyrim - Animations.bsa, Skyrim - Voices.bsa, Skyrim - Interface.bsa, Skyrim - Misc.bsa, Skyrim - Sounds.bsa, Skyrim - VoicesExtra.bsa, Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, HearthFires.bsa SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, HearthFires.bsa
  23. Did you set bAllowMultipleMasterLoads to 1 in SkyrimEditor.ini?
  24. So, I made a complete food overhaul to make it somewhat useful. As a rule of thumb any meat-based foods fortify health, any fish-based foods fortify magicka and just about everything else fortifies stamina [some beverages fortify magicka, some others fortify health]. Needing a way to to set a limit to the boost the player can gain I came up with this: Scriptname HealthBoostCheck extends activemagiceffect Message Property FoodNoHealthEffectMSG auto GlobalVariable Property FoodHealthBoost auto float FoodHealthBoost Event OnEffectStart(actor akTarget, actor akCaster) FoodHealthBoost = Game.GetPlayer().GetActorValue("Health") - Game.GetPlayer().GetBaseActorValue("Health") FoodHealthBoost.Setvalue(FoodHealthBoost) if (FoodHealthBoost &--#62;= 50) FoodNoHealthEffectMSG.Show() endIf EndEvent event OnEffectFinish(actor akTarget, actor akCaster) FoodHealthBoost = Game.GetPlayer().GetActorValue("Health") - Game.GetPlayer().GetBaseActorValue("Health") FoodHealthBoost.Setvalue(FoodHealthBoost) EndEvent This is attached to the FoodFortifyHealth effect, with a HealthBoost < 50 condition to apply the effect itself. The same applies to the other two stamina and magicka scripts. I'm not satisfied with this solution because if the player is already under some attributes fortifying effect the food doesn't give any advantage over the current effect. So I thought I might store the food effect magnitude in a variable but I have to read its value with GetNthEffectMagnitude first and I have no idea on how to use it. To begin with I'd need something like this: Scriptname HealthBoostCheck extends activemagiceffect GlobalVariable Property FoodHealthBoost auto Potion CurrentFood Event OnEffectStart(actor akTarget, actor akCaster) Int magnitude = CurrentFood.GetNthEffectMagnitude(0) as Int FoodHealthBoost.Setvalue(magnitude) EndEvent *snip* This obviously doesn't work because CurrentFood is non-existing. Where am I supposed to use GetNthEffectMagnitude, and how? For some obscure reason scripts can't be attached to potions and I'm not sure if OnItemRemoved might be of any help here [does it even check for consumed items?]. This would have been MUCH easier if the CK would have let me read the <dur> and <mag> values directly : / Long story short: how do I get around this?
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