Jump to content

PastChristmas

Supporter
  • Posts

    24
  • Joined

  • Last visited

Everything posted by PastChristmas

  1. I promised that when I finished work on 'The Unbidden' that I would get round to working on SRE and Heritage 2. In retrospect, perhaps this was a promise that I should not have made. It may not be obvious, but I spend a lot of time making mods, almost for its own sake. This can't go on like this and I think I need to seriously reduce the time I spend doing this for the foreseeable future. Considering the success of 'Living Armours'. SRE 2 may end up being broken up in to...
  2. Thank you, this has given me some insight in to what could go wrong. My mod totally revolves around generic enchanted weapons, so it will only affect merchants and some loot instances. Perhaps this means it won't be as destructive as I thought it would be.
  3. I'm creating a mod that relies extensively on levelled Items. Trouble is I'm beginning to get worried, as my levelled items now outnumber the vanilla ones at least 7x over. Having this many won't cause any issues will it? I need to create more to realise the full scope of the project, but I can reduce if absolutely necessary.
  4. Can you give more specifics? You've successfully removed the original starting spells, but you've been unable to replace them with your new ones. Are those rewritten ability descriptions showing up at all?
  5. I've almost got my new mod 'Heritage 2' for release, but I've discovered a new issue right at the end. One important feature is that my NPCs will use be using all 3 intensities of the base game dragon shouts, to do this I created an entirely new "voice powers" quest to voice the intermediate level shouts. I was lulled in to a false sense of security, as on the save files I was testing with, the quest seemed to work properly. I had it start-quest enabled and generated the appropriate SEQ file with SSE Edit. Getting it to work on a brand new playthrough has been yielding mixed results, with some shouts being voiced and some not. This suggests to me that the SEQ file isn't working anymore. I've since tried to generate replacements, but to no avail. I'm not sure how to proceed, but I cannot release my mod without this feature working reliably. Edit- Would it cause issues to just append these dialog topics to the main voicepowers quest?
  6. Whatever this issue is it seems laser focused on the wisp type creatures. Just discovered that the soul cairn wisps just float motionless. Were it a mesh issue it would explain everything, but I recently checked for new meshes through mod organiser and I found that the only relevant modification was a mesh that mods the particles surrounding the wispmother and that's it. Thank you for your suggestions, I will look in to them further. Edit - After a bit of trial and error, I discovered it was 'Immersive Movement' that was causing the issue. Apparently, this is a documented issue with the mod as of this writing. I will notify the author that wisps and whispering spirits are affected as well.
  7. It's the strangest thing. I've managed to get a very stable playthrough of Skyrim all things considered, no crashes at all, but the only issue I seem to have now is that my wisps and wispmothers are for some reason unable to turn around. The wisp will fly around and attack but the effect won't change direction with it and the wispmother exhibits the same issue, despite being able to animate properly. I've checked in SSE Edit and I don't know what could possibly be causing this. It doesn't seem to be an issue with the race or the NPC records themselves. Edit- I've figured out that a mod is definitely causing this issue, as the wisps turn just fine on my alternate Mod Organiser 2 profile. Still no idea on what it could be.
  8. I know of a mod for Special Edition that fixes the ability bug, but I had never actually read about it in depth. I could have the mod users download that mod as a prerequisite, or perhaps what I will do is make diseases last 2.5 real time days.
  9. Thank you! In which case, I will release both a disease-less version of my mod and an experimental version with my edits intact. The mod will be named "Bite". Hopefully, I'll have it released in a day or so.
  10. I'm approaching the release of a mod project I've been working on that adds some complexity to animal/monster combat. Forgive my impertinence during these times, but part of this mod includes a disease overhaul. It attempts to replicate how diseases worked in the older games, specifically multiple effects based on attribute damage. Say a disease previously reduced strength, then my mod reduces weapon damage and carrying capacity. I've been able to get some fairly interesting effects going, furthermore it relies on a single script which I only use to randomise the chances of infection. Everything seems to work from my tests, but I haven't the time to test it on a full length playthrough. The closest effect in game to my diseases is the 'Voice of the Sky' buff. Diseases are no longer constant effects, but fire and forget effects that last real time days, which when converted to Skyrim's timescale last between weeks and a month. My interpretation of Daggerfall's plague has almost 10 of these effects going on at once. My question is, can anyone knowledgeable foresee any long-term issues with this design? It's not too late for me to redesign these attack spells if necessary.
  11. I'm sorry for not updating sooner! I was excited to give your suggestion a try and I could get it to trigger, however the spell was placed on the animal rather than myself. The irony! Thanks for your help though, I'm now acutely aware on how to use a brand new entry point. This will no doubt prove useful.
  12. I'm trying to create a new means of catching diseases from animals. In the base game, diseases are spells attached to the attacks of some animals. These attacks have a 10% likelihood of infecting the target, because the associated effects themselves have this condition directly applied to them. The drawbacks to this system are that this means that diseases unless scripted, can only have one magic effect and more importantly for my case is that it costs a contact spell slot on the creature's attack data that I would like to be used for something else. My solution was to create perks for each disease. This is how Falmer poison works in the base game, their weapons are not actually poisoned, but the Falmer have a perk which causes poison damage when they wield weapons. I attached the 10% condition there as opposed to the magic effects themselves, thereby in theory allowing diseases to have multiple effects again without recourse to scripting. The trouble here is that it doesn't work in practice. This leads me to think that the perk method will not work for animals, as they don't wield weapons, which are necessary for the method to work. Am I wrong? I really don't want to script these effects in.
  13. I'm the mod author for Heritage - Reflexive Enemies and I've successfully been able to use the game's default combat AI to have NPC wizards cast buffs, debuffs and illusion spells that they otherwise wouldn't. There's just one or should I say two effects I haven't been able to properly implement, the vanilla calm spell and Mysticism's dominate. Calm is supposed to reduce their NPC's aggression value to 0, to stop them from starting a fight. In the hands of the player it works as intended, as the effect is flagged as non-hostile. My workaround requires me to create a new version of the spell otherwise identical, but it has to include an effect that the AI thinks will hurt the recipient. This additional effect damages health, but the conditions I place on it render it totally harmless to all actors and the player. Trouble is, the receiving AI is still aggrieved by the spell and the calm effect is broken as soon as it takes effect. I've since taken to try and come up with a script to achieve the same effect, but I've had no success. Adding affected NPCs to a faction friendly to everybody won't work for companions, furthermore stopping NPC combat only works temporarily. My current workaround is for disable NPC AI for the duration of the effect, but that has it's own issues. They freeze like statues, so it looks pretty terrifying, but it isn't the calm spell the player knows and uses. Dominate uses the script from the animal allegiance shout to enable the player to force NPCs to fight for them for a set period of time. Unfortunately, this doesn't work the other way around. Simply adding a follower to a faction friendly to the enemy spellcaster won't be enough to have them turn on the player. It seems to me I need to temporarily remove them from the current follower faction, which I think may have disastrous side effects. Is there something I'm missing to engineer them to work for the use of NPCs?
  14. I'll try that with my next update next week, my main file will have the compressed loose files and I will present the BSA version as an alternative for those confident they won't suffer any compatibility issues. They will also be encouraged to keep my mod as well as the conflicting mods low on their load order list. Thanks again.
  15. I'm embarassed to admit that I found out the reason why the visuals were playing, but the damage wasn't occurring. When I test my NPC's abilities I instinctively enable tgm in console commands and I forgot to disable it to test my weapon. All characters will now burn with my weapon equipped. Thank you for the insight! I was wondering how to achieve the same effect via scripting, as a few spells I have been experimenting with for my NPCs have debuffs associated with them, so they are reluctant to cast those if they have detected the "detrimental" magical effects in the Creation Kit.
  16. I want to simulate the effect of a weapon so hot that it damages whoever equips it. So far, I've scripted an ability to the weapon, so those who equip it also gain the ability. This ability is conditioned to activate when "isweaponout" = 2, and I can confirm by the visuals that so far it's all working, except for the damage effect that I've set the ability to inflict when the conditions are met. Is there something I could be forgetting?
  17. WICO is one of those mods that strives to improve remain faithful to the original look, which is something I believe we both respect, that said you may have more patience than I! After taking another look at my mod user's load order again, I see there may be other mod conflicts than just tempered skins that may be the issue, but you've given me good reason to think the BSA may be an issue here. Trouble is, although I would like to release my mod's facegen as loose files, but the uncompressed the size of both folders totalled to more than 2GB, and I'm adding even more NPCs with my next update. Perhaps l can encourage users to extract my facegendata with Bethesda Archive Extractor and give that a try if they have issues? If only I read this sooner, as I trial-and-error'd my way through my own script a few hours ago. It works mostly like your example says. The NPC suffers damage and attempts to heal themselves with my "healing" spell. My scripted magical effect causes them to disengage combat, play a transformation animation, then my original NPC is swapped for another under the cover of some conjuration special effects. Thanks for your help!
  18. Now that my mod has been published, I find myself needing to ask more questions, however I will just keep to two for now. I want to expand my mod to improve the witches of Skyrim, moreover I discovered that previously in the lore they were able to change shape. I successfully modified the vanilla polymorph Skeever script so that NPCs can cast spells that change their race and turn themselves back after the effect runs out. What I didn't anticipate was that if an NPC dies in their polymorph shape spawned again, they will respawn in their polymorph state and be stuck that way. It seems to me that the NPC must change back to previous race before they are called on to spawn again for this kind of spell to be of any use, but even if I add code to run "OnEffectEnd" their death stops the code from taking effect. Does anyone have any possible solutions? Maybe a way for the code to transform the corpse back in to their previous race? My current idea is for them to be an animal for their non-combat state and to change to change to mage form when they fight. My second question revolves around the infamous gray face issue. My mod adds new NPCS, so I anticipated this would be an issue. Once I had CTRL+F4'd all my new NPCs and saved their facegen data to meshes and textures, I was able to run WICO on my NPCs with no issues. I made sure to keep my facegen in a BSA for added protection alongside my .esp when I uploaded my file hoping that would be enough, but a mod user commented that they were still experiencing the gray face bug with my NPCs. They were using Tempered Skins, but my mod loaded afterwards, ostensibly he'd done everything right. This leaves me perplexed and I have no idea how to remedy this user's problem, is there anything I could be forgetting?
  19. I hadn't considered the influence of Dawnguard on vampire dialogue, so I'll have to look in to that. That said, since my last post I came up with a workaround for my faction issue by using templates to link my vampire and bandit NPCs to both pre-existing and new custom actor archetypes, following that they say the appropriate things in combat. Originally, I had just assigned each one directly to the "vampirefaction" or "banditfaction" but for whatever reason that change didn't seem to stick. Creating new races has been very useful to me for the creation of some my NPCs, but primarily for the new vampire creatures I'm implementing. There is evidence in the creation kit and in Dawnguard lore that Bethesda intended the "Feral Falmer" to be vampiric, so I've created a new race of said creatures that spawn around the game with vampire abilities. Thankfully, that side of the project has been moving smoothly. Thanks for the insight!
  20. I've been trying to get my vampire lord NPCs to rattle off the generic vampire combat barks, but I'm not having much success. According to the DialogueCombatEncounterTypes quest, NPCs need to be attached to the vampire faction to be eligible to say them; furthermore, only certain voicetypes have recordings for these lines (Orcs, Dunmer, Female Sultry, Female Condescending and MaleSlyCynical, specifically). Trouble is, all my vampire lord NPCs have original Dunmer voice types, and are members of the vampire faction, yet when I use console commands to spawn them in-game they instead use the regular Dunmer lines. Unless I'm missing something they satisfy all the criteria. My suspicion is that my faction changes in creation kit don't quite make it to the game. I can spawn in groups of my custom mythic dawn members and they will begin to fight each other, and the same with my vampires. Is there anything that could be causing this issue? I'm sure there are no mod conflicts that could be causing it. I have no idea how to proceed.
  21. The actual model is attached to the "ArmorAddon". Get to the ArmorAddon record corresponding to your duplicated race, so let's say nakedfoxAA, then there should be a list of additional races on the right side of the ArmorAddon window, within that list you must select your duplicated race, save your changes and finally it should be visible.
  22. That would fix the problem, but I am ashamed to say I'm unsure as to how I'd go about doing that! I was under the impression that I'd need the code to compile first, before I would be able to allocate properties to the perk's script fragment. There seems to be a lack of tutorials on the subject of applying scripts to perks. That said, I did try to declare my property at the start of the fragment i.e. quest property _MR_PlayerMonsterQuest auto. I got a different error instead "Unable to write source in a temporary location."
  23. Inspired by my currently smooth playthrough with the Playable Monster Mod, I've been wanting to add some more gameplay depth on my end. One feature of my mod was to enable playable predator animals to feed on corpses. I have a beginner's understanding of papyrus, but I thought with wiki resources and the cannibal/werewolf feeding script as examples that this was something I could do by myself, but I've fallen short. Like the werewolf process, I've created a function (AnimalPredation) within a script (_MR_PredatorFeedingScript) that I've attached to a quest (_MR_PlayerMonsterQuest). The script simply prompts the animation and VFX, and it compiled without issue. I then defined the properties in the creation kit. Here is said script. Scriptname _MR_PredatorFeedingScript Extends quest Idle property _SabreCatFeeding autoSpell property BleedingFXSpell auto Function AnimalPredation(Actor victim) Game.GetPlayer().PlayIdle(_SabreCat_Feeding) BleedingFXSpell.Cast(victim,victim) EndFunction My next step was to attach the script to a perk, because ostensibly that is how both existing feeding abilities work. The papyrus fragment of the final perk entry point for the werewolf version reads as: (PlayerWerewolfQuest as PlayerWerewolfChangeScript).Feed(akTargetRef as Actor), so I thought I would be able to do the same. My fragment was written as... (_MR_PlayerMonsterQuest as _MR_PredatorFeedingScript).AnimalPredation(akTargetRef as Actor) Trouble is I get two errors. The first problem is that the _MR_PlayerMonsterQuest was "undefined", so a "none" value is being sent to the _MR_PredatorFeedingScript, thus consequently their "types are incompatible". Perhaps I made a mistake with the casting, but I admit I'm out of my depth here, so if there is anyone that would be able to share any insight on what I could do, I'd appreciate it.
  24. This was just an idea I had a few days ago. A race that appears as disembodied floating armour/clothes that the character has equipped. I have the time, energy, enthusiasm and software to make this mod a reality, but I want to ask the mod author veterans around here of the best method I can use to achieve this "Invisible body" effect. Ideally, I would like to avoid just making the textures totally transparent, as I'd imagine that various shaders would make the outline of the body visible again, however is it even possible to create a race in the creation kit without assigning it meshes for its Armor and ArmorAddon parts?
×
×
  • Create New...