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KWRMF197

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  1. lol well I do appreciate you doing all that so I didn't have to. Thanks. Seems like the end result may be more trouble than it's worth honestly. I'll update if I find a workable solution with scripts
  2. I think I'll be leaving followers out of it entirely. The point behind this sniper is more for storytelling than to be an actual challenge to the PC. Could distance and light level be factoring in at all with it's ability to start combat with the PC? I set up an ai package for him with an LOS condition but he still doesnt notice me when I come into view. If I toggle clipping and begin walking towards him however, he begins combat at the usual range. The sniper is also a falmer NPC if it matters. Duplicated and set to unique for special settings
  3. thank you, I will look into that. Yes, the sniper NPC I'm using is stationary on a ledge within the cave and there is no actual way for the PC to reach them, or vice versa.
  4. I'm working on a mod in which I have a custom NPC set up to shoot arrows at the PC inside a cave, but the area in which I want this to happen is about twice as far away as the typical aggro range for ranged NPC's. How can I force this NPC to start shooting the PC anyway? I've tried adjusting the attack value under "aggro radius behavior" in the AI Data tab in CK, but it doesn't seem to make any difference. Would it be better to use a trigger box somehow? Scripts? Seems like it shouldnt be too hard but I'm still stumped lol
  5. Yes, I believe you are right about them being potions technically. Thanks for writing that for me, also I didnt know it needed to be attached to a magic effect and not the item itself. Makes sense now lol
  6. Well that sounds like it should work to me lol. Thanks for pointing that out, I'll give it a shot!
  7. That's about what I was aiming for, yes. I'll take a look at the food and magic effects again. I didn't think the options for the bonuses that food gives included permanent attribute boosts. EDIT: ok, so it looks like duplicating a food item, changing it's model, and then assigning it a new magic effect is about 90% of the way there, but there doesn't appear to be a magical effect that increases the attributes permanently. So I could do like a fortify health effect that just lasts for a million seconds to make it seem permanent. If I wanted to not go the route of using a magic effect however, would it require script use? As if you used the "modav" console command to increase health, stamina, etc..
  8. Thank you both for responding. The script was attached to the ingredient, and not the flora/tree from where it originated. What I'd like to do is create items that appear to be alchemical ingredients, but don't behave as typical ingredients do (with the four properties). The item I tested this script on was a duplicate of the vanilla blue mountain flower ingredient that was still of the ingredient classification with it's four properties. I figured the script would fire when the PC ate the flower, which is how I would like the final result to look like. The new item will not be tied to alchemy at all(offering no alchemical properties), so it would be changed to a food item or misc or something. Inspiration for this actually came from 3 items in Vicn's Vigilant mod that behave exactly how I'm trying to make this work. One of them is called the Bone of Jhunal I believe and when consumed, it adds a permanent +10 to magicka. From what I can tell, Vicn did that with the use of a script that is not able to be viewed in CK unfortunately. Thanks again for taking the time to help!
  9. So.. I've never scripted before. I've got an idea for a mod that I want to put together, but it requires the use of a small and very simple script that I did manage to write, however, it doesn't seem to be working in game. For testing purposes, I'm trying to attach my script to a blue mountain flower that when consumed adds +10 to the PC's health permanently (like leveling up). Here's what I've got for the script: Scriptname BlueFlowerHealth extends ObjectReference Event OnActivate(ObjectReference akActionRef)Game.GetPlayer().ModActorValue("health", 10.0) EndEvent The script compiled in CK without any errors, but it doesnt work in game. I did not edit the properties because I wasn't sure if that was required or not and if so, did not know what to put there. I appreciate any insight given.
  10. I'm doing my first thief playthrough in probably 8 years, so forgive my ignorance here.. I was actually enjoying my criminal self until I decided to take a sweep job of Bryling's house in Solitude. I picked the cellar door lock and snuck in while the people inside were still awake (it was like 10pm). They didn't react to my presence while being on the second floor, so I figured I was being legitimately stealthy. UNTIL I swiped a silver goblet off the table on the first floor and immediately incurred a 1498 bounty. Now they're calling me names and telling me to leave?? I reload a save and decide to try again. Attempt number two I waited until approximately 12:45am and then snuck in through the same cellar door. This time, Bryling rushes down to the cellar to tell me to gtfo, then it goes into the whole trespassing call the guards spiel.. Anyway, after researching wtf is happening I've come to learn this is vanilla skyrim's cell ownership system at work, which I fully understand. But that has got to be the dumbest mechanic in regards to thievery. Like, how do I thief exactly? lol I didn't see any mods on Nexus that address this which I am ASSUMING is a vanilla issue. I do have roughly 700+ mods going but none that affect thievery. Just a few to make stealth more realistic. What do the rest of you thieves guild members do with this?
  11. SkyrimSE.exe+D6DDDA Occurs when you don't have enough virtual memory on your disk drive OR you have a corrupt texture amidst one of your mods. If it keeps talking about that tree in every log you get, that might be a good place to start looking for a corrupt texture if you've ruled out a virtual memory problem. Check this article for more info, its listed un the Random Crashes section: https://www.nexusmods.com/skyrimspecialedition/articles/3031/
  12. I wouldn't be so sure it's strictly your kill moves here. You said it happened after you killed some of the npcs without kill moves correct? That makes me wonder about the deaths themselves in that sometimes things happens when a npc dies. For example, a person could use soul trap and after killing an npc you crash because you have a mod that alters soul traps incorrectly. Not saying you do, but the fact you get an inconsistent CTD on npc deaths is pretty sus.. Did you maybe start using a new mod added weapon or some new spells before you went to Shroud Hearth Barrow? Enchant a weapon with a new enchantment? Look at everything you did prior to going there. It could be that you have an issue that your only just now encountering 30 hours in because you've started doing something different. Or perhaps an issue with Shroud Hearth Barrow itself.. does any of your mods alter the dungeon? You also mentioned the CTD happened upon leveling up.. did you add anything recently that affects perks? Skill trees? Change the sound played when you reach a new level? If you want to cancel out the possibility it's kill move related, I would download Violens and use it to disable kill moves entirely (which is how I play until a certain skill level at which point I turn them back on). Try to clear out the dungeon and see if it still does it. *edit* You know now that I think about it, leave Shroud Hearth Barrow and go murder some other things. See if your CTD mysteriously vanishes after you do some kill moves and level up n stuff. Then you know you've got issues in that dungeon.
  13. Frostfall with Wet and Cold together should be just fine, even with iNeed. You just want to watch for the signs that you've got too many scripts going. For me, my FPS starts dropping hard in populated areas and SSE will freeze occasionally. Not a CTD mind you, specifically freezing. SKSE from my knowledge just expands upon what the SSE engine is capable of doing. The only way it helps is by making new processes possible for the mods that require it. And yes there is still the hard cap of 255 esps, but you can only install up to 254 as one slot is taken already. Remember that "light" esps don't count towards that limit though, and you can have like over 4000 of those apparently. When you start getting close to your esp limit, you have a few options. You can remove the ones you can live without (not mid playthrough), check to see if you can convert any of them to "light" esps, or do a merged patch. The merged patch combines multiple esps you choose into one esp (works great for armor mods).
  14. 657 "active mods" according to vortex. That includes 252 active esps, 298 light esps, a few dozen skse plugins, one bashed patch, one merged patch, texture mods, ENB, Dyndolod, and ALLGUD. I'm willing to live with 30-40 FPS in cities (with the mod Open Cities, JK's Skyrim) but usually pull 50-60 FPS in wilderness areas on a somewhat decent CPU and GPU (Ryzen 5 3600X and RX590 Fatboy). In regards to your question about how many mods is too many, it really depends. You want to look at that question from the SSE engine's point of view rather than your computer, unless your talking about texture mods with ENB (GPU intensive). The quickest way to kill SSE is with multiple script heavy mods. Things like Frostfall, Wet and Cold, SkyTEST, Immersive Citizens, etc might be fine on their own, but as soon as you start putting too many of them together either the engine gets over burdened and freezes, or all of your scripted events (vanilla and modded) start misfiring or only partially working. This will lead to a corrupted save in no time. That's why I'm loving things like powerofthree's Spell Perk Item Distributor. It accomplishes a lot of what previously could only be done with lots of scripts and quests, which frees up your engine's capacity without limiting content. A lot of modders are really starting to tap into it's potential, as im seeing more and more SPID mods roll out. Take Cold Region Behavior (https://www.nexusmods.com/skyrimspecialedition/mods/38633) for example. For now, it may only do about 80% of what Wet and Cold can do, but it does it with pretty much no additional script load for SSE's engine and even does it faster and more efficiently. I'd highly recommend taking a look at SPID and some of the mods that currently require it via SPID's requirements tab. I've tried a lot of them and so far I've had zero issues. Keep SSE's engine happy, and you will be happy
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