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Everything posted by GrandBulwark
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LE help with summon spell?
GrandBulwark replied to geekminxen's topic in Skyrim's Creation Kit and Modders
Move to will never duplicate, it will only move. Sounds to me like you ran the old PlaceAtMe() version and saved the game and now the script is baked into the save. Never alter the functionality of your script and try to use it on a save that has seen the old version unless you A) Know it will update properly as some will or B) Have some type of retroactive catch for potential errors such as this. Also be aware that your horse may or may not be, strictly speaking unique. Some NPCS are spawn via script based on scripted variables whereas some have multiple records but appear to be the same actor in game. Cicero is a good example of the latter. -
LE AI Package Question
GrandBulwark replied to Dbrock1980's topic in Skyrim's Creation Kit and Modders
Hmmm maybe look at the bandit in bleak falls burrow who pulls the trap lever, though that may be a scripted interaction. -
I don't really have time nor the patience to get into the actual code involved but it seems to me the simplest solution would be a combination of aliases as was mentioned earlier and from there adding placeholder objects checked as unplayable to the npcs to add the weight. This could be done on a update loop or a OnItemAdded () event, you could make a placeholder for each type of arrow as well as a generic onE that would cover all mod arrows. It would be a relatively simple process, especially if you are skilled enough to use existing aliases such as the current follower alias. Even mods such as UFO and AFT could be accounted for without a hard dependency. A good example of using existing aliases for alternate purposes is the follower summon spell here on nexus and it shows how to account for aft and ufo also. All that said you could just set their encumbrance as a Int, or a float. Set the amount to subtract from their carry weight based on the arrow and the multiply that subtraction by the arrow amount, if that makes sense. From there modav the carry weight down based on the scripts calculations. If no arrows are found the initial int storing their carryweight should be used to restore the carry weight to it's original number. Hope that made sense, pardon if it didn't. Would write out the code but limited to this phone at the moment. Bit rusty after all this time away anyway :p. May get to a PC tomorrow and if so I will type out a bit of an example. Good luck!
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LE A somewhat triumphant return
GrandBulwark replied to GrandBulwark's topic in Skyrim's Creation Kit and Modders
Cheers SharpSteed. Glad to see ya and I hope to chat with ya soon mate.- 2 replies
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Well, as some of you may know several months ago I departed the community for personal issues. details here And while I left purposefully driven and with the best intentions, I have failed in my purpose. Yes, it went well for a while and no I do not care to go into a great amount of detail. I am fairly open about my personal life but some things are not suited to public forums. Let us just say thing spiraled out of control and I lost my cool there for a bit. On that note, I would like to apologize to chat goers and the nexus moderation team for my behavior as a result thereof. I foisted my issues upon you publically, and now I am apologizing publically. Know that there is no resentment or animosity toward you on my part and I hope that is mutual for all of yours. Not all is lost. I say somewhat triumphant return because I am alive and things are looking up. I have secured employment, I live in a nice home for the first time in a good while, I have basic necessities as well as luxuries such as a new car and I am getting my PC back soon. Not what I wanted precisely but it is still better than yesterday and progression is far better than regression I can tell you that. It would seem that I have missed a good deal and some of my old friends have departed, perhaps for good and perhaps not. While I find this sad, I certainly understand the need to get away for a while. I look around and I see many familiar faces(err avatars :p) and I am just glad I made it back to my home away from home. Looks like I didn't totally miss the fallout 4 party either. I am late and I am going to be even later by the time I get my rig back, but I was late for the Skyrim party also and I still had fun. That all said, I am here and I am pleased to announce that my gaming and modding days are far from over. All of my previously canceled plans are now back in effect. Follower Command Center shall be released within a month or so for Skyrim and there may be more to come after that, though I confess I am eager to get to fallout 4. Again my rig is currently out of my care so while I am here, I am also pretty much the resident cripple in terms of gaming and modding. I can neither mod nor play yet and it is torturous lol. But that will end relatively soon. Well anyway, said what I needed to now. Hope you folks are well and if you are a friend, or well wisher or even a nay sayer; feel free to inbox me. I am here and I am not leaving for the forsee able future. Take care all and enjoy your dragon slaying and wasteland travels ;)
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My thanks to all of you for your support and kind words. @Lisn I am quite glad I got a farewell from you. Many thanks again for your support during my personal issues as well as the issues I had here. I hope that where ever life may take you, prosperity and happiness will follow; for you, your family and your little dog too ;D Cheers everyone, and fear not one day I shall return as a success, as someone who is here as a hobby and not as obsession. If any of you need to contact me or just want to chat my inbox will be left open and I will visit Nexus Chat as often as I am able. May your path lead you to warm sands. :)
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Cheers Mica, you'll still be seeing me for the next few days in chat. And I'll pop by there even after to chat when time and life permits :D
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Hello everyone! GrandBulwark here. You might know me from my guide "Skyrim Project Stability" or from the obscenely popular "Warzones - Civil Unrest", you also may not know me at all; in the end that is not important. I have come to say goodbye to the modding and gaming community. As some of you may know I have spend an obscene amount of time here, modding and also playing video games. Much of my time has been spent in the pursuit of making the life of newbies and regular users have a more manageable time when dealing with Skyrim. I have also spent a great deal of time working on various projects, both of my own and those of others. Things from Warzones, to standalone versions of various armor and weapon sets, to fluffy bunny rabbits to brighten up your game. I have many mods out and I planned to release many more but these plans are now cancelled. Why? Well friends, to be short the time that I spent here was essentially stolen from those I love. I have a tendency to be obsessive, even when things are falling apart in my life here I am modding. I spent 4 years of a 6 year relationship giving you fine folks my time of day with mods, guides, lessons, advice and the like and then I handed my girlfriend the leftovers of my time. While you folks are awesome and I do greatly appreciate you embracing me as one of your own, I am afraid that something has to give here. In the end, what I was doing was unfair to both my girlfriend and myself. While games and modding are awesome and I will likely return to both one day, they should not be all consuming at the cost of everyone and everything else. So unfortunately I must depart. I must venture forth and restore balance to my own life and show my girlfriend, my family and myself that there is more to life than we all have right now. I must find a place in the world and hopefully in time I can return here. To my friends, thanks for being there and thanks for understanding. To those who have used my guides or mods and found some enjoyment or help, I am truly glad that I was able to brighten your day. To those who don't know me at all, you may be on the wrong thread ;D With all that said, I would like to wish you all fun adventures in you gaming life, whether they take you to nuclear wastelands or pristine mountains in a world of fantasy, may you find as much enjoyment as I did. I hope that in time I can return to the community, but in the event that never proves to be the case this is my goodbye. All of my work, aside from those dedicated to other projects is now considered a MODDERS resource, use them as you please. Goodbye everyone, I wish you all well.
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oh joy, another call for riots and panic. Look, you are on the internet and you are only a consumer here if you choose to be, You don't have to buy anything or click ads if you don't want to and you don't have to be here at all. Many, many sites track users; in fact the convention is so popular that most of the sites you visit do it in one form or another. I would much rather look at ads for things I might buy than ones that have no bearing on my life whatsoever. If you don't like it, leave. Calling it a betrayal is melodrama and your concerns are baseless and liable to cause a flame war over, you guessed it.... Nothing.
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Follower Command Hangup - Scripting Advice Needed
GrandBulwark replied to GrandBulwark's topic in Skyrim's Skyrim LE
Interesting. Perhaps it is a mod thing. But regardless. I've simply tacked http://pastebin.com/5Jp51FRv This catch on to the effected sliders and put he DLC check on Page Reload more commonly used function. This way values are always kept current. :D -
Follower Command Hangup - Scripting Advice Needed
GrandBulwark replied to GrandBulwark's topic in Skyrim's Skyrim LE
Cheers man. Solved it and yes you are right. 0x00 was correct. The actor just returned as None since the actor had not yet been placed or spawned Serana, the Dawnguard Members, Rayya, Valdimar, Gregor and Frea are all persistent. It appears that even Sceolang is persistent or at least "placed" when a new game initializes. Whereas Teldryn Sero, Cusith/Garmr and Bran are all spawned when the location loads the first time. Anyway, I appreciate your time. -
Follower Command Hangup - Scripting Advice Needed
GrandBulwark replied to GrandBulwark's topic in Skyrim's Skyrim LE
SOLVED: Teldryn Sero, Garmr, CuSith and Bran do NOT exist on game initialize and thus return none. That must be taken into my calculations. Thanks for everyones time. -
Well, to give a brief introduction. I have been trying to work up a solution to filling a few properties via GetFormFromFile() for a follower mod framework I've been working on. The issue is, a few of the properties don't seem to fill properly. The mod is centered around an McM menu. The McM checks for DLCs via the McM's OnConfigInit() and OnGameReload events. The Actors Teldryn Sero, Garmr, CuSith and Bran all seem to have issues filling. Whereas the rest of the followers in their respective .esms work just fine. This is the check function; http://pastebin.com/bAMsv648 And this is the slider placement function; http://pastebin.com/AyzN1h0g These for followers return none and are filled with an empty option(refer to line 34 of the slider placement function). The GetFormFromFile() calls on these actors however do NOT throw errors. I have tried case sensitive, using GetFormID() on one, then converting to Hex while omitting the prefatory load order numbers. Valdimar had a similar issue and he was fixed by tweaking his formID; that said I've tried literally everything I can think of to resolve this issue on the other FormIDs. Anyone have any thoughts?
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important note; I meant Riverwood NOOOT Helgen
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Four suggestions; 1) post load order and papyrus logs 2) trim back load order 3) RESTART the game and load all scripted mods in an interior in Riverwood. 4) All that fails refer to my guide here http://www.nexusmods.com/skyrim/mods/32363/?
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Announcing Follower Summon McM - Beta Testers Wanted
GrandBulwark replied to GrandBulwark's topic in Skyrim's Skyrim LE
You can turn that off in the McM under GYAOH; that said it was left on for testing purposes. So you could tell me if it ever breaks. :D- 9 replies
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Description editor fails to preserve existing formatting
GrandBulwark replied to schlangster's topic in Site Support
I've had this same issue Shlangster(great work on SkyUI btw). My guide is also massive in terms of description. Near as I can tell there is either a character limit, a line limit or a size limit. I contacted site staff about it, they were unable to c/p my changes, but were able to make a small text edit. This is what tipped me off. The only viable solution I found was compressing down what I was trying to say or shave a few lines off here and there. Another alternative to your empty lines in critical sections that you need to break up is simply putting [ line ] (Without the spaces) on the empty line. My guide is still very long so in order for the format not to break, I had to emply the use of that tag. You can see for yourself how that ends up looking here if you'd like http://www.nexusmods.com/skyrim/mods/32363/? . Hope this helps man. -
Announcing Follower Summon McM - Beta Testers Wanted
GrandBulwark replied to GrandBulwark's topic in Skyrim's Skyrim LE
New update, last functional upgrade. Get Yer Arse Over Here functionality implemented. When active this mode checks the skyrim.esm followers for 1) are the your follower 2) if so are they waiting 3) if they aren't waiting and are your team mate and exceed the distance check, they are brought to you. Still there are no update cycles. GYAOH can be toggled off in McM easily.- 9 replies
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Announcing Follower Summon McM - Beta Testers Wanted
GrandBulwark replied to GrandBulwark's topic in Skyrim's Skyrim LE
Progress Update!!! Beta Testers still needed! Followers are now tracked. If you meet a followers requirement, you can track if they are alive in McM. If you never meet their requirement, you'll never know. Most options now require you to complete a quest, or help that follower in some way. If you complete the described requirement, and do not see the follower in McM; be sure you have Recruited them. Otherwise, they may never register as an Ally. http://i.imgur.com/9mtEmzd.jpg http://i.imgur.com/ksYSnOR.jpg http://i.imgur.com/kL4SY4L.jpg http://i.imgur.com/FoY7QcA.jpg http://i.imgur.com/BsCRe3K.jpg- 9 replies
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Hello Everyone! :D Short Version: I need a few beta testers to test an McM mod I've made What does it do? When you open the menu and sub-menus they populate with a list of followers that are currently available based on your current game state.As you complete more quests and meet more followers, the corresponding followers will appear in MCMSetting any slider to one places that follower immediately at your location, then resets the sliderFollowers MUST be alive and currently available to the player in order to populate.Also included, though with the ability to be toggled off in McM, my other mod Followers Share Knowledge(link below)Compatibility: Should be compatible with anything Testers must have: Steam copy of Skyrim, with all DLCs and up to date.SKSE and SkyUI(links below)The ideal tester has: Stable, LATE stage save with many, many side quests and faction quests complete.Many followers available to their characterAnyone is welcome to test, contact me directly via PM for the fastest reply. I'm not offering a public beta, you must contact me to get the resources so I can record who has the mod for credits etc. SCREENSHOTS BELOW. Long version: I just popped by to offer a sneak peak of my new mod. Still debating on a name really; I want to be sure everything works as intended prior to release and with the design of the mod being how it is, that is highly difficult for one person to test. The basic principle behind it is to offer a debugging platform for people testing follower behaviors with their mods, a resource for people who lost their followers in the world somewhere to instantly recover them, regardless of their current location. That said, with the nature of Skyrim's various human and creature followers and their various pre-requisite quests steps must be taken to prevent end users from summoning followers that are not enabled, no longer alive or presently unavailable due to their current state in the game. For example; lydia is present in Breezehome regardless of whether you are thane. However if you are NOT thane she is disabled. So, if I don't stop you; the end user from pulling her to yourself before you're Whiterun's Thane then you'll end up pulling a disabled actor to yourself. Why not enable them? Well I could, however their scripts/AI/Behaviors are likely also tied to their quests and the game state. Enabling them before the proper time could go horribly awry. That being said, in order to prevent this from becoming an issue I've have tied checks to each follower's option in McM directly. Followers that you cannot presently use do NOT populate in McM. EG if you haven't even been to Solstheim you will not see the sellsword that works there's option in McM. I've also packaged my other semi-popular mod Followers Share Knowledge; updated now with the McM. Enabling the users to toggle off the entirety of it's functions if they so choose. Followers Share Knowledge re-implements the player getting a perk based on which follower they are currently using(By re-implements I mean similar to the style of companion perks the player would get in Fallout New Vegas EG Boone's "Spotter" perk). You can turn this option off for all hearthfire, Dawnguard, Skyrim or Dragonborn followers individually. If this has been implemented entirely correctly all mods will be compatible, and only two followers did not have a viable checks for their viability as a follower option. Those are clearly listed at the bottom of the McM menu with a pop up warning not to use them without knowing the follower first. That said this mod requires Skyrim version 1.9.32.0.8 Steam connected. It requires that you have Dawnguard, Hearthfires and Dragonborn. It also requires SKSE and SkyUI. So yes before anyone asks, you will need to meet those requirements before asking to test the mod. At this time there are NO plans 1)Strip any of the above listed requirements. 2)Implement support for other follower mods. I am not worried about all of that yet. The framework needs to be reviewed, discussed and verified to be safe before I can start dissecting what is required, or going out of my way to support X person's mod. The pictures will likely explain it better than I can. http://i.imgur.com/V7yYT00.jpg http://i.imgur.com/wDYkRig.jpg http://i.imgur.com/kmSSzJW.jpg http://i.imgur.com/qXli1WT.jpg http://i.imgur.com/Nr93gwZ.jpg *Setting any slider to one will instantly summon that follower and reset the slider. The Follower's Share Knowledge functionality defaults to ON; you can toggle that off by .esm; 0 is OFF and 1 is ON you must return to the game in order for the FSK toggle to complete. As you can see not all of my follower headers have listings. This is because I have not done many quests aside from those along the northern coast down as far south as Morthal. I've built one heartfire home and as you can see, my housecarl Valdimar is now in that list. I have done no dungeon quests, not joined the companions(Must be fully complete to summon followers), not joined the mages college, the dark brotherhood, started dragonborn or dawnguard. So in this case, if you have a save that has any of the above listed factions or quests started or completed I would be happy to provide you with the mod as an early release. Any feedback here would also be appreciated. Beta testers, contact me via PM for the speediest reply. Thanks Everyone, looking forward to hearing some thoughts
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http://www.mygoodeyenyc.com/modImages/skyrim_Warzones/WZ2015-Thanksgiving700.jpg Happy Thanksgiving folks! Warzones is LIVE :devil:
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The new sets are scaled precisely to vanilla values. Including their value, the economy is preserved. As to CWO, there are NO known Warzones incompatibilities at this time. As to them just laying around; they are not. They are in large scale battles; you want armor you can either scavenge it, or join the battle yourself. Of course, in doing so you'll likely make enemies. Also, that stated all new sets ARE faction specific, so if you wear the new imperial gear stormcloaks may not like it. It's not like faction disguises or anything; they just have the appropriate keyword for the stormcloaks to respond to vanilla imperial armors, and vice versa.
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http://www.mygoodeyenyc.com/modImages/skyrim_Warzones/WARZONES2015---ComingSoon.jpg WARZONES - Civil Unrest 2015 Brought to you by MyGoodEye, Deapri, GrandBulwark and Tony971 Hey folks, have you missed Killing Time? :devil: You are not alone. All over the nexus I see mods, mods and more mods. Mostly skimpy armors and followers to accompany you through an otherwise empty world. Long ago there was a mod that made all others crap themselves with horror. Warzones - Civil Unrest! For quite some time now this mod was thought dead, much to the despair of it's loyal fan-base. Well kiddies, I'm here to tell you that your wait is over. WARZONES 2015 will be going live any day now for it's public beta! For those of you who are new, lets start with the basic features of Warzones. Warzones adds hundreds of huge battles all throughout Skyrim. Some are random encounters, others are consistent battle ground playing host to dozens of Legionaries and Stormcloaks; all thirsty for blood and eager for battleWarzones also enhances existing civil war sieges. More soldiers, because who can claim a city by killing a dozen men?While the prime directive of the mod is enhanced civil war, there are also hundreds of random battles between Skyrims various factions and beasts. Now this my friends highlights what returning users have come to expect already. Well fear not my inspired young killing aficionados; we have something for you as well. Warzones 2015 has been entirely revamped from it's predecessor hosted here. MGE and Deapri have worked very hard on streamlining the scripts to bring you what is quite possibly one of the most stable NPC adding mods on the market. Now I know what you're thinking, "But Grand that is all behind the scenes stuff; what is new that we can SEE with our eyes." and you know; you're right silly me. Let me run down the new features; Warzones 2015 New Features; A massive Armory consisting of almost 200 items. No more WARZONES Armory addons necessary, our troops are already in some of your favorite sets of armor and using some of your favorite weapons from all over the NexusCustomized Crafting Recipes for all armory content that will not permit a filthy Stormcloak traitors to craft new legionary armors; and likewise will not allow spineless Imperial Cowards to craft armors of the true Sons of SkyrimCommander Units. If you thought battle was hell before, you will be shocked when one of these monsters come barreling toward you.An MCM menu! The MCM menu will allow end users to alter the spawn rates and toggle off battles in certain areas for compatibility reasons. This will allow ANYONE to run the mod, no joke. One of our primary testers was running Skyrim with WARZONES on a Tablet!MORE Warzones and random encounter zones and more NPCs for your killing pleasure!(Side effects may include: Bursting with joy, Kill Frenzies, Skyrim Addiction, Intense Feelings of Skyrim Nationalism, Character Death, Character Dismemberment, High Level Characters, Dead Stormcloaks, Dead Imperials, Euphoria, Nostalgia and beautiful, BEAUTIFUL bloodlust) Is that not enough for you? Well to go into a bit more detail Warzones will feature some content you may already know and love, BUT several of our armor sets have been reworked by some of the most gifted artists throughout the Nexus. Not only that, every single scrap of armor and all of the weapons found in Warzones have been painstakingly balanced. Every script found in it has been optimized, every shred of worldspace data has been updated. Many people have been brought in to test this mod and verify that this mod is now suited for public release. All reports have been read, all issues have been resolved. So, with that said; MGE, Deapri, Tony and I are proud to announce that we will be releasing the mod as a public beta! Keep checking this thread, and the modpage here for updates. When you see that the version has be updated from "v5B", you will know that Killing Time has come to a nexus near you. :devil: You may be wondering what is next on the agenda. Well I won't spoil too much, but I will go so far as to say that once Warzones is out, you'll not have heard the last of us. There is more Warzones related content coming including DLC plugins and a few other pet projects we're working on as we speak. You may even get to see an update to a few of your other old favorites before too long, who can say? No me, I've said to much already :whistling: All that said, I must depart and leave you to your relentless anticipation! I'm sure you're tearing you hair out wanting a release date by now... Well let's just say, it will be here.... soon. :devil:
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This latest update should fix all issues All instances of the rabbit in the vanilla game, even those handplaced, have been replaced.
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Technical concerns go on the comments mate ;) But yeah noticed the same thing, I've released an update to the file. Hopefully this will fix it, though strangely it looks as if bethesda hand placed most of their rabbit references. Meaning lists may never be enough; I may have to drop em into the worldspace myself.