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DdsLedg

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Everything posted by DdsLedg

  1. You can download the SE creation kit from the Bethesda net launcher, which you can grab here: https://bethesda.net/en/game/bethesda-launcher Id also recommend downloading this for running the SE CK: https://www.nexusmods.com/skyrimspecialedition/mods/20061 As far as I know it should work fine with an SE that hasnt updated to AE yet as the CK hasnt actually updated anyway.
  2. Hi, Had some great advice from here in the past, and you guys are much better at this than me, so thought I'd reach out again. I've put a TL;DR at the bottom. I'm the author of Midwood Isle and as part of the update I am planning. The mod has always had some issues with lag, so I'm looking for some advice. I think its related to the mod being an ESM. I created the mod as an ESP in the LE CK, then turned it into an ESM using the ESMify script for xEdit. Below is what I found when testing the FPS: I think the reduced fps and lag spikes are due to the mod being an esm. The only reason I can think of is that (to my knowledge) an esp loads everything as persistent, whereas an esm has everything temporary and loads it in as you see it. That should in theory cause it to run faster, (so no idea why its slower) but it could explain the lag whilst exploring (loading the new cells). Regardless, I have no idea how to prevent this. With the mod being as big as it is, as well as issues like the grass and sky bug which affect esp files, I'd like to have the mod run smoothly as an esm, but I can't think how. I'd appreciate any advice :smile: TL;DR - Converting Midwood Isle to esm with the ESMify script seems to cause a lower fps and frequent lag spikes when compared to leaving it as an esp. No idea why this is :sad:
  3. Hi, Had some great advice from here in the past, and you guys are much better at this than me, so thought I'd reach out again. I've put a TL;DR at the bottom. I'm the author of Midwood Isle and as part of the update I am planning. The mod has always had some issues with lag, so I'm looking for some advice. I think its related to the mod being an ESM. I created the mod as an ESP in the LE CK, then turned it into an ESM using the ESMify script for xEdit. Below is what I found when testing the FPS: I think the reduced fps and lag spikes are due to the mod being an esm. The only reason I can think of is that (to my knowledge) an esp loads everything as persistent, whereas an esm has everything temporary and loads it in as you see it. That should in theory cause it to run faster, (so no idea why its slower) but it could explain the lag whilst exploring (loading the new cells). Regardless, I have no idea how to prevent this. With the mod being as big as it is, as well as issues like the grass and sky bug which affect esp files, I'd like to have the mod run smoothly as an esm, but I can't think how. I'd appreciate any advice :smile: TL;DR - Converting Midwood Isle to esm with the ESMify script seems to cause a lower fps and frequent lag spikes when compared to leaving it as an esp. No idea why this is :sad:
  4. Merry Christmas to you as well! Thanks for the idea, I gave it a go and it seemed to work for the library! Time to check with the other rooms! Edit: It seems to have worked! Thank you very much!
  5. EDIT: FIXED Hi, I am creating a Hearthfire build your own home style house for my mod, Midwood Isle. The house works great, however I have run into a problem regarding checking if a room is complete (so that the option to pay to decorate it disappears). I currently have it set up so that when the misc object is created at a workbench, it enables the reference in the room and runs the Function CheckCompletionStatus() This function is setup like this (the example being the library room): The MI_CheckLibraryList is a formlist of all the Misc objects that can be created in the library - currently 35 objects. However, this seems to be very inconsistent.For some of the rooms, it sets the global when I have created like half the objects, and for some it never sets the global once all are created.Additionally, I tried changing it to be == 35, however this also doesnt work. The weird part is when I set it to == 5, sometimes it works and sometimes it doesn't.I was wondering if anyone knew of a problem with using formlists for GetItemCount or GetSize? After banging my head against a wall I tried coming up with a different approach (a bit messy): For this, the DecorationsLibrary points to an array of ObjectReferences (all the references that are enabled in the room). My thinking here was the script would quickly run through the array, and if any are disabled it sets a global that it is incomplete. At the end, if the global hasnt been set, the room is complete.The weird thing here is it causes the exact same issues as the first one. The same rooms that were completed early are still completed early, and the rooms that didn't complete still dont complete. From what I can tell, all the globals, formlists and arrays are identical to each other (except what they contain). The MiscObjects you create at the workbench all have the script calling the function CheckCompletionStatus() - so I have no idea whats different about the rooms. Alternatively, is there a better way for me to remove the dialogue to pay to decorate a room when it is completed? Hearthfire doesn't actually have this feature - so I'm almost tempted to just leave it, but it'd be nice to have. I'm completely lost in this, so would appreciate any advice!
  6. SORRY I REALISED I POSTED THIS IN THE WRONG LOCATION - REPOSTED HERE: https://forums.nexusmods.com/index.php?/topic/10871368-help-checking-itemsreferences-using-a-formlist/ Hi, I am creating a Hearthfire build your own home style house for my mod, Midwood Isle. The house works great, however I have run into a problem regarding checking if a room is complete (so that the option to pay to decorate it disappears). I currently have it set up so that when the misc object is created at a workbench, it enables the reference in the room and runs the Function CheckCompletionStatus() This function is setup like this (the example being the library room): The MI_CheckLibraryList is a formlist of all the Misc objects that can be created in the library - currently 35 objects. However, this seems to be very inconsistent.For some of the rooms, it sets the global when I have created like half the objects, and for some it never sets the global once all are created.Additionally, I tried changing it to be == 35, however this also doesnt work. The weird part is when I set it to == 5, sometimes it works and sometimes it doesn't.I was wondering if anyone knew of a problem with using formlists for GetItemCount or GetSize? After banging my head against a wall I tried coming up with a different approach (a bit messy): For this, the DecorationsLibrary points to an array of ObjectReferences (all the references that are enabled in the room). My thinking here was the script would quickly run through the array, and if any are disabled it sets a global that it is incomplete. At the end, if the global hasnt been set, the room is complete.The weird thing here is it causes the exact same issues as the first one. The same rooms that were completed early are still completed early, and the rooms that didn't complete still dont complete. From what I can tell, all the globals, formlists and arrays are identical to each other (except what they contain). The MiscObjects you create at the workbench all have the script calling the function CheckCompletionStatus() - so I have no idea whats different about the rooms. Alternatively, is there a better way for me to remove the dialogue to pay to decorate a room when it is completed? Hearthfire doesn't actually have this feature - so I'm almost tempted to just leave it, but it'd be nice to have. I'm completely lost in this, so would appreciate any advice!
  7. Thats very strange, my parent cell has that location set, I'll try removing it and re-applying it and trying again. It might just be a bug with my CK or something, but thanks for letting me know that it works for you.
  8. Anyone know anything about this? All I need is to know if its a bug with my CK or if noone else can select it either
  9. Hi, So I'm having a big problem with making new locations in the CK. Whenever I try to select anything for my World Location Marker Ref, the reference bar is greyed out, and I cannot select anything. I can choose the cell, but can't choose an object from the list. I think this is causing my map markers to mess up slightly if theyre between two of my custom locations. Anyone know how to choose something? I watched some videos and everyone just seems to be able to do it fine. Thanks in advance Will
  10. Make him really big so he always gets in your way. Maybe not giant size as he wont fit in interiors, but like Tsun size.
  11. Hi everyone, If you read my other post you'll know I am creating a new lands mod. I have finished most of the world building and have come across a problem with NPCs and their detection radius. The problem is, it is insanely high. For example, I have one interior for a mine that I'll be honest I copied from Skyrim, and then changed a bit of clutter and changed the layout slightly. However, in my version of the mine, basically as soon as you go in and walk for like 10 seconds to start combat with the first NPC every other NPC in the mine detects you and starts searching for you. The final room is the only one that works normally, where the NPCs dont start detecting you until a realistic point. This is obviously very weird and a bit game breaking. Now, I have optimised the interior by placing room markers and portals, and that helped a tiny bit but did not fix the problem. Is there anything else I need to do? In one of my other interiors, there are necromancers and draugr. This may be untrue, but when testing I seemed to notice that the necromancers detect you really quickly and easily like in the mine, but the draugr do not. Which is strange, because the NPCs in the mine are draugr. Like I said though, this might not be like I said, I didn't really test it fully. This is not just a problem in interiors, but also occurs in my exterior bandit camps as well. Basically almost the second they load in the distance, they detect you and start searching for you. I have not generated LOD yet. I am porting in as a level 1 with iron armor, because I am using coc straight from the menu, so obviously I will naturally make a lot of noise, but this just seems excessive. I really hope you can help me out on this, Thanks
  12. Hi everyone, I am making a new lands mod and it is still very in development. I am having a few troubles with generic animal wildlife, such as deer, elk, rabbits and foxes. Predators work perfectly fine. The problem is that they don't seem to follow navmesh whatsoever. Whats more, before I navmeshed the island they were still able to move around normally, and navmeshing it hasnt changed anything, whereas for all other NPCs they couldnt move without the navmesh. The reason this is a problem is because not only do the animals just sit there trying to run straight through a wall or cliff, but they also run straight into the ocean surrounding my island. Does anyone know if this is a problem within Skyrim as well, or something I can fix? Ideally I'd just like them to behave like normal NPCs or animals in that they follow navmesh. I have considered copying the races for the animals and unchecking "swims" on their race data which may fix them going into the water, but I didn't bother in the end since the NPC is told where the water is via navmesh, and since they ignore navmesh I didn't think it would make a difference. Does anyone know if this would work? Thanks in advance
  13. Ah okay, thanks, that's a good idea I didnt know that, I'll bear it in mind for future stuff that I do xD Thanks for all of the advice
  14. NEVER MIND I SORTED IT I had a look at the packages for when tullius kills ulfric and copied the UseWeapon package from there, I just had a few things different which was causing it to act weirdly. Still don't know how to get an NPC to do idles though, but I guess it doesnt matter now.
  15. NEVER MIND I SORTED IT I had a look at the packages for when tullius kills ulfric and copied the UseWeapon package from there, I just had a few things different which was causing it to act weirdly. Still don't know how to get an NPC to do idles though, but I guess it doesnt matter now.
  16. Thanks for the reply I'm slightly hesitant against doing this, because the bandit is tied during the scene. Also because won't the guard do the same moving forward power attack at the start, like with the useweapon package, which looks really weird as he just shoots past him and has to walk back.
  17. Believe it or not, that's pretty much all you have to do.. You see the potion tab has a section concerning its effects. If you are to change those to the effects and values you prefer, and then create a new form, you'll have a custom potion. The effects of the potions are listed under MagicEffects or something if I remember correctly. But to properly answer your question, I don't know of any tutorials, give it a go yourself to learn on a new mod, and just delete it when your done.
  18. Hi all, I've made a basic scene as part of a start-game-enabled quest where an actor walks up to a marker, says a line of dialogue, and then kills a person in front. At the end of my scene I am using this piece of script (below) to have the actor kill the person in front. However, he does not perform the idle, and the person just dies. Have I written this correctly? I've made a property of the "guard" and "bandit" as actors and the "Attack" ive put as a property as an idle, with the selected idle as "AttackRightSide" Guard.PlayIdle(Attack)Bandit.Kill(Guard) Anyone got any ideas? I did originally make a package instead, with the packagetemplate "UseWeapon" but obviously I cant choose the animation they do, and it looks rather strange because he still sometimes attacks the bandit after he is dead, and I tested it a few times and he always starts with a forwards power attack, sending him off past the bandit, at which point he walks back and normally slashes him. I'd rather not have to use that, but will if I can think of no other idea. Thanks in advance for any replies. EDIT: After testing I found out that using SendAnimationEvent instead causes the guard to do an extrememly fast stutter, but he definitely does something, I'm just not really sure what. Heres the link to the wiki about it: https://www.creationkit.com/index.php?title=SendAnimationEvent_-_DebugI've used both of their examples, "AttackStartLeftHand" and "AttackStart" and they both do this weird stutter. Can anyone tell me the correct idle to use? Because I've searched all over and can't find a list of them
  19. Hi all, I've made a basic scene as part of a start-game-enabled quest where an actor walks up to a marker, says a line of dialogue, and then kills a person in front. At the end of my scene I am using this piece of script (below) to have the actor kill the person in front. However, he does not perform the idle, and the person just dies. Have I written this correctly? I've made a property of the "guard" and "bandit" as actors and the "Attack" ive put as a property as an idle, with the selected idle as "AttackRightSide" Guard.PlayIdle(Attack)Bandit.Kill(Guard) Anyone got any ideas? I did originally make a package instead, with the packagetemplate "UseWeapon" but obviously I cant choose the animation they do, and it looks rather strange because he still sometimes attacks the bandit after he is dead, and I tested it a few times and he always starts with a forwards power attack, sending him off past the bandit, at which point he walks back and normally slashes him. I'd rather not have to use that, but will if I can think of no other idea. Thanks in advance for any replies. EDIT: After testing I found out that using SendAnimationEvent instead causes the guard to do an extrememly fast stutter, but he definitely does something, I'm just not really sure what. Heres the link to the wiki about it: https://www.creationkit.com/index.php?title=SendAnimationEvent_-_DebugI've used both of their examples, "AttackStartLeftHand" and "AttackStart" and they both do this weird stutter. Can anyone tell me the correct idle to use? Because I've searched all over and can't find a list of them
  20. It would be great to have you on board! I'm not too concerned about having multiple people undertake it, I'm not going to decline anyone! Feel free, but just so you know I've already had the Drunken Archer Inn and Crossed Swords Inn signs made, and someone has said that they might have a look at doing the food signs, once theyve finished doing a few edits to the Drunken Archer. Don't let that stop you though, do whichever you would prefer! It doesn't matter which sign you want me to start with, I can do whichever. Just tell me which signs are being made/already been made so I know which ones I can do. Wouldn't want you to have a replica :smile: Great, well could you start with the Magic Vendor one then, and see how it is after? The Drunken Archer and Crossed Swords are made and I think the food Sign is being worked on, but the others are all free, so if youd prefer you could do one of those? Thanks :)
  21. It would be great to have you on board! I'm not too concerned about having multiple people undertake it, I'm not going to decline anyone! Feel free, but just so you know I've already had the Drunken Archer Inn and Crossed Swords Inn signs made, and someone has said that they might have a look at doing the food signs, once theyve finished doing a few edits to the Drunken Archer. Don't let that stop you though, do whichever you would prefer!
  22. Nothing to do with your load order. Looking at it I think its because you havent told the ck that there is any current, so by default the water is still. You can add a current by right clicking on the cell and editing it, then modifying the velocity of water, but in my experience its just easier to search for "Water Current marker" or something, and then place that down on the water level in the direction you want the flow to go. If its interior though, surely no flow is better?
  23. It's okay I don't have a particular time frame in mind, I completely understand, this was just me asking if anyone would like to undertake it! It would be great if you could give it a go, would really help me out a lot! And haha dont worry its fine :smile: Edit: Just if you are going to start it, just let me know and also let me know which ones you are currently doing etc, because if I get replies from others I might not need you to make all of them :smile: Also I added in the instructions for creating some roadsigns as I need them doing too, would you be interested? They seem much easier but I still couldnt do them :sad:
  24. Sure that would be great thanks, I'll take a look! :smile: Edit: Sorry, I misread that post, I'll send you a personal message
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