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Everything posted by Sphered
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SSE EquipItem does not equip item
Sphered replied to avidichard's topic in Skyrim's Creation Kit and Modders
Game ---> Compile Papyrus Scripts delay time is directly impacted by how many sources there are for it to scan. The CK is very inefficient here and will do this scan each and every single time. To drastically cut that down, ditch the excess source disease. TIF files. DLC, scene fragments. Ditch that crap Above said, do this in a standalone session of Sky Classic CK. Takes mine one actual second to show the list of source to choose from. Only way to do it sanely if you prefer to use the CK to compile -
SSE Making a custom race. (lots of questions)
Sphered replied to Tallondriss's topic in Skyrim's Creation Kit and Modders
XEdit/SSE Edit would be best for side by side comparison of values. Drag and drop elements you want from each race into yours All races have the same build mesh-wise. To make one more slender you would want to copy the human skeleton and open that in NifSkope, where you tilt their PosZ and AngY a bit around the spines (use prenodes aka a node above the Spine0 etc node) as well as scale. Do the same with Pelvis scale as needed and perhaps longer calves to make their legs more lanky Tusks are a mouth headpart so basically go with the Bosmer mouth there if you dont want tusks As for hair you need to make the hair mod you want be a master to your plugin if you want to access those hairtypes. Your race needs to be sure to have headparts that support that race. TBH it isnt as hard as it sounds, but it will help to play around a bit in XEdit and with the skeleton file to get an idea of what it entails -
[LE] Information on Killmoves
Sphered replied to Deleted115449508User's topic in Skyrim's Creation Kit and Modders
In the CK go to Gameplay ---> Animations Those IIRC are under "Loose" but not necessarily all of them are, so check under Character there too The conditions themselves are under each Killmove. You have to also check the branch above a killmove to see if other conditons are there It can be a bit time consuming to review these. My assumption is Violens author likely uses Global Variables or Quest Conditionals in these to determine GetID == Player whether to apply KM or not -
SSE Possible to add conditions to potion consumption?
Sphered replied to Artemis0420's topic in Skyrim's Creation Kit and Modders
Adding conditions to the potion effect wont prevent the potion being consumed, and only prevents the actual effect happening For auto-usage you can have an ability on the player that listens for OnHit() When hit, perform condition checks to use a potion, and perhaps delegate some of that workload to the CK - Kinda depends how you prefer to approach this, and yeah if there are templates out there def look those over. I imagine this is an in-demand concept -
SSE what to replace OnLoad() when loadgame?
Sphered replied to pxd2050's topic in Skyrim's Creation Kit and Modders
So are you trying to maintain a certain hair color for the NPC/s I assume? And if they unload, then appear again is the hair color getting reverted to something else? I have made followers that use my presets live in game and never had this issue so think you must be doing something against what the model uses. Mine had their wild hair colors as part of a facegen nif generated one time in game and thats the color the nif has so I no maintaining needed. Point being if you want their hair color to always be the same one, you can avoid all this if you open their facegen in nifskope and navigate to the hair tint line in shader settings and pick any color you wish. Be sure to do it to line and scalp too if present. Boom done. As for the armor, you should be okay just equipping that with the "True" argument and not have to worry about re-applying it I have never needed OnLoad() for NPCs and suspect you can sidestep that too which is ideal with how that event works -
SSE what to replace OnLoad() when loadgame?
Sphered replied to pxd2050's topic in Skyrim's Creation Kit and Modders
OnLoad() has never been reliable for me unless I am extending Form. Extending Form is a can of worms if you dont know how to manage between the base and the ref so probably should avoid that route You can always use perks or abilitys that have Is3DLoaded() conditions in the CK, to then fire off a script. Add a second condition to avoid repeat procs. Just throwing that out there -
Disclaimer I more or less have always avoided the HF housing system so this is more general info on a useful way to track refs. What I like about this method is it doesnt even make them persistent (if that matters to you) and you simply store digits to track refs when needed and relevant Int[] RefID Int Digit RefID[Digit] = Whatever.PlaceAtMe(WhateverBase).GetFormID() Digit += 1 Or if interacting with a ref that you want to now track with this method.... ObjectReference IAmLookingAt = Game.GetCurrentCrosshairRef() If IAmLookingAt as Bool RefID[Digit] = IAmLookingAt.GetFormID() Digit += 1 EndIf So long as you have 128 or less refs in play here one array will suffice to track them all. Need more? Just do another array. And so on To fetch one... Int IDKLetsPick23Ref = 23 ObjectReference ThisRef = Game.GetFormEx(RefID[iDKLetsPick23Ref]) as ObjectReference Bool Seen = ThisRef as Bool && !ThisRef.IsDisabled() Etc... For your purposes it could be scanned in batch to verify active refs and if they are visible. You can easily remove a ref by declaring that Int a 0. You can tally them up by seeing how many are not 0. Wrote this kinda fast. Hope it helps a bit
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[LE] Trouble making non-aggressive sabre cat
Sphered replied to banefirelord's topic in Skyrim's Creation Kit and Modders
If I recall they have an aggro attack radius under Attack Data. Curious if turning all that off makes him docile -
SSE How to get armor node name?
Sphered replied to pxd2050's topic in Skyrim's Creation Kit and Modders
Slightest chance there could be a NetImmerse or NiOverride call for that but far as I am aware you can only confirm a node being present, not read node names. Powerful function that would be if we could -
[LE] Change model based on tempering state
Sphered replied to FrankFamily's topic in Skyrim's Creation Kit and Modders
SKSE free I would say add an enchant, and make that enchant be a visual one which has conditions to be visible on the weapon. That visual can be of an enhanced version of your weapon model An uncertainty is I dont recall if there is a "Get Temper Level" condition. If there is that might be the easiest route to "upgrade" the model. I also suppose VFX dont show when sheathed so yeah, might need to be a nif edit. Without SKSE this may not be very doable to the extent you want. Got me a little curious now -
Going off memory but I believe those are animated at the nif level. Open one you want to change in nifskope and look for Controller Managers and transform controllers. The ones that move the shapes is what you would want to remove so it stops moving
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[LE] Question about creating custom follower in CK
Sphered replied to voovits's topic in Skyrim's Creation Kit and Modders
Short version is you dont need the CK involved at all for that part What matters for NPC hair color is one thing: Their facegen nif. Simply change the color there in Nifskope under shader settings to whatever you want. Do it to hairline too if present so it matches. You can ctrl+c and ctrl+v to copy the color -
SSE Need help adding hotkeys to MCM
Sphered replied to ItsAlways710's topic in Skyrim's Creation Kit and Modders
Can also apply an ability spell, or wear a biped-free armor token or something with a chant to proc the event too Prolly wouldnt do this in a release, but for your own use you can hijack a vanilla alias script and add a PlayerLoadGame event to that too and not need a plugin. Dont change the script otherwise just add that. RemoveSilenceMUS is always going and can watch that for example -
[LE] Lever, Static, Custom Centurion...
Sphered replied to ReverendFelix's topic in Skyrim's Creation Kit and Modders
If I am properly following what you are trying to pull off, why not just use a real actor for all? (CenturionRef as Actor).EnableAI(False) will make him frozen as a mannequin. Flip the lever to EnableAI(True) and he proceeds to warm up and attack. SetGhost() too if you want no ez killing while hes suspended. Suppose the only thing I'd be fuzzy on, is ensuring he will always be a desired level range. Been a while forget all the nuances on that portion -
My bad, makes sense. I made a centaur before and a wispmother that uses an edited human skeleton so was curious if that type of approach could be of interest Far as I know no mod has ever created a new set of behaviors for an entirely new race. Its always an existing or spinoff and uses theirs as a base. Might be something out there but yeah thats a tall order to create a new set from the ground up but you never know
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So basically a human-like werewolf that can hold torches and weapons, and otherwise act like a human Doable, and I've dabbled with hybrids and has some interesting outcomes there. If you are good with skeletons, node manipulation, and math, you can sculpt a werewolf frame that is human like. They have similar skeletons to an extent, just a matter of using correct positions and angles in the right places to result in a visual output you want Way better route than to re-create a behavior framework
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SSE Adding AI-packages to a follower via script?
Sphered replied to Niborino9409's topic in Skyrim's Creation Kit and Modders
Its the only way to make a dynamic actor use a package not on their base in the CK WhateverQuest.ForceRefTo(Nazeem) If multiple quests hold a reference the quest with top priority controls AI. At least I am 90% sure there. Might be some exceptions, little dusty on that- 4 replies
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SSE Need help adding hotkeys to MCM
Sphered replied to ItsAlways710's topic in Skyrim's Creation Kit and Modders
If keys are giving you this much trouble you might consider setting aside a script exactly for all that is key input I posted a template but the registerforkey line had a goof so nvm, but anyway let me know if a template would help -
SSE Fully capitalize text from an alias?
Sphered replied to Minuos's topic in Skyrim's Creation Kit and Modders
If it wont capitalize its because the engine has stored that string in another capacity and basically reuses it since under the hood its the same string Something that sometimes works is to set a read only string property in a script. Like JOE and have it set to readonly to help ensure its in caps However if this is something in the plugin already, best you can try is doing above with their name, and then in game SetName() to something else then set it back to your read only string If you mean renaming the actual Alias and not the reference... nvm -
Got me kinda curious now especially for SE where SKSE/RM is a bit handicapped right now So I just played around with one from back when. I might be forgetting a step I did before but this one doesnt work with texture swapping, and apparently if XPMSE is installed they dont work then either... Anyway I'll play with it though and update if I get around those obstacles since yeah could be handy for AE
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For mild tweaks you can instead make a small edit to the skin data in nifskope. Much easier, faster, and more sane Like there on left thigh you have a gap. You can go into LThigh under SkinData under DismemberInstance, and tweak position and rotation a skosh. Boom gap closed job done Keep backups. Do this anytime you are editing meshes, but yeah... you dont have to be a 3D modeler or suffer. Skope is handy for that middle ground
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You have entered an area of scripting that is severely under-documented Now the statements below might seem equivalent. Veteran scripters often believe they are identical Player.AddItem(Game.GetForm(WhateverSwordBaseID)) Player.AddItem(Player.PlaceAtMe(Game.GetForm(WhateverSwordBaseID)))) They are not the same. You have a sword in your inventory now sure... but thats where the similarity ends Under the hood, the game treats things differently depending on how they came into the world. This is not common knowledge To test this. Do a GetType() on each of the above. One will have no type aka 0. The other will be Type 61 One will be much more useful to you than the other. Guess which one This matters. 61 will receive Objectreference Events and otherwise be something you can do things with. The other? Not so much I am not an active author anymore so kinda fuzzy on the super effective ways to utilize SKSE to its potential, but I hope this helps steer you the right direction
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Sounds like your goal was to edit the shape, aka the changes made were to the vertices. So really, if thats the case, you can take the modifed mesh, and in nikskope go Ctrl C over the vertices, then switchover to the original mesh in skope and Ctrl V over its vertices section to paste those coords to the original nif. This guarantees nothing else got changed. If you changed skinned weights and such though, that may not work Otherwise maybe just throw up a screenshot of how your node tree looks in Nifskope. I'm leaning towards shapes-need-to-be-directly-under-root being the culprit