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Sphered

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Everything posted by Sphered

  1. I am not needing luck. I am not exploring SSE means of doing what I enjoy in LE. It was me offering you a lead. Take care
  2. For the dynamic portion you mention The only sane way to do this on any non-simple scale would be to use your own invoked menus. UIExtensions is an example of a mod that offers the means. There is just no going back after you get to enjoy such precise situational menus on demand
  3. Creation club clutter, xedit, and other changes imposed on SE have resulted in me mostly making content on LE. I understand that netimmerse is gone from SE. Possibly merged into NiOverride, IDK just guessing dont have those sources handy atm Point being, changes happened, and for all I know this isnt as viable on SE, but I should think it would be Heres one of my NetImmerse calls. Again, its not SE-friendly with their changes they made, but could help guide for usage ;================================================================= Function AdjustFPSNode(ObjectReference Who,String NodeToAdj,Float PosX = 0.0,Float PosY = 0.0,Float PosZ = 0.0,Float RotY = 0.0,Float RotP = 0.0,Float RotR = 0.0,Float Size = 1.0) Global Bool Proceed = Who as Bool && Who.Is3DLoaded() && Who.HasNode(NodeToAdj) If Proceed Float[] XYZ = New Float[3] Float[] YPR = New Float[3] XYZ[0] = PosX XYZ[1] = PosY XYZ[2] = PosZ YPR[0] = RotP YPR[1] = RotR YPR[2] = RotY NetImmerse.SetNodeLocalRotationEuler(Who,NodeToAdj,YPR,True) NetImmerse.SetNodeLocalPosition(Who,NodeToAdj,XYZ,True) NetImmerse.SetNodeScale(Who,NodeToAdj,Size,True) EndIf EndFunction ;=================================================================
  4. Well good luck dep on specifically what you mean by ui mods There is the UI script which can invoke forms, and good luck. I consider myself half savvy and dont know what two thirds of that script does, but I did want custom menus so winged it till I saw how to invoke my files Best to get a mod like UI extensions and dissect it. Will be a project though. Authors like that love to obfuscate code
  5. Bethesda employees were coding against a deadline so its best to avoid using their syntax and such, and focus more on the task they are aiming to accomplish States arent even required to be declared in a script. Just useful depending on your situation. And when they name states similar to actual conditions actors can be, like dead, yeah, it will confuse a passerby very quickly Moving does not resurrect, no. Maybe there is a reset() routine somewhere? That could cause some things to look un-done
  6. The aggression settings dont apply to summons in regards to the one who summoned them Theres always NPCA.StartCombat(NPCB) Or Placing via script instead of conjuration school effect, would bypass the built in punching bag threshold they have Might be some nonscript way but atm I cant think of one
  7. Sounds more like an AI 404 issue to me with someones package but aside. Assuming there is no stack issue etc, look into quest priority. That plays a role in which package overrides what. I've personally just not ever had to really worry about this and it seems like a conflict or bug
  8. Syntax can help. Spread a checking routine out a bit. You can always condense it later Bool FirstCheckWasYes = AAA == BBB && WhateverCellCheckWeMightHave == True Bool SecondCheckWasYes = FirstCheckWasYes == True && (WhateverAlchemyRecipe).GetPlayerKnows() == True Bool OtherRouteThen = SecondCheck == False && Game.GetPlayer().GetItemCount(SomethingSomething) > 4 Bool OnlyTheFirstOneHasATaskForUs = OtherRouteThen == False && FirstCheckWasYes == True && SecondCheckWasYes == False If SecondCheckWasYes GogoABC() ElseIf OnlyTheFirstOneHasATaskForUs SomethingIDK() ElseIf OtherRouteThen KillNazeem() EndIf
  9. You can set CameraTarget onto any actor. So thats one way. The actor doesnt have to be visible or even 3Dloaded, just there. Move them and set their angle (via script most likely) to wherever you want a vantage point. Then Game.SetCameraTarget(Them) and thats that. Controlling the player will be disorienting but you can def do this
  10. Dont know what to look for. I thought the specular seemed a skosh high for my taste but not seeing anything wrong with the model /shrug
  11. Looks bad ass The disappearing thing is niche. My guess: You have translation coordinates on the trishape and should clear them. Or. You need translation coordinates on the trishape. If the latter, I am not certain what armors need, but I do know some head shapes need position z around 120 to not have that disappear issue. Play with it I guess
  12. Nifskope is handy for stuff like this. Here is a shot showing where you go to see that info Also there where its says BSLightingShaderProperty there is a flags section which says whether this model uses vertex colors or not More or less the same process for SSE mesh if its that, just the layout in skope is a little different. And honestly it might be just fine to disable vertex colors entirely. But either or, just make sure the color scheme is all white like in this shot and not all black if you do keep them enabled
  13. Does it look black in-game too? Its most likely a vertex color setting causing this, but the game basically ignores that and usually renders it the expected way For tools to see it the way you expect, check your shader data and the shape data. There is a vertex colors section in each and if they dont agree with eachother, yeah black can happen. Check the actual color scheme too under the shape data. Your exporter or tool might have defaulted all to black. All white is the typical default for Skyrim
  14. NiOverride is never mentioned with camera stuff and I have no idea why You can move nodes instead of your ref. Say.... NPC COM or NPC. Thats not the same as moving a ref, camera-wise. Clipping and a lot of annoyances wont happen when you do it this way. These node adjustments have a first person argument so if you try this route be sure to use the applicable arguments
  15. Unless there is a magic effect parameter I am not thinking of, there is no direct way to natively do this. There are ways you could sweep a radius around you, and call the actor function HasLOS() which will give a good idea of at least can detect you. Beyond that it would take some out of the box conceptualizing and testing to narrow it further
  16. Scaling doesnt increase collision scale Skin collision might be different but you pretty much need 3ds max or otherwise a program that offers collision support. You could try editing the boundary box around your race skeleton nif in skope, but I have no idea if that will help with your hitbox issue
  17. Those are basics. You definitely want to learn how to write a script before diving into complex capabilities Example of an entire script ScriptName DemoABC Extends Book Event OnInit() Utility.Wait(2.0); Waits two seconds before continuing. Optional Debug.MessageBox("Lets go to... IDK how about Monument") Utility.Wait(0.1); The 0.1 delay ensures the message pops before moving you Game.GetPlayer().MoveTo(Game.GetForm(0xDED8F) as ObjectReference) EndEvent Thats an entire script. You need to declare what it is at the top. From there. Do whatever you want like register for keys (SKSE) or anything you like to use or do I extended Book. This means it this script, as is, will only work on Book Forms. Attach this to any book. Then load the game. You will port to Gjukar's Monument. If you attach this to say... an Actor. It wont do anything since you arent extending Actor. Pretty much all there is to it. You are telling the game what you wish to have it do for you
  18. Overcomplication is the biggest obstacle Start simple String ByeHead = Debug.SendAnimationEvent(Game.GetForm(0x14) as ObjectReference,"KillMove1HMDecap") Thats it. But that in your Init or whatever function you are using. Your head lops right off Packages and all that jazz. Is about the immersion. Immersion is good. But it needs to take a backseat till you grasp the basics Now. After you see how easy decapping is. You then can dive into more steps. Like with NPCs, you might want to keep them from moving or running away. Running wont help them, but it might visually make the deed look awkward and wig out So you can do this to address such annoyances Whoever.SetDontMove() Utility.Wait(0.1) Debug.SendAnimationEvent(Whoever,"KillMove1HMDecap") Whoever.SetDontMove(False) And so on. You mentioned that dependent version the other day. That one is like fast-forwarding to the most tricky types of scenes in the game. You might find you can avoid that approach completely. Or you may still want that one, but it seems you are quite new to this and have some basics you need to get under your belt
  19. I suspect this will help you out https://www.nexusmods.com/skyrim/mods/77135 Not my mod. It looks like it is right up your ally. Good luck
  20. I reproduced this scene a long time ago and was annoyed with how finicky it was. Here is the part that matters Condemned.AddDependentAnimatedObjectReference(HeadAxer) Condemned.AddDependentAnimatedObjectReference(Guarding) Debug.SendAnimationEvent(Condemned,"IdleExecutionerChop") Utility.Wait(2.0) Condemned.RemoveDependentAnimatedObjectReference(HeadAxer) Condemned.RemoveDependentAnimatedObjectReference(Guarding)Above is after you have decided who is doing what, and have them assigned properly. The chopping block uses keywords. Those might or might not be negotiable I dont recall, but dependent animations arent done much I can suspect why I nailed this scene pretty good but cant locate it in my archives. As long as you can position them appropriately and they have the right keyword for their role, above should do it
  21. Dependent-something animation whatever its called Those are quirky as hell. Distance matters. Keywords matter. Timing matters You might require three people. The scene as I recall, needs someone being chopped, someone doing the chopping, and a guard who either observes, or pushes them down onto the block. Been a while so going off memory, but to pull that off would be a trial and error deal. Try to commence it, with as little object interference between the actors and their standing spot as you can. Other actors will interrupt them, and again its just a really sensitive scene to pull off
  22. There are a few places that texture gets looked at under the hood Race Level Headpart itself Preset can point to a head texture If you load a preset in racemenu, it too, has texture paths Seemed weird to me for there to be so many but anyway, my guess is you either dont have the desired tex set as default at the race level, or you overlooked the headpart or preset pointing to a different one
  23. OnEquip would do it in a pinch. That event gets triggered when you attempt to equip a misc item, aka when you click it in your inventory. It will give a notification you might deem unimmersive though. It says you cant equip, and will tell you every time An alternative could be OnRead() with a book. The book itself need not have text, but it wont give that message, and should open the menu. To open the in-game crafting menu you can point to a reference table in the game, and via script, activate that table. At least thats how you typically can activate things remotely. I am assuming crafting furniture is not an exception, but it well could be
  24. Def check out https://www.creationkit.com/index.php?title=Category:Papyrus It was a common reference for me with AI packs and animation events but also has an excellent papyrus section with categories and would likely be useful to you Do know though there are things you will pick up that arent common knowledge or known possible These two blocks accomplish the exact same thing... If Nazeem.IsDisabled() Nazeem.Enable() EndIfVs... !Nazeem.IsDisabled() || Nazeem.Enable() One line vs three. For me, tidyness starts to really help when a script starts getting a bit busy. Lot easier to read one way vs another depending on preference. Point being, do you, and enjoy learning. Anyhow, good luck on your project
  25. A template is meant to prevent the need to keep reinventing the wheel for a different package, as it can take a bit of time to sculpt one from scratch. You still have to make a new package for a new goal, in case I understand that you hope to create less packages To actually reduce packages, would entail building multiple stacks within one package, each with various conditions to perform them. Aka ifinfaction ABC, skip these stacks and do this one. Etc. This can be very efficient once you build a solid product, but getting there is prone to easily messing something up, and can be painful if you want to revisit something and update it
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