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Everything posted by dePog
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[LE] Compiler misreading .psc file. Can only see EOF
dePog replied to dePog's topic in Skyrim's Creation Kit and Modders
Anybody else have any thoughts? -
[LE] Compiler misreading .psc file. Can only see EOF
dePog replied to dePog's topic in Skyrim's Creation Kit and Modders
Thanks for the SKSE suggestion. I'll check it out. My scripting compiles normally until I add the SlaveTats line that I posted, that is: SlaveTats.simple_add_tattoo(Game.GetPlayer(), "Dragon", "Nether Dragon Body)") I have no idea what the source\temp reference is. It is not on my PC and I do not reference it in my scripting. That is just what the compiler error said. It doesn't make sense to me, which is why I have asked for help. The only adjustment I have made to editor.ini is to stop the warning messages from showing when it first loads a mod. I don't use MO so all my pex and psc files are in the correct place that the compiler would expect, ie: F:\SteamLibrary\steamapps\common\skyrim\Data\Scripts\Source\SlaveTats.psc. That is where it expects the file, and that is where it actually is. I have checked numerous times. The entire script is shown below in the spoiler. It compiles and runs without errors if the Slavetats line is removed. Thanks for your reply and SKSE suggestion. EDIT: I have had a look at the SKSE SetFaceTextureSet command and I cannot see any example scripting on the syntax of how it would apply a new face texture to the Player. Have you any experience with it? EDIT2: By NiNode update, do you mean game.getPlayer().QueueNiNodeUpdate() ? EDIT3: I have added the following lines ActorBase base = game.getPlayer().GetActorBase() base.SetFaceTextureSet(Dragon) They compile without error. I have created a face texture set with the appropriate dragon style facial skin and have it referenced in the script properties. However, when the spell is cast in game the player's face does not change texture. I have tried adding regenerateHead() as shown below, ActorBase base = game.getPlayer().GetActorBase() base.SetFaceTextureSet(Dragon) game.getPlayer().RegenerateHead() also tried QueueNiNodeUpdate() as below ActorBase base = game.getPlayer().GetActorBase() base.SetFaceTextureSet(Dragon) game.getPlayer().QueueNiNodeUpdate(), both of which compile OK, but make absolutely no difference. The player's head remains unchanged. Cheers, dePog -
I am hoping to integrate the slavetats method into my Tiefling mod so that she can change skin when she transforms from human to Tiefling (from human skin to dragon skin). Therefore I would need to add the following code into the transform spell scripting: SlaveTats.simple_add_tattoo(Game.GetPlayer(), "Dragon", "Nether Dragon Body)") That would turn normal human looking skin into this: So Tief would look more Tieflingish However, when I add that line of code, the compiler goes looking for the SlaveTats.psc file and then returns the following errors: F:\SteamLibrary\steamapps\common\skyrim\Data\Scripts\Source\SlaveTats.psc(0,-1): mismatched input '<EOF>' expecting SCRIPTNAME F:\SteamLibrary\steamapps\common\skyrim\Data\Scripts\Source\SlaveTats.psc(0,0): error while attempting to read script slavetats: Object reference not set to an instance of an object. F:\SteamLibrary\steamapps\common\skyrim\Data\Scripts\Source\temp\TieflingEquipHornsEffect.psc(79,2): variable SlaveTats is undefined F:\SteamLibrary\steamapps\common\skyrim\Data\Scripts\Source\temp\TieflingEquipHornsEffect.psc(79,12): none is not a known user-defined typ Now I know that SlaveTats.psc is in that folder (scripts\source) because I have checked it over, and over, and over. Plus, the compiler insists that there is nothing there that starts with the line "Scriptname". However, it does start with "Scriptname SlaveTats Hidden". I have checked that many times. I have also retyped the line, and also made a new file and copy pasted the code over. But the compiler still insists that it cannot see the word "Scriptname" because it presumably sees an end of file (<EOF>) and nothing else. I have contacted the author of Slavetats and basically he is saying that sometimes the CK compiler is tricky. Has anybody seen this error from CK's compiler before and know how to "untrick" the damn thing? lol Thanks for any input. Cheers, dePog
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Much appreciated. I will try it out :smile: Cheers EDIT: I presume I would have to teleport actor "A" to the holding cell, disable her, enable Actor "B", then teleport "B" back to wherever "A" came from? EDIT EDIT: Is this going to work seeing that the actor I am changing is the main Player actor? Also, in the script's properties what do the ObjectReferences "YourFirstRaceActor" and "YourSecondActor" link to? In other words what "Object" is your main character?
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I experienced the same. My solution was to make two actors with the races I need and then using a spell to change the whole actor with a script, disabling and enabling like it's needed. That sounds good. :) Would you be able to paste in the script that changed the actors please?
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Hi Guys, Was hoping someone might be able to push me onto the right path. In the Burning Skies mod it completely changes the players body from human to Dragon using SetRace (and other scripting). So I know that the player can be given a completely different body, head and hands. I would like to do something similar with my mod, Tiefling. As a Tiefling he / she cannot enter towns without being attacked so I have a morph spell that allows them to change into human shape. My Tiefling race is based on the Lunari race as a foundation. Currently I just have a tail and horns that get removed for this morph, but I would like to make a complete race change so that the Tiefling version has a different texture and mesh to the human form. I have experimented with "setrace" which does make the body and hands change textures and meshes, but the head does not change. Also, this only works if I make the race change to a standard race, such as going from from Lunari to Nord. It doesn't work if I try to change between two custom races, such as Lunari to Temptress, Ningheim or Epic Elves. The reason I would prefer going between two custom races is so that I can make their textures and meshes completely different from NPCs. Another thing I have noticed when using setrace is that when my Tiefling morphs back from Nord to Lunari she has double of everything (spells, weapons). Any thoughts would be appreciated. Cheers, dePog
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Thanks Xavier, I am just in the middle of wiping my computer and re-installing Windows to try and solve the problem. If that doesn't work I'll give that fix a try. Thanks again. dePog EDIT: - After completely wiping my C: drive and reinstalling Windows (was Windows 10, now reverted to Windows 8 ), I installed Skyrim and tested it without ENB. Ran perfectly. - Installed ENB and tried to run it from Steam. Skyrim's starting loader menubox appeared, but crashed immediately. - Installed the NVIDIA OPTIMUS D3D9 DLL Fix and now ENB works again. The world of Skyrim and ENB makes no sense whatsoever. Why does an Optimus fix work when I don't have an Optimus version of nVidia card? Skyrim with ENB has run for yeeeaaaaarrrrrrsss on my PC without any problem. Why did it stop? Why didn't a complete reversion to a setup I started Skyrim with years ago work? Why didn't an older version of ENB work? Why am I asking soooo many unanswerable question? Bottom Line..... I'd like to thank those that offered their help. Much appreciated. Problem solved. (but I am still completely p*ssed off, lol)
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Thanks ymf331, Installed the ones from your link, but still the same result. Non-ENB Skyrim will load, Skyrim with ENB will not even try to start. No error message. This means I cannot even use ENBoost to reduce CTD's
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- Completely uninstalled Skyrim again. Manually deleted the Skyrim folder from Common so there could be absolutely no trace of the last installation. - Re-installed Skyrim without doing anything regarding DirectX. Skyrim loaded and ran the intro cart sequence ok. - Then Installed ENB and tried to start the game - nothing happens. No error message, nothing. Game does not even try to start. - Found the DirectX10 (not 9) folder inside the main Skyrim folder (is it supposed to install directx9, if so why did it install a directx10 folder?). Ran the Directx10 setup and it seemed to install OK. - Tried running Skyrim (without ENB) and it loaded and ran perfectly. - Then Installed ENB and once again nothing happens when you click play in Steam. There are no error messages, no attempt to start the game. Its as if you hadn't clicked " Play" I am not a new user having NOOB issues. I have uninstalled and re-installed Skyrim multiple times over the years and never had an ounce of trouble. Any more thoughts would be greatly appreciated. dePog
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Out of the blue a few of days ago I started getting the error message: "The application was unable to start correctly (0xc000001d)" I have found the culprit to be - d3d9.dll If I remove d3d9.dll from the Skyrim directory, then Skyrim will start. However that means I would have to play without ENB Does anybody know why Windows 10 has suddenly taken a dislike for for the d3d9.dll file ? (And how to fix it) Cheers, dePog PS. Been running Windows 10 for about a year without any issues. PSS. Yesterday I uninstalled Skyrim. Uninstalled Windows and reinstalled it fresh. Re-installed Skyrim. It would not run due to C++ files missing. Downloaded them. Now Skyrim will try to start, but just shows a frozen cart scene. Tried ENB and it still gives the same error - "The application was unable to start correctly (0xc000001d)" So now I have a fresh Windows installed, fresh Skyrim installed and it didn't fix the ENB error, plus Skyrim stalls at the opening cart scene. Excellent! WTF is error 0xc000001d and is there anybody in the universe that nows how to fix it? (Sorry, I am at the point where I want to throw something sharp at MS for their vague and unhelpful error messaging system)
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Skyrim (Oldrim) won't start anymore. Error (0xc000001d)
dePog replied to dePog's topic in Skyrim's Skyrim LE
Yes removing the d3d9.dll allows Skyrim to run, but you can have ENB without it. I don't understand why Windows all of a sudden got upset with this file. I have used ENB for about 4 years with no problems. -
Skyrim (Oldrim) won't start anymore. Error (0xc000001d)
dePog replied to dePog's topic in Skyrim's Skyrim LE
I just uninstalled all ENB related files and Skyrim will now load. If I install any ENB the error message returns. I even tried reverting back to previous versions of ENB. This is madness because I have used ENB for years. Windows just seems to update itself whenever it feels the urge, but I haven't done any updates intentionally. -
Out of the blue yesterday I started getting the error message: "The application was unable to start correctly (0xc000001d)" I have played Skyrim for years without any issues, until yesterday. Since then I have completely uninstalled all mods, uninstalled Skyrim and then restored it from Backup. Still get the same error. Anybody know what has happened? (and how to fix it) Cheers, dePog PS. Running on Windows 10
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[LE] Can skin texture be changed via a spell?
dePog replied to dePog's topic in Skyrim's Creation Kit and Modders
Sooo... that would lead me to ask, can the head texture be changed in-game? Alternatively, could another complete body be swapped for the existing body in a similar fashion to becoming a vampire lord or a werewolf? EDIT: hmmmm... looking at the spells that change your character into a werewolf or vampire lord, you need the magic effect archtype of werewolf or vampire lord. That would mean I would have to create a new effect archtype of Tiefling. Is that possible? -
Wondering if it is possible to change the femalebody_1.dds and femalebody_0.dds whilst in-game. In my Tiefling mod the main character has to hide her Tiefling identity when entering populated areas so that she doesn't get attacked. I would like to make the morph sequence more realistic so that she changes skin type from Nox skin to Mature kin. Is this possible? Alternatively, could the skin textures be turned into 'armor' that could be worn, thus giving the effect of changing the base skin? Any thoughts would be appreciated. Cheers, dePog
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Not sure at how ' CUSTOM ' you mean. If you want new visual and sound effects then you'll need to learn other programs as Creation Kit can't do that. If it is just creating a new spell in CK then its just a matter of going to the Magic Effect tab and right click in the window and choose ' New '. That will give you a blank magic effect form where you can select what type of visuals, sound and damage you want. I would think that there are quite a few tutorials on creating new magic effects. After a quick search I found this one which shows how to make a spell from scratch https://www.youtube.com/watch?v=1sEV4X2gWog Plus I think this page would be useful in helping to explain what each section of the Magic Effect form does https://www.creationkit.com/index.php?title=Magic_Effect
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I can find emissive color in other impact nif files, but it doesn't appear to be in bloodsprayimpact01.nif and I am not sure what you mean by alter the gradient in path. Do you mean the greyscale texture gradient dds file? If so bloodsprayimpact01.nif does not have a greyscale gradient as far as I can find. However, thanks for the ' emissive ' suggestion as that has helped me with another project. Thanks for your assistance. Regards, dePog The file path for the gradient. It's something like textures\effects\gradients\"RED".dds, it needs to point to textures\effects\gradients\"YELLOW_GREEN".dds. Should be under BSEffectShaderProperty. Thanks Elias555, bloodsprayimpact01.nif doesn't have gradients, but I have now realised that the splash effect is not being generated by the missile, but by the impact set. I found and adjusted the colour of gradient.dds in the impact nif and now I have nice juicy vomit splashes instead of blood splashes. Thanks again for your assistance :) Cheers, dePog
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I can find emissive color in other impact nif files, but it doesn't appear to be in bloodsprayimpact01.nif and I am not sure what you mean by alter the gradient in path. Do you mean the greyscale texture gradient dds file? If so bloodsprayimpact01.nif does not have a greyscale gradient as far as I can find. However, thanks for the ' emissive ' suggestion as that has helped me with another project. Thanks for your assistance. Regards, dePog
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Hey I have used the Bleeding Spell as a base for a vomit effect. I have easily changed the colour of the decal on the ground from red to yellow green, but the impact data ' bloodsprayimpact01.nif ' still shows as red. Can anyone tell me how to change the colour using nifscope? Thanks for any thoughts. dePog
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[LE] Is there a way of detecting game exit in Skyrim?
dePog replied to dePog's topic in Skyrim's Creation Kit and Modders
Thanks for all these ideas. I will investigate. Cheers, dePog -
[LE] Is there a way of detecting game exit in Skyrim?
dePog replied to dePog's topic in Skyrim's Creation Kit and Modders
looks like the answer is a big NOOOOOO. Am I right?