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So, I want to have a load door in an exterior cell link through to a load door in an interior cell, both 'locked with key' to begin with - and then have an interior switch to unlock them both. So, set the lock on both doors, link them via the teleport menu, and they happily connect. HOWEVER - whilst the exterior door works fine, the interior door does not lock (so the player can leave the interior cell, but not re-enter the way they came). This seems to work fine on two load doors in the interior cell - but something about the interior to exterior connection seems to break it. I've tried looking at door bars (deadlocks) but they aren't designed to deal with load doors. Is this just an engine 'feature' or am I missing something obvious here?
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Okay - from other sources I'm beginning to think there's Assertion fails within the resources of my mod. Could be that the CK didn't do these assertion checks until recently, and had previously allowed me to upload to Bethesda without caring. This happens with or without the CKPE installed, so I'm thinking it's a new core CK 'feature'. There are a few messages (warnings) in logs. The best I've managed to guess is it's due to Assertion fails on a few of my nifs. The error it gives is... ASSERTION: Motion Type not in known valid set. (e:\_skyrimhd\code\gamesln\bshavok\bhkrigidbody.cpp line 2093) Seems the Assertions are all of this type - there's maybe eight or so of them - and they are given when creating a .bsa archive (ie the standard resource bsa, <modName>.bsa). Unfortunately it gives ZERO information as to which of the nifs in the mod (currently around 380!) it is concerned with. But it's pretty clear that for a given bhkRigidBody, some of the settings are incorrect. So - my plan is to convert all the nifs to json using sniff (really handy tool!), then, as my command line unix (grep, find etc) is reasonably good, I'll track down the settings of bhkRigidBody and try to isolate the handful of files that might be incorrect. Now, obviously I've edited these in NifSkope (again amazing tool!), and they've allowed whatever incorrect settings I've used. BUT - although I have a vague idea what are considered valid sets for the settings, I'm uncertain EXACTLY which ones are. I'm guessing it's to do with Havok Filter (+Havok Filter Copy) Layer settings combined with Collision Response (+2), Motion System and that the Motion Quality (Quality Type) must reflect these, and indeed you get some 'tooltip' help in nifskope, but it's hardly conclusive. Can anyone enlighten me, or point out a better method for fixing these files? Perhaps there's a batch system some has written to correct invalid nifs? Many thanks - this one is taking forever to fix! Cheers - dafydd99
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Hi all - wonder if anyone has had a similar problem and might know a possible solution. I'm using CK 1.6.1130 with CKPE v0.5 build 59. When attempting to upload updates of my mods to bethesda, I get error sounds, and an Assertion error box, hidden beneath application windows that cannot be viewed, with the application getting caught in a loop you have to manually break out of. Seems to be the case for both xbox and pc uploads. I've reported this to the CKPE nexusmods page but I'm not sure if it's active any more. Thanks for any advice. Crash info is... Cheers - dafydd99
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Yes, I suspect they're disappearing because the max number of lights allowed has been reached. The engine can handle only a few shadow effect lights, but more radiant lights (which are less effort for your graphics card). Ideally you want the radius of each light to not overlap too much. Pressing 'L' will show the limits of the lights. The creation kit does have a feature to help you out here. Right click on the render window, go to 'render window properties->Shaders->Debug-># lights'. Areas of red indicate too many lights.
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CreationKit (Skyrim) AutoLoadDoor Radius
dafydd99 replied to superstringcheese's topic in Skyrim's Creation Kit and Modders
Yes it certainly changes size in the Creation Kit - however I'm not sure that's honoured in the game itself. I couldn't get it to work consistently. -
CreationKit (Skyrim) AutoLoadDoor Radius
dafydd99 replied to superstringcheese's topic in Skyrim's Creation Kit and Modders
I did look into this a while back and couldn't find anyway to change the sphere size, so I think, as you suspected, it's baked in. I remember if I scaled it down to particularly small, the text would appear further out than you would expect, so it's certainly got some unusual/broken behaviour. Yes, I can't get onto the wiki either - keeps giving an internal error. uesp do have a copy online, so that might help. https://ck.uesp.net/wiki/Main_Page -
Q. about setup for a script involving a map marker
dafydd99 replied to csbx's topic in Skyrim's Creation Kit and Modders
Okay, I think I'm getting a better idea of the scope of what you're trying to achieve. I'm now thinking you don't care if the undiscovered location appears on the compass or not - just that it doesn't appear on the map when a radiant quest begins (whether or not it is your own radiant quest). Yes you could certainly do this via your alias method. Or you could just have a trigger box you moveTo() the mapmarker - might get complicated if you have more than one of these quests active at once though, though perhaps that's true of your alias method too. But what do you want to do with a mapmarker that is currently already discovered before the radiant quest begins? I'm not sure there's a way to query whether its been visited or not yet. Although you could use EnableFastTravel(false) on it to turn off fast travel if it's already been discovered. -
Q. about setup for a script involving a map marker
dafydd99 replied to csbx's topic in Skyrim's Creation Kit and Modders
So - the only behavioural difference between your mapmarkers and regular ones is you don't want yours to appear on the compass until discovered. I think the only way you could perhaps do that without scripting is to add a set of your own markers, with either an empty or non-existent 'undiscovered' versions for the compass. However, even if that could work it would need a fair bit of mucking about with shockwave .swf files, which the UI uses - I don't recommend! As scorrp10 says, the onLocationChange approach would work, but this might not be fine-grained enough to trigger the discovery exactly when you want it to. Now, if you really wanted to, you could do a regular poll, eg once every second. You could have a player alias with a 'registerforupdate', and check every 'poll' if the player has walked into a zone less than a given amount away from each of your mapmarkers. Though this is sort of the wrong way around, and uses scripting time when it's not necessary - I still think you'd be better off with the trigger boxes as they don't use up resources until needed, and trigger exactly when entered, not up to a second off (or whatever your polling time is). Even if there's hundreds of them, there's no additional game overhead. Btw, I think the trigger box you'd want to use is... defaultEnableDisableLinkedRef -
Q. about setup for a script involving a map marker
dafydd99 replied to csbx's topic in Skyrim's Creation Kit and Modders
The normal behaviour for a mapmarker is to not appear on the map until 'discovered', ie visited. The exception here is if the player is 'told' about a location, and it will appear greyed out on the map, and cannot be fast travelled to. However any 'undiscovered' locations will appear in the compass greyed out from a set distance away, until 'discovered', then they'll be filled in, and you can fast travel to them. I'm guessing the reason why you want it disabled is so that it doesn't appear on the compass, but when you're close enough it appears and is immediately discovered? This is not standard mapmarker behaviour, so you'll need to do as you said - have it disabled, and then enable it. You can have it 'discovered' simply by setting the discover ring (the circle around the mapmarker in the creation kit that can be resized) larger than 'trigger sphere' as described above, so when it is enabled it's immediately discovered. Or you could set its 'Can Travel To' flag in the creation kit to on. If you want to do ten or so, you can just select both the trigger sphere and the map marker, copy - and then paste where you want another one. It should mantain the 'linked ref' from the trigger box to the mapmarker. https://skyrimck.uesp.net/wiki/Map_Marker -
Q. about setup for a script involving a map marker
dafydd99 replied to csbx's topic in Skyrim's Creation Kit and Modders
I do something similar for my mod The Sidrat. You don't need a quest or an alias. You can have your mapmarker set as 'disabled' initially. Then you need to set up a 'trigger box' (or maybe better - a sphere). As the player enters, it would need to run a script to enable the mapmarker when it's entered by the player - the trigger would usually be 'linked' to the. You can create a trigger by selecting the mapmarker and clicking on the 'T' icon in the CK top bar. There's plenty of tutorials covering this so do check them out. You may find there's a script which covers this - if so it would probably be called something like 'defaultEnableLinkedOnPlayerEnter'. Hope this helps! -
If your mod is crashing out, it's likely that the papyrus logs don't show anything as they won't have had a chance to log the issue. You should check out crashlogger - which gives a stack dump at the time of the crash. It's often a bit indecipherable but if you post it on the page below, or even here, could be someone can track down the issue for you. https://www.nexusmods.com/skyrimspecialedition/mods/106440
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Re #2 - I think what you're asking is how do you attach various items to an animated, or moving object. There's a few ways this could be done - one of the easiest and most reliable is to edit the (eg) caravan nif, and add say pots and pans to wherever you like. However there's a more complex way it can be done from within the creation kit, which ALMOST works... Have a look on the giant nirnroot island on the northeast of the Solstheim map. There's a small boat there rocking to and fro on the shore. In the boat are a variety of items including a sack and a small chest. And they all move with the rocking boat! You can even open the chest! What has been done here is the 'attach ref' tab has be set on these references to have the boat as their parent. So they take animation and translation directly from this reference, their 3D and collision should be connected as if 'glued' on. In fact it's possible to do a few quite cool things. Eg in one of my mods I have a moving cage lift, with opening doors, and activateable buttons attached to a console inside the lift - the doors and buttons will stay connected to the lift and move with it. HOWEVER - the developers never ironed out some of the bugs. From my research, it seems in the case of loading a game previously saved in the same cell as these attached reference, those attached references can become hidden. It may be possible to add an alias to the player, and use OnPlayerLoadGame() to reset this, and use something like SplineTranslateToRefNode() to move those attached refs back in place, using a named node defined on the parent nif. It's possible you may need to disable and enable them first - to 'shake' them back to life. Hope this helps - I spent a little time looking at this so may have more information if you're interested. Cheers - dafydd99
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Generally in high-level programming languages 'return' will exit the current function, with an optional value. 'break' is used in some languages to break out of the current level of (eg) 'if' or 'for loop' or 'while loop' you're in. Papyrus doesn't support 'break'.