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primem0ver

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Everything posted by primem0ver

  1. Alright... everything seems good except that I can't get the door to activate. The text now appears to say that I can activate the door but when I click E, nothing happens. What script do I use? I tried the defaultActivateOpenLinkedRef script and nothing happens. I have also tried using the ActivateParent option on the door and using the activator as the activate parent. That didn't work either.
  2. I posed this in the wrong forum (double post). So here goes in the right one. Inspired by a mod I found, I am trying to make a load "door" which teleports people to another location when activated. The problem is that I can't get the activation option to appear. I created a new door and changed the nif to the Tel Mithryl Ring which gives a "magic" looking animation which that radiates out from the round blue marker on the floor. Perfect for what I have in mind. However, activation doesn't work (no option to use the "door" appears). I have looked and looked for creating an "invisible" activation box but all the articles rely on an older version of creation kit which has the "primitive" tab on the object data. This no longer exists so I can't "tick Player Activation". How would I accomplish creating an "invisible" door that the player can optionally activate. As is the door doesn't work unless I tick "Automatic" on the door options. I don't want it to always activate as it is in a fairly busy area (in a wide hallway). EDIT: Probably not relevant but I will mention that this mod is probably not going to be back-ported to LE as I am making it for SE... however I imagine that it is relevant to either game so I am keeping that in the title.
  3. What is Nexus' policy regarding reusing mods made by deleted users? The mods in question require permission for use but there is no way to contact them. They also say I a can't upload to another site and am wondering about that too. I am not interested in uploading THEIR mod to another site. But I am interested in using their followers as assets/characters in a story/quest mod I am creating. This specific user in question is "Deleted53019336User"
  4. I am new to implementing packages and want to implement them in a specific way. Title makes my question pretty self explanatory though here is my specific use case: For example, if I want to use a marker as a gathering place for a faction in a quest using a package, can I do that? Could all members of the faction perform sandbox behaviors in the area while waiting?
  5. Hmm... seem to have missed a possible cause in the relevant objects. One that sometimes gets buried and did notice before but forgot when I posted my issue. Might be related to Occlusion.esp generated by xLodGen. I will investigate this further buy disabling that since it is unnecessary to my game.
  6. This is a new development that I haven't had before until recently. It is happening all the time (every 5-10 minutes of game-play or so). The crashes are not consistent in their timing or place. I have added some mods in the past few days but most of them are paper map mods and those pictured below. A few more added after that but that was after the crashes started appearing. The crashlog kept in NetScriptFramework almost always has "NavmeshObjectManager " as the last call in the callstack. Sometimes a null address appears above that as shown below: Probable callstack { [0] 0x0 [1] 0x7FF73E7A72BC (SkyrimSE.exe+4672BC) NavMeshObstacleManager::unk_4671D0+EC [2] 0x7FF73EC65DBA (SkyrimSE.exe+925DBA) BSTEventSink<TESCellFullyLoadedEvent>::Handle_925D00+BA [3] 0x7FF73E605BBE (SkyrimSE.exe+2C5BBE) unk_2C5BB0+E [4] 0x7FF73E7A73CC (SkyrimSE.exe+4673CC) NavMeshObstacleManager::unk_467390+3C [5] 0x7FF73E5A1125 (SkyrimSE.exe+261125) TESObjectCELL::unk_261090+95 [6] 0x7FF73E7A6410 (SkyrimSE.exe+466410) NavMeshObstacleManager::unk_466300+110 [7] 0x7FF73E980867 (SkyrimSE.exe+640867) Job_Path_update_640820+47 [8] 0x7FF73EF74C48 (SkyrimSE.exe+C34C48) BSJobs::JobThread::Func1_C34930+318 [9] 0x7FF73EF4D6BD (SkyrimSE.exe+C0D6BD) StartAddress_0_C0D680+3D [10] 0x7FFEDA927614 (KERNEL32.DLL+17614) [11] 0x7FFEDB0026A1 (ntdll.dll+526A1) } This is REALLY odd. Calling a method at location 0 in the memory should NEVER happen. I get that in C++ method pointers can be used to store call locations. Could this be an issue with one of the downloaded address libraries? But if so, why would it be called from a Skyrim method? There are no relevant objects that seem consistent either. One esp has appeared as relevant in two crashes (out of around 10) but that is all in regarding consistency. The only thing consistent is the NavMeshObstacleManager... a Skyrim object (and its methods). The common crashes page seems to be gone now from Nexusmods but a similar post on another Skyrim site that seems to have the same info doesn't mention this issue. As an FYI I am using Skyrim SE version 1.5.97. I started my game in this version and Skyrim AE is not compatible with all my current mods. Any help figuring this out would be appreciated.
  7. Hi all, I have a problem where I cannot see my location on the map. The skinny direction pointer that usually shows where you are and which direction you are facing is missing. Apparently it is something connected to SkyUI 5.2 but it has to do with another mod. I have also narrowed it down to a resource rather than a plugin (esp/esl/esm). Anyone have an idea? Disabling SkyUI 5.2 brings back the player location. However, I have a set of mods that don't create an issue and use SkyUI which I used to use at the beginning of the game... before I leave Helgen or the Prison cell in ASLAL. But using that same set of active mods (plugins.txt) with my current modlist.txt (ModOrganizer) doesn't work either. That is how I know it is not a plugin but a resource. I know... I will need to find which of my current mods isn't in that list if no one has any idea but I thought I might chance posting this to save some time if anyone knows off hand what/which mod could cause this.
  8. I recently updated and added a few mods and started a new game. A really weird bug has occurred. Dorthe in Riverwood is behaving like her parents are both dead but they are both standing next next to her and going about their business as usual. She says all her lines that she says after they have died and I have the option to adopt her. Any thoughts? Recently updated: Patch Hub Patches, Recently added: Extended Cut: Saints and Seducers Merlin the Corgi Dovahkiin Dogs Jaxon MCM Kicker Character Creation Overhaul Simple Perk Points Better Docks Patron Gods of Skyrim Daedric Cloaks Divines Cloaks None of these, except perhaps the patches and Saints and Seducers seem a logical cause of this problem. EDIT: Checked the record on Dorthe. It seems a package was added by AIOverhaul called AIORWMournSigridAlvor. This has the following conditions (unchanged by any mods): NULLReference.GetDeadCount(Alvor NPC Ref) == 1 OR NULLReference.GetDeadCount(Sigrid NPC Ref) == 1 OR Subject.IsCurrentWeather(SkyrimStormRain) == 0 AND. The null reference above seems like an issue...? EDIT2: It seems the above addition is related more to her going to their grave than the dialogue she has regarding their deaths.
  9. Here's the thing. I am creating a replacer for Amalee from 3DNPC because I came across this mod and thought it was the perfect replacer (I did get permission) I still can't get this to work. The problem with the original mod is that the freckles on the body are all very yellow looking when using an ENB... (or at least on my machine.. the body freckle color don't look anything like the pictures) so I want to modify the skin (and use a different base). I am using bijin skin as the base. I created ny modified skin and used the same skin set that was the base for the modified skin. The head was WAAAAAY darker than the body and was a completely different color. So to make sure I was the cause of the problem, I replaced ALL textures with ones from the original skin mod. I still have the problem as can be seen here. ALL textures are from the same skin mod (Bijin skin). This is the result of the UNMODIFIED textures (with no tint mask from CK). Creating the tintmask in the CK makes it WAAAAAAY too dark. I have no idea how to fix this problem when the skins themselves from the same mod don't even match. EDIT: the bottom line is that nothing works about this skin. Not even the original. This might have to do with the skin color but shouldn't that apply to everything? QNAM (skin light/color) is set and it does affect the base skin color but the head doesn't get changed to match. When I output the head tint mask (using ctrl-f4) the mask created is way too grey (darlk). Nothing seems to be working properly.
  10. Hmmm. Well I have two things to say about that, Sunhelm does ask about most of the foods I have tried that it doesn't recognize. If you aren't getting this at all, check your Sunhelm settings. However, I have used every major needs mod and I am not impressed with Sunhelm so far for four reasons. When it DOES ask you about a food, it doesn't apply the affect the first time you use the food so the food is wasted. It doesn't always ask and some things never get assigned. Sometimes it asks you more than once about the same food. The disease mechanic (the reason I tried it out) doesn't seem to work. I haven't caught a single disease when I could have... but that doesn't mean it isn't working. I am still testing this feature out. I wanted to use Sunhelm for the disease mechanic because RND has too many compatibility issues (LOTS of necessary patches) but so far that doesn't seem to work. I may go back to iNeed (no disease mechanic). You can also use realistic needs and diseases (RND).
  11. The havok issues probably wouldn't be as bad going normal to small as it is going from normal to giant but all the other issues are still factors.
  12. A few problems I can see with this just off the top of my head: The huge pain in the butt you mention is so vast it would be impractical. EVERYTHING would have to be redone. That includes all mods that place things. Height physics would be completely messed up (you could fall quite a distance without getting hurt). See #5 for a related issue. Grass quantity and height would be another major problem. Since grass isn't as simple as placing objects, the limitations of the grass system would be a huge problem. Water... ripple size and spacing would be messed up. This (water scaling) also brings up another scaling problem: View scale. While changing the size of a person would make them "smaller", the camera scale would be a major problem. I don't think the FOV (field of view) is that cut and dry. You would be a small person looking through a giant's eyes. I have already tested the opposite of this before by setting the player scale to something huge to see how it would work (player.setscale 200). The world doesn't look right. Changing scale as mentioned in #5 above also messes up havok physics when dealing with objects around you.
  13. How do I do this? Diamond skin for example says that any modification of the skin files will create a seam. Sure enough, if I overlay freckles and re-convert a file back into a dds I get a seam. So how do I do this? Is there a way to add freckles using texture sets in creation kit to a custom NPC skin or does that require a custom race?
  14. Meh... I think more will be interested once it is posted. If not... oh well. It is very useful now for me.
  15. There are a few mods that have freckles in them. However, I can't seem to get any of the freckles to extend to the neck. Is that a glitch exclusive to the game/racemenu? Or have I just not found them yet? The closest I have found is "Skin Feature Overlays" which has several "neck" textures that only cover the very bottom.
  16. Thanks for the tips guys. I will check them out but Spriggans is unlikely since there aren't any around Whiterun or the Loreius farm. My load order is really too large to expect other people to analyze (around 1300 active mods, 5 of which are merges of 400+ mods) so narrowing down type of mod is a bit more practical before sharing which ones I have. I do have a night vision drink so perhaps that has something to do with it... though I didn't drink anything when it started (that may have occurred later)
  17. This post was made over a week ago but thought I would throw this in there: If you are still having the same problem, you can try a session of deactivating half your mods at a time to find the culprit (disabling half, then half again, etc...until you find the cause). EDIT: Depending on the shade of purple. this could be the result of a missing texture for a active affect? Just a guess but hair will be a weird purple when the texture is missing.
  18. That must drive you bat-$h!+ crazy. (Sorry...lol... I couldn't resist. This post just made me laugh after having a rather annoying day). If you don't have any mods that will break your game when deactivated, you can can try a troubleshooting session where you half the number of mods each time until you narrow it down to one. In a month or so, I will be posting a utility that can help find the cause of glitches like these by doing this automatically.(among many other things).
  19. I was playing Skyrim SE last weekend, walking from Whiterun to where you encounter the Jester (Cicero) and his wagon (new game) when suddenly in the middle of my play, the color went rather bleached and everything was noticeably brighter. I thought maybe it was an ENB issue where one of the weathers was not registered with the correct lighting so I continued playing (it DID get suddenly partly cloudy after a clear sky). Indoors I was having the same issue but I continued on until I got to Windhelm. This was the fourth weather type and things had NOT gone back to normal and so later in the week (when I got back around to it) I tried coc'ing to riverwood after loading the gamejust out of curiosity. Different weather (one I was used too...and I know is working) and still too bright. So then I tried loading a save from BEFORE the glitch occurred. The lighting went back to normal. I coc'ed to riverwood after loading the save and sure enough... no problem. I have tried this on 2-3 other saves both before and after the glitch Loading from a before-glitch save, everything is normal. Loading after... everything is too bright and bleached. Any ideas? I didn't even know lighting settings were part of the save... could this be a SKSE addon?
  20. As someone who has merged mods for years, I know what the limitations are. And please don't tell me "you shouldn't need merges at all" because some people (like me) do. I have am playing with over 1700 mods and I could not use all my modded locations without merging them because location mods (that add cells) cannot be turned into esls/espfe. I generally try and avoid re-merging during a game/playthrough but this time it was unavoidable. I have never had any problem before saving on horseback and I have never had this kind of issue after re-merging a mod. I realize that it is the direct cause in this case but thought I would ask just in case anyone knew the cause and how to fix it. I did find after searching as you suggest that people have had the same issue as me even without re-merging a mod so I guess I will have to live with it for this playthrough.
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