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RealAntithesis

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Everything posted by RealAntithesis

  1. Does that tell you where the texture comes from or the object? I've been messing around with textures, and got to the point where I would like to change out certain textures with others (eg if a landscape texture produces noticeable tiling - which is undesirable), but clicking on the texture just appears to state where the object comes from (usually skyrim.esm or similar), not the texture added by a mod.
  2. Yep, I agree. I've found NLA one of the best ENBs out there. It's not as washed out or overly saturated as I've found many of the others. The balance is quite pleasing to the eye (my eye anyway). The only issue is that it doesn't play well with weather mods such as COT or Pure Weather if you want those, but it does come with its own weather.
  3. I created my mod because I wanted things to work differently, and the existing mods didn't quite work the way I wanted them to. Also, I wanted to play the game, but without getting annoyed by certain things I knew I could fix. 1 year later, AH Hotkeys was born :). I thought I could finally get around to playing the game, but the time has instead gone into bug fixing and improvements (some my own from whatever opportunity I have to start playing again, the rest from user requests/reports). But it's all worth it. It's been a great hobby to have. Expressions of thanks from users also motivates me to continue. Likewise, criticism (whether justified or not), tends to have the opposite effect. At the end of the day, while my mod developing is for my own benefit and interest, me continuing to do so (and making it public) comes down to the community. Otherwise, I probably would have finished the game by now (or at least gone further in the main quest) :).
  4. Re: the stuck crossbow bolt issue, does sheathing the hands and redrawing them work (press 'r' twice)? I came across this problem for my mod (AH Hotkeys) and added an option to sheathe hands when unequipping - just for crossbows.
  5. Can you queue this using an array? Each NPC script would put a unique identifier only that script would know about into the next available array element (eg the NPC's formIDs, name or whatever). If that identifier is not present in the array and the array is full (created with a total size of 5), then the script would wait until another script clears its entry. This should also take into account one script overwriting another's entry due to simultaneous execution as that other script's identifier would no longer be present in the array. Just a thought.
  6. That's probably Climates of Tamriel (COT), which does appear to dull lights, especially for some dark night levels. You could just leave out all the lighting options from COT (just go with vanilla) on install and see if that helps? Also, some ENBs could also have the effect of turning down light brightness. Combining those with COT or other lighting mods may well result in torches that seem to cast very little light even when looking directly at them. I also use ELFX (without the 'enhancer') and the ELE lighting mods. But I've also been struggling to get the optimum lighting balance in my game - which is difficult when multiple mods are affecting lighting of torches etc, image spaces, gamma, weather etc.
  7. Hmm, I have Perma and potions seem to provide their effects over time. There are also a bunch of perks that can extend the time and heal more, or half the time for a faster effect etc.
  8. What are the actual returned values from those functions? You can output them to the trace log (see the various debugging functions). Also check your papyrus log to see if it's complaining about none objects and the like which may give a clue as to why functions are failing (if they are).
  9. If it's all ok from the esp/script end, try typing in the following at the console: setstage SKI_ConfigManagerInstance 1 This should force all MCM menus to load up if for some reason they weren't (provided they are otherwise set up correctly). Also just to confirm, is your esp in the data folder (And the .pex file in the scripts folder) and being loaded by the game? Do you get anything referring to your mod/quest showing up in the papyrus log? In your OnInit() or OnPlayerLoadGame() events, you could put in a trace debug line, which should show up in the log (provided debugging is turned on) and confirm that something is working at least.
  10. Did you follow the instructions on the MCM web page to get things started? Ie attaching the player alias script etc?
  11. The variable player race looks weird. There should be no spaces in variable names as the compiler won't be able to understand the line. Try renaming this to playerRace or something (ie one word)?
  12. It's probably one of the two hit stop mods. One is TK Hit Stop or something like that. Don't remember the name of the other. Try searching Nexus.
  13. I had this issue before, when I had SkyRe installed along with Deadly Combat and Combat Evolved (and probably other mods that may have been causing unexpected behaviour). There was some weird thing happening sometimes that caused my character to slow down unexpectedly and nothing I could do would fix it, except using the console command "player.forceav speedmult 100" to set the speed back to the default (100%). So you can try that to see if it resets your character back to normal, though I'm not sure if the other mods which change player speed (e.g. SkyRe etc) would affect speed properly after that. But its better than moonwalking all over the place.
  14. Try it and find out? If features are missing then trouble shoot further.
  15. You could drag those files into their own mod and put them where-ever you wish in the mod load order?
  16. Hmmm, I have an Intel 2500k CPU, so that should be fine. The slow patching is possibly due to me running it from MO with its (I believe) memory limitations. I've tried running via the bat and jar files, and via SUM. All slow, and I don't even have any armour or weapon mods. The Perma patcher does add in many other mods as required masters, meaning removing these mods will require a repatch (or Skyrim will crash on startup).
  17. Also put some if-else conditions around the functions you're calling off from the returned armor forms (namely, the GetWeightClass() functions). GetWornForm() could return a none value if nothing is being worn at that armor slot. If you then call GetWeightClass() or SetWeightClass() on that none form, the papyrus log will spit out an error. A player walking around naked in Skyrim for a few minutes could result in thousands of lines of errors clogging up the papyrus log. i.e. 4 forms with values of 'none' x 4 errors from GetWeightClass() * 60 seconds if script is run once per second * 10 minutes = 9,600 lines in the papyrus log all complaining about the same thing. Or maybe that won't happen in practice, but have a look at your papyrus log anyway and resolve any issues that come up related to your mod :smile:
  18. The biggest issue I see with Perma currently over SkyRe is that Perma's patcher takes an amount of time that would threaten to drive someone insane if they had to patch frequently (eg trying out new mods or removing old ones that were imported into the patch and is now a required master). For me, SkyRe's patcher took a few minutes at most to complete. Perma on the other hand takes me 45 minutes. Just taking yesterday's example, I removed a mod in an attempt to improve performance (populated lands and paths or something), only to discover that it was imported into the Perma patch. 45 minutes later, I could run Skyrim again to see if the game ran any smoother. Apart from the patcher being insanely slow and possibly trying to do too much, Perma seems pretty good. It's mostly the perk system that sets it apart from SkyRe. Unfortunately, the patcher puts a dampener on things if you, like me, tend to mess around with mods on a fairly regular basis.
  19. Now released (well actually, last October, but better replying late than never): http://www.nexusmods.com/skyrim/mods/59171/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D59171%26preview%3D&pUp=1 Version 1.4 to be released soon :)
  20. Edit: just refer to this thread: http://forums.nexusmods.com/index.php?/topic/1911944-hotkey-mods/
  21. Unfortunately, there's no papyrus function or CK object that can bring up a text input box. It is a rather obvious omission, but there have been various workarounds thought up over the years - button by button, capturing keystrokes in a book, through the console etc. my workaround involves using the SkyUI MCM menus to rename a button with each keystroke. The supposedly proper and 'real' solution involves creating (using an external flash development tool) and coding a .swf object to display in game. Hopefully a modder's resource is coming along soon that will do just that. See here: http://forums.bethsoft.com/topic/1501140-text-input-is-there-a-better-way/?hl=%2Btext&do=findComment&comment=23706204
  22. It may not work properly with scripts though. I tried it once (because I added some object I wanted to refer to in a script) and it hosed the save. I probably didn't do it right. If you're just working with scripts, then reloadscript myScriptName works fine.
  23. I used to use More Hotkeys Please, but I found it problematic - it wouldn't work sometimes. And it couldn't equip items with their enchantments (a new patched version does however, with the latest SKSE version). Then I tried Hotkeys++, which was better (and felt faster to use), but started causing the game to crash out with particular slot / Hotkey combinations, which was a bit of a game breaker. I also tried Loadout, which was ok, but only had limited Hotkeys to use and was intended only for complete equipment sets. These are all good mods, but didn't work how I wanted them to (plus I'm not sure if they're being updated much these days). Then I decided to just script my own, the advantage being it works the way I want it to work with the flexibility to equip and use sets of anything (including spells, powers and shouts, scrolls, potions, food, ingredients, obviously weapons, armour etc and the ability to daisy chain Hotkeys together, or walk through potions/scrolls etc looking for an available item to activate (eg arrange potions from best to least or vice versa)) as well as allowing any key combined with any modifier keys. Anyway, I've gotten a little carried away with it. I might release it on the Nexus when I finish, but it's still a work in progress.
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