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doticu

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  1. I agree with the others that you are right to be suspicious. The name HvvkBaitt looks like "Hook bait". Thanks for the warning!
  2. In Unicode, there are a lot of invisible symbols and symbols that look just like ASCII. Try running the text through an ASCII converter, you're almost certainly missing something, like a Unicode apostrophe or some such.
  3. Nether's Follower Framework does this, and his source code is available in the mod's download.
  4. It's due to certain characters in the text. An example of a character that will mess things up is the Left Quotation Mark Unicode Symbol which is actually a different "symbol" than the standard Double Quote you can easily type on your keyboard. Basically, you should have all text within the ASCII range just to be safe. You can use text replace in a text editor to make mass changes easier.
  5. I think the limitation you're running into is that the quest with the dialogue must be currently running. Start Enabled quests are always safe to grab from for this reason.
  6. It pretty much goes without saying that The Nexus Forums and the CreationKit Wiki are on the list. Can you guys list anymore sites or places to find great info, api docs, and examples about Papyrus and/or SKSE C++ Plugins? On the List: - The Nexus Forums - CreationKit Wiki - MCM API and Docs for SkyUI (Links to threads about a general topic are great too. Links to specific code bases are also acceptable, as they count as examples.)
  7. Hey, I'm glad to see you uploaded. Not sure you remember me, but we had a great thread about the effects of making actors persistent. Anyway, I ended up releasing my mod a while back, and just made a big update last night. I'm still thankful you were there to help me in the initial stages before development and release. I also wanted to give you some extra encouragement in case it turns out there is a bug in your mod. You would not believe how many bugs I've encountered working on my mod, many of which can be found in released versions. I always get antsy to fix a bug in a released version very quickly, but this is not a good idea. Give yourself some time. It's not the end of the mod or your user support. I can't speak for all people, but I know that I don't give up on a great mod/program just because it has a bug or two, or more in it. Thanks and good day! I think I'll give your mod a try.
  8. Thank you so much! I grabbed the latest development build and the script works great now. Glad to be of help!
  9. It's actually a bug in MO2, check out this post: https://forums.nexusmods.com/index.php?/topic/5167065-mod-organizer/page-404&do=findComment&comment=75432033
  10. Thank you again for this tip! It works splendidly and solves my problem. I'm very glad you're here OMB. :-)
  11. That sounds pretty interesting, I will give it a try! Thank you for the tip.
  12. PapyrusUtil (nexus link) is capable of using the JSON format to store information. If you use it, it will be required that the users of your mod also download and install it, but it's really not too much to ask because they don't need to directly interact with it for your mod to work.
  13. I would like to reuse some voice files from the vanilla game in my mod, but I've found that the only way to reuse them is to outright copy them for each Response that my Topic Info has. Now for personal use this is fine, but redistributing vanilla game assets for a public mod does not seem like such a good idea to me. Is there anyway that I can reuse the same exact sound files without having to redistribute them? Is there anything I can do within or without the Creation Kit to get this to work? Things that I've tried already that don't work: using soft links to files stored in the bsa, as if they were extracted into the Data folder (doesn't link in game)making a SharedInfo (putting the infos in there and linking to them makes it expect a different file on disk for the voice)I'm really not sure what else I can do. I've looked in SSEEdit and I couldn't find anything in the .esp that links to a file on disk. If I can change this in SSEEdit, this would fix my problem. I would love to have some help, so any thoughts are welcome!
  14. I'm going to try to answer my own questions now that I've had a little more experience: "is aliasing an actor the only way to dynamically apply a package in the vanilla game?"It would appear so. Aliases are baked into the system for this purpose, among several other core concepts related to Actors. "with skse and skse plugins, what other ways can one dynamically apply a package (e.g. the package override function of PapyrusUtil)"PapyrusUtil is an excellent SKSE plugin, but its override capabilities are not quite as stable as Aliases are, in my experience. Even if they are a pain in the ass to manually manage in large quantities, Aliases are as stable as the game gets. And what other SKSE plugin, if not PapyrusUtil, can dynamically add packages on top of the stack, and stably at that? Who knows. "what are the options to dynamically feed arguments to a package (e.g. a location reference for sandboxing)"Impossible so far as I have discovered. One must manually give a unique ObjectReference to a unique Package in order to get the desired effect you're looking for, which is tedious to the extreme. Write around a couple of instances using unique packages, get the behavior you want fine tuned, and then replicate only after you're happy with the result, because every little change later on will be dreadful. "how can one most successfully override all other packages from all other mods on an Actor? Why does quest priority by itself not always work?"Make sure to check Combat Overrides are being filled properly, as well as any other package overrides. Don't leave them empty! "is pure scripting a viable alternative to packages when out of dynamic options? Or is it too undependable?"Scripting is inherently slower than the Package system, which uses C++ generated code, rather than a language written on top of C++. It's also already built for you, and well tested by the developers of the game. That being said, there's nothing stopping you from developing your own behavior in Papyrus if you really want to.
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