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irswat

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Everything posted by irswat

  1. maybe add multiples waves of enemies, and a reward after clearing the gate
  2. UPDATE: Deleting meshes/armor/barbarian/m/cuirass_1.nif & meshes/armor/barbarian/m/cuirass_0.nif fixed the bug for me. any clue why? (pretty sure these were from immersive armors sse)
  3. I was having a crazy visual bug on Primitive Nord Light Cuirass and decided to unpack immersive armors (where the armor comes from) with BAE and scan with NifOptimizer. This particular nif was reported as having extra vertices, but there were alot of issues found. When NifOptimizer was done the save of the bsa was almost 200mb less! I will test this in game to see if it fixes the visual bug and report back. Nifoptimizer did not fix the problem: I spawn Eorlund because it was in Whiterun when I first encountered the visual bug. I tracked down the source of it, and low and behold it was humble Eorlund: https://ibb.co/YcgH3Mq I use console to kill Eorlund and take the problematic armor. Voila the visual bug is gone: https://ibb.co/0FDH0Lz When I equip the armor the bug returns. Any ideas?
  4. Was thinking about creating a mod that you put any item in a container, it gets the base object, deletes the original item, and creates a new item without the enchantment. Now there are a couple such mods out there, but one is limited by the fact that the author literally created a list of all in game items that can be disenchanted, as such it's not compatible with modded items, and the other is limited by the fact that it only works on items that the player has enchanted. It has been a while since I have done any modding in papyrus. Before I start can anyone foresee any problems with this method of simply creating a formlist of all items in said container, getting the base objects, and then just additem ? Should work on items added by mod also right?
  5. crash fixes by meh, run LOOT, make a bashed patch using wrye bash or a smash patch using mator smash, use enb decrease memory usage, and compress textures. should fix most if not all crashes
  6. I use realvision enb wrapper. I think i had to download these dll files from somewhere else. My game was also crashing with windows 10. have you tried without enb? does it crash? is it possible this is something as simple as needing a bashed patch? do you have skse? try using skyrim crash fixes https://www.dropbox.com/s/jnpbg6oe2enn46i/d3d9.dll?dl=1 https://www.dropbox.com/s/ihs0bwvagaqy04q/d3d11.dll?dl=1
  7. pocket empire builder is causing the interior of helgen keep for helgen reborn not to load. Any idea why it might do that?
  8. which enb are you installing the injector or the wrapper?
  9. try reinstalling the dx and vc++ runtimes that are distributed with skyrim. You may need the dx9 and dx11 dlls for the skyrim folder. also make sure you install correctly.
  10. I replaced the merge that has: breezehome fully upgradeable BHU-ELFX Pocket empire builder advanced mannaquins with a merge containing only the breezehome upgradeable mods and this bug is gone. i don't get it.
  11. https://www.dropbox.com/s/l9fyym9pe29jpjr/enb%202017_07_29%2020_27_33_94.bmp?dl=0
  12. The problem happens in Helgen Keep. There are no walls, floors, etc. There are a couple misc static items like banners, torches, that are kind of floating in thin air. I had no problems with this happening until I merged advanced mannequins and pocket empire builder into my breezehome fully upgradeable plugin. All three plugins work perfectly, but for some reason this change in my setup is impacting that helgen interior. I have tried pcb which didnt work. I also tried a cell reset, that didn't work. What did work was turning on tcl and going inside Helgen Keep (so i dont fall) and saving. When I load the save everything inside helgen keep is back to normal. This can't possibly be a memory issue because I'm not using more than 2 gb ram, and with the new windows insider build of windows 10 my windows is using 4.4 gb of the 8 gb on my 1070. Does anyone have any idea what could possibly cause this, and/or how to fix?
  13. just unzip the scripts that is in the archive to your scripts folder
  14. did not realize this simple task was going to be so difficult. thanks for all the help guys. I won't have time to hit this up again until maybe next week after I move. Thanks again
  15. i tried this: Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) int i i=OblivionArtifactsItemsFormList.Find(akBaseItem) if i==0 ;battleaxe of hatred debug.MessageBox("Battleaxe of Hatred Added to Inventory") OblivionDummyArt1.SetName("[X]") debug.MessageBox("checklist updated: " + OblivionDummyArt1.GetName()) Game.GetPlayer().RemoveItem(OblivionArtifactsQuestBook.GetRef(), 1, true) ;refalias Game.GetPlayer().AddItem(OblivionArtifactsBook, 1, true) ;baseobject endif endEvent moving the book and adding a new one did not seem to make a difference. When I checked create the item in player refalias it seems to make add the base object as well as a copy (the ref alias) to the player. The copy displays [...] which suggests the name did not parse correctly. the baseobject name is "[ ]". Howe
  16. thanks. what do you mean an alias that has been removed? i wonder if removing the book from the player and adding it again will cause it to update.
  17. I've attached pictures of the three aliases. I think I am forcing to fill it using CK instead of papyrus. Can you confirm that? http://i63.tinypic.com/2ns6df4.jpg http://i63.tinypic.com/qx46ja.jpg http://i66.tinypic.com/30v2djd.jpg http://i67.tinypic.com/33mos2h.jpg
  18. I have another idea. I could just make it a quest and when you get the item it checks off. That would work right? I could make each item a quest stage. Is it possible to make the stages insensitive to what order the items are picked up in?
  19. 1.) the book is in a quest alias, is tagged optional, uses stored text, and stores text. the text is above and i am trying both methods of displaying names, alias name, and base object name. 2.) that's correct/ 3.) when the book is picked up I am trying to change the base name of a dummy object. If I change the name of battleaxe of hatred to "[X] Battleaxe of hatred that would be silly. The items base name changes elsewhere. In the messagebox that says "Checklist updated: [X]" <BaseItem> should work for replacement text but it is empty. papyrus yields no clues or errors related to this
  20. that is the next step. The book was going to be part of a quest, so it was for immersion.
  21. I tried creating a dummy object of type MiscItem DummyArtifact1, then instead of using SetDisplayName() using SetName. This does work but the text replacement in the book is still not working. To test I tried with both <BaseName> and <Alias=AliasName). I have tried both checking and unchecking stores text. This is not working and I'm beginning to think this is impossible because text replacement requires the refalias to check stores text, and it seems neither SetName() nor SetDisplayName() work with stores text checked. I know that setname is working because the message box displays "Checklist updated: [X]" Yet in the book there is no "[X]". Does anyone have any ideas on how to accomplish this? Again I'm simply looking to display a check mark or an X next to an item in the book when the item is found. The inventoryeventfilter and onitemadded event work fine, but the stupid text replacement is not working. "Battleaxe of Hatred - Embershard Mine on a shelf. <OblivionDummyArt1> Battleaxe of Hatred - Embershard Mine on a shelf. <Alias=OblivionArtifactRefAlias63>" script: Scriptname OblivionArtifactsAliasFilter extends ReferenceAlias FormList Property OblivionArtifactsItemsFormList Auto ReferenceAlias Property OblivionArtifactRefAlias63 Auto MiscObject Property OblivionDummyArt1 Auto Event OnInit() AddInventoryEventFilter(OblivionArtifactsItemsFormList) debug.MessageBox("Alias script initialized") endEvent Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) int i i=OblivionArtifactsItemsFormList.Find(akBaseItem) if i==0 ;battleaxe of hatred debug.MessageBox("Battleaxe of Hatred Added to Inventory") OblivionDummyArt1.SetName("[X]") debug.MessageBox("checklist updated: " + OblivionDummyArt1.GetName()) endif endEvent
  22. it's an object ref alias not for an actor. Do you think if I uncheck stores text text replacement will still display the "[X]"?
  23. help please? how do I use setdisplayname with refalias and text replacement?
  24. perhaps someone in this thread can help me out. I'm looking for help with SetName/SetDisplayName with a ref alias & text replacement. It's a book for a treasure hunt and when an item is found an "[X]" appears next to the item name/clue. I have the book with text replacement. I have tried using <BaseName> Treasure Item Name: Location Clue, as well as <Alias (equals sign) ItemAliasName> [my equals sign is broke. I created a quest with ref alias for player, the book, and the items. The player alias has a script for addinventoryeventfilter and onitemadded event to capture when the treasures are added to the player inventory. The book has optional, stores text, and uses stored text checked. It is filled with the aliasname, and linked to item(equals)baseobjectid. The item references I have stores text and optional checked, and have tried filling it with alias name, and NONE. I have tried creating a reference to the baseobject and also using item(equals)baseobjectid. The script is below. The addinventoryfilter and onitemadded event work. The script detects the item, but does not rename the refalias so that it displays [X] in the Book. Scriptname OblivionArtifactsAliasFilter extends ReferenceAlias FormList Property OblivionArtifactsItemsFormList Auto ReferenceAlias Property OblivionArtifactRefAlias63 Auto Event OnInit() AddInventoryEventFilter(OblivionArtifactsItemsFormList) debug.MessageBox("Alias script initialized") endEvent Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) int i i=OblivionArtifactsItemsFormList.Find(akBaseItem) if i==0 ;battleaxe of hatred debug.MessageBox("Battleaxe of Hatred Added to Inventory") akItemReference.SetDisplayName("[X]") endif endEvent I have filled the properties in CK.
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