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scorpiosixnine

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Everything posted by scorpiosixnine

  1. ... and more time passes ... I encountered this recently, and removing Pandorable's NPCs CRF-HDT Hair Patch seems to have fixed it. YMMV.
  2. I fixed this without altering my save, by actually editing the WordWallTriggerScript and recompiling it using CreationKit. The script should be in Data/Source/Scripts/. Change the IsLooking() function to this: bool Function isLooking() if lookTarget Return (game.getPlayer().HasLOS(lookTarget) && !WordLearned); && !game.GetPlayer().IsInCombat() ) else lookTarget = lookTargetWord01 StopFX() return false endif endFunction Open up CK, open the Papyrus Manager, filter for WordWall, and recompile the WordWallTriggerScript. Then open the game. The new code should be hit, and the log message should no longer appear.
  3. Does anyone have any cunning tips for working with large buildings in creationkit? There doesn't seem to be a way to group geometry which makes it really hard to work on multi-level buildings. I really want to split the floors apart whilst working on them then stack them up again, but it's horribly error prone. I'm wondering if I'm missing something or if CK really is this primitive!
  4. Hmm, I think I've partially answered my own question. I deleted the compiled .pex files, then ran the game, and the mod didn't work, so the .esp doesn't contain copies of them. I then re-compiled them with Papyrus Compiler, ran the game again, and the mod worked ok (and the version of the scripts was the correct one). So does anyone know why sometimes the game doesn't seem to pick up the newer scripts? Does it cache them somewhere or do some checking for timestamps (maybe comparing the .esp modification date with the .pex modification dates?)
  5. This is probably a daft question, but does an esp contain copies of the compiled scripts that it uses, or does the game load the .pex versions from the Scripts folder at runtime? I have things set up so that I can compile all of my scripts externally using the Papyrus Compiler (via a linux for windows bash script). They are definitely compiling ok, and it's useful for dealing with build errors without having to interact with Creation Kit. However, I find that the new script versions don't seem to be picked up in-game unless I open the esp in CK and re-compile the scripts there. I had the idea that my externally compiled scripts would load fine without me needing to do this, but the evidence seems to suggest otherwise...
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