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steelfeathers

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  1. I have no idea what's happening, and no one else on google seems to have this issue... In my Anniversary Edition game, waterwalking just doesn't work. For example, Ahzidal's Boots don't give waterwalking. Looking under the hood in the CK, all the vanilla "waterwalking" magic effects have a magnitude of 0. But in order for you to have waterwalking actually activate, the "waterwalking" value has to be greater than 0. If I set it to 1 in the console, waterwalking suddenly works. Help? Could this be a SKSE thing? Or a SSE Engine Fixes thing? No one else seems to have issue with Ahzidal's Boots not working, but I don't see how they could work at all, given that the enchantment on them doesn't actually do anything?
  2. For posterity: The vanilla projecteddiffuse.dds texture is way, way brighter than the default snow01.dds When I edited the snow01 texture from Tamrielic to be much brighter...boom, fixed.
  3. So, after further testing and lots and lots of tiny variations for comparison: -ENB dlls (no presets) help enhance the appearance of the snow overlay layer for plain vanilla textures and for texture pack textures, but doesn't otherwise fix (or cause) the dark-gray snow problem. -Plain vanilla texture pack does not have the dark gray snow problem. -Majestic Mountains, which has the projecteddiffuse.dss fix, fixes the dark gray snow problem. -Tamrielic Textures does not frickin work no matter how many times I try to copy snow01.dss into textures/effects and change the name to projecteddiffuse.dss I don't know why. People on the internet say this should work. Other mods are set up this way. But I was only able to get this fix working for this texture pack once and now never again.
  4. If I also disable the texture pack and just run vanilla skyrim, the snow is the right color. So the problem HAS to be with the texture pack, but it's set up the same way it was before when I got the fix working...I am very confused...
  5. I'm trying to get my SSE mod setup going again so I can play the anniversary edition when it comes out, but I'm running into an infuriating problem: Gray snow masks.Everything that has a snow overlay - rocks, mountain sides, wooden walkways - is showing dark gray snow. After doing a cubic butt-load of research, I eventually found out that when bEnableProjecteUVDiffuseNormals is equal to 1, you have to have a texture named projecteddiffuse.dds in textures/effects that exactly matches your snow texture. I also added projectednormal.dss as well (a copy of the snow normal texture) since I've seen people do that as well. So I gave that a whirl....and it worked! The snow overlays went back to being white instead of dark gray. All was right with the world. ... Now, it's stopped working. I have no idea why. I took a break to generate terrain LOD for the texture pack, and the snow went back to being borked. For testing, I'm down to no mods except a texture pack that I'm using snow texture from (the same texture pack where I got the fix working one (1) time) . I've disabled EVERYTHING except Alternate start, the basic texture pack, and the raw ENB wrapper files (no ENB presets of any kind). If I set bEnableProjecteUVDiffuseNormals to 0, then the snow is the correct color, but it's super flat and ugly Someone please help, I'm pulling my hair out over here, this is stupid silly. What am I missing? Is the engine just screwing with me???
  6. Whoops, my bad. Just put an empty ExpelFromTemple() function in then. (It's present in the original code, but no errors are thrown from the script it lives on...also, I'm at my work computer right now, so I can't post the real full scripts) Thank you! It helps tremendously to know that I didn't screw up my libraries or compiler code somewhere, and also that SSE fixes isn't the culprit. And also thanks for the workaround. :)
  7. Whoops, my bad. Just put an empty ExpelFromTemple() function in then. (It's present in the original code, but no errors are thrown from the script it lives on...also, I'm at my work computer right now, so I can't post the real full scripts)
  8. The two examples I posted are complete (the first is just missing the header). The first script is just attached to a referenceAlias on a quest; the second is attached to the quest itself. It would be so great if you could try compiling these to see what happens. It would be really good to know if this occurs for other people, or if it's a problem with my setup.
  9. Recently, I've been getting this kind of error message when trying to compile a script: "Attempting to add temporary variable named ::templeScript_var to free list multiple times" I have never previously had this compile error occur. The error message references the line with the If statement: GnW_TempleOperationsScript property templeScript auto Event OnDeath(Actor akKiller) Actor player = Game.GetPlayer() Faction f = templeScript.TempleFaction If (akKiller == player && player.IsInFaction(f)) templeScript.ExpelFromTemple() EndIf EndEvent And here is the GnW_TempleOperationsScript script: Scriptname GnW_TempleOperationsScript extends Quest Conditional Faction property TempleFaction auto conditional Basically, if I try to reference the script variable "templeScript" twice in the same function, the compiler throws an error. (I cast TempleFaction to a local variable, because that was previously the way to get around this error, but no dice this time) This same error has also been appearing for me in relation to variable arrays on scripts, where unless I cast the variable into a temp local variable at the spot I want to use it, I can't compile the script. I am using the latest version of SSE CK fixes, and I also have SKSE64 installed. Has anyone run into this before? Google has no results for this error.
  10. Hey all, I'm trying to apply a surface FX to a container. I know it's possible, because in Ordinator the chests are highlighted with some sort of surface shader for certain perks, but when i try to play an EffectShader on the chest in my mod nothing happens. I know I've accidentally affected chests with magiceffects/effect shaders before, but now I can't figure out how to do it....Containers that are placed in the world are object references. So are the ground objects of armor. Armor can definitely have visible shaders from enchantments. So why can't chests? Does anyone know the secret of how to make an effect shader work on a container?
  11. Hey everyone, I'm back. I was in a funk for a few weeks after Path of Sorcery and Wildling Fur Armor were basically ignored when I released them for SSE, but I've gotten over myself now.
  12. Oh hey! I know you!! I can't believe I didn't recognize your username. I'm working on BS too, although you're probably never heard of me. I do 3D modeling for clothing and armor, and I've applied to be the Art Director for Cyrodiil. (You wouldn't believe how much Linton/Lasur sings your praises. He has a man-crush on you. ^_^) You know, being able to access the services of a great voice actor like you makes me want to do a daedra mod after all...I'll have to think about what I'd like to do. Thanks for the offer! :D
  13. The reeeeally old version of this mod had a teleportation spell in the conjuration school called Oblivion Gate. That might be what you're thinking of. The mechanic was different, however, since you just popped over to wherever you were pointing instead of switching places with someone. As for Switcheroo, it technically uses a projectile, but the projectile is invisible and moves so fast that the effect is basically instantaneous. (If you know anything about spell creation, you'll know what I'm talking about when I say that Target Actor tends to be finicky about whether or not it wants to apply, so it's better to use a light-speed invisible projectile.)
  14. If you're thinking about a perk overhaul mod, I can definitely recommend them as worth having. I resisted anything that touched perks for a long time, but once I tried it, I realized how terribly shallow the vanilla perk trees are. Once you get hooked, you'll never go back. Specifically, here is a shameless plug of my own perk overhaul mod: http://www.nexusmods.com/skyrim/mods/68587/?
  15. You mean a mod focusing on daedra spells?
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