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steelfeathers

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Everything posted by steelfeathers

  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?
  16. If anyone still cares about this mod, I've updated the main post to reflect the current spell list. I've also completed a few new spells that really fun to mess around with: Switcheroo (Alteration Novice) > Switch places with the target. Mind Parasites (Illusion Adept) > Target is attacked by phantom vermin, one for every 20 points of magicka the target has remaining. The parasites deal no damage, but when killed they cause the target to lose 10 point from a random skill for 60 seconds. I would embed this screenshot, but the Nexus doesn't seem to like imgur links any more....anyone know what's up with that? http://imgur.com/a/PoWpY
  17. Hello internet! Does anyone know if there are any tools or programs out there for creating visual magic effects for skyrim? I'm not talking about the "magiceffect" record in the Creation Kit - I mean the nif file for the wisp mother FX, or the nif file for the fireball hand effects, etc. Is there anything out there that can allow me to create new FX for spells? Nifs files are pretty impenetrable, and I always end up creating CTDs when I try to edit them. Any help would be appreciated.
  18. Hello internet! Does anyone know if there are any tools or programs out there for creating visual magic effects for skyrim? I'm not talking about the "magiceffect" record in the Creation Kit - I mean the nif file for the wisp mother FX, or the nif file for the fireball hand effects, etc. Is there anything out there that can allow me to create new FX for spells? Nifs files are pretty impenetrable, and I always end up creating CTDs when I try to edit them. Any help would be appreciated.
  19. I ask myself this question every time I see a new one... I also ask myself, "Have any of these people actually seen a woman in real life?"
  20. @Tascani: Lingering Cold is probably going to be removed. Or at least have its effect changed. Nice ideas! I may use parts of these.
  21. Surprise, surprise! Not dead at all. :D Well, maybe this thread is pretty dead, but I'm still alive. And I've resurrected the Grimoire 2.0 project. (Life got in the way for a long while, but now I'm back in the saddle). I've rethought a lot of things in my absence, but first let me get some replies out of the way....
  22. That's what I'm doing. It's not a new esp file. Although I am getting rid of some of the broken or unbalanced spells. If you don't like the changes, you don't have to ungrade to 2.0, although I won't be supporting earlier versions.
  23. I should just ignore you on principle, but this topic is something worth discussing for the benefit of everyone else. Detection checks via conditions are not reliable. They don't reflect the eye that you see on the screen, and sometimes return values that don't make sense, ie you're standing right next to the target but they still aren't "detecting" you. I will be removing the sneak damage boost to increase compatibility with other mods, but not because you said so. Also, by the way? The current checks being used for when to apply double sneak damage are the same ones being used in many popular overhaul mods, such as PerMa. Chew on that for a minutes. ...................... To everyone else: Thanks for all the suggestions! -I've decided to keep the disease and posion spells, because poison spells being part of the restoration school is already cannon. And I like them. :) -i was thinking about adding a blackened texture for the gate (maybe with carved daedric symbols), but I'm not going to model a brand-new gate. Too much work for not enough payoff.
  24. I'm looking to start a new play-through of Skyrim, and I'd like to install some mods to improve the awful standard animations. I don't know what to get, however, so I could use some help from you guys. Any suggestions you could make would be appreciated. What I'm looking for: -Mods that improve "idle" animations, such as standing around, gesturing, praying, etc. -Mods that improve magic casting. -Mods that focus on realism and stay away from the whole "ditzy anime girl walk" thing. -Mods that don't require special tools or complicated installation procedures - I only want replacers, not a lot of fancy bells and whistles. Thanks!
  25. Spectral Armor (CON Expert) > Creates a set of magical armor for 120 sec. Fits overtop of standard mage robes. If you're already wearing armor, the clipping will be epic, but there's nothing I can do about that. http://imgur.com/Jyte2fK.jpg
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