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soupdragon1234

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Posts posted by soupdragon1234

  1. There used to be a program called Paintshop Pro I don't think its sold anymore though. It had a rather nice .gif animation editor you could select all frames at once and apply transparency in a single batch to all at once, or a selected number, or whatever you wanted. Photoshop as its name suggests was developed with photography in mind as a virtual darkroom.

  2. Part of the problem of them not mounting fast enough is that its a single threaded script it has to run through and check each and every single follower one by one, daisy chain fashion until it reaches the end.

     

    I got around the problem on my mod by making it multi-threaded each follower alias has copy of the same script that will fire upon player mount/dismount. The script itself is short and the event fires for each follower simulaneously making it much more efficient.

  3.  

    It's "safe" to delete a vanilla triangle or two, or just keep it up, until the CK throws an error. But the general consensus back then in skyrim's early days were to simply, never delete a vanilla triangle. One huge reason for this is if someone downloads a mod that could possibly reference that deleted navmesh. This will crash the game.

     

    Deleted triangle or deleted navmesh? Referencing a deleted navmesh sure everyone agrees with that, but a triangle or two? Or three? Or four?

     

    Is it possible for another mod to access an individual triangle? If its linked to another navmesh at its edges, or its linked to a teleport marker then sure, but if your navmesh is finalized the surrounding navmeshes will be modified accordingly and said changes should be in your mod, it ought be fine, right? Same with the teleport marker.

     

    Not trying to argue and I get the whole better-safe-than-sorry angle, but I am curious. Arthmoor would know.

     

     

    Triangle. Deleting a whole navmesh ain't a good idea at all. You simply select the whole thing and move it way down(or way up) a build new one if you want.

     

    Yup I know that, and thats not really clearing anything up at all.

     

    I believe you only finalize an exterior navmesh if you need a door triangle

     

    Nope, if its not finalized none of the triangles at the borders will link up to the next cell's and therein lies pathfinding hell.

     

    If you really want to be sure, you can always go to afkmods forums: https://afkmods.iguanadons.net/ and ask.

     

    Looks like I'll have to do that.

  4. Listing items and then selling outside of eBay was never permitted its just that now they've decided to penalise you for it as well. Its also a great way to get scammed (send item, money not received/payment reversed later).

     

    eBay is increasingly tightening down the screws on sellers thats nothing new either. Don't let your seller rating drop below 4.7 on any of the stars or its curtains for your seller account.

  5. Why is scripting so cryptic? Like why can't the creation kit wiki just list the scripts and an explanation of what they do along with an example.

     

    Er, it does. Its all in the papyrus reference pages. :huh:

     

    "(Game.GetPlayer().GetItemCount(Gold) >= 1000)" Am I supposed to use ALL the parentheses? Because copying it like that fails to compile the script.

     

    Yes you are because thats how coding languages work. Parentheses follow the function statement because they may or may not pass information to said function. In this case they're internal functions but you can create your own external functions and they work in exactly the same way.

     

    n.b. it fails to compile because that fragment doesn't mean anything in itself it includes a conditional thats missing a preceding "If" statement or similar that which would generate a True or False condition i.e. If the player has >= 1000 gold Then do something Else do something else.

     

    JUST TELL US WHAT WE NEED TO WRITE IN THAT STUPID LITTLE SPACE TO MAKE IT SO IT "player.removeitem f 1000". So it would remove 1000 gold by choosing the "yes" option. Is that so hard?

     

    Examples are generic. To cover all possiblities. As an example. They weren't written with you specifically in mind. You have to extrapolate from whats given, and people are unlikely to want to spoon feed you what you want with that attitude. :armscrossed:

     

    If you want to make a check to make sure the player actually has 1000 gold to remove, you could do it thus:

    MiscObject Property Gold001 Auto
    Actor PlayerRef = Game.GetPlayer()
    if PlayerRef.GetItemCount(Gold001) >= 1000
       PlayerRef.RemoveItem(Gold001, 1000)
    endif
    

    Strictly speaking, on something this small, you could probably just use two calls to Game.GetPlayer(), but I find the code tends to be more readable with it assigned to a PlayerRef variable. The first post in this thread didn't include the property declaration, so if you simply copied it you would get a compilation error (as you indeed say you did). I assume that the person who posted it simply assumed that the need to declare the property was understood, because it's pretty fundamental to getting Papyrus to do things, but if you're brand new to scripting it could throw you for a loop.

     

    Strictly speaking you can just use an actor property for PlayerRef as it exists in the game already so it isn't going to add to the string count and Game.GetPlayer() is slow, calling it twice doubly so.

    Actor property PlayerRef Auto

    is more efficient.

  6. Hello! I would like to put alchemy ingredients into the jar that stores the insects, remove said insect, and turn the jar into a usable storage container. My hope is to have an entire wall filled with them, one alchemy ingredient type per jar. How would I go about doing this in the creation kit? Thanks!

     

    If you want to turn a jar into a container the easiest way to do that is to duplicate an existing container and then change its .nif model from a chest or whatever to a jar. Then you should act like any other container and be able to store things in it.

     

    If you want to go from an empty container to a filled container thats more difficult you'd basically have to swap out one model for another and thats more complicated and would probably require a script to swap contents from container to another (theres an existing script that does that its attached to the chest(s) in the childrens bedroom/alchemy lab in Breezehome when the rooms are changed if you have Hearthfires)

     

    Creation Kit does some of the work but the most tedious would be in NifSkope.

     

    Nifskope is the easy bit you'd just remove the relevent nodes and let auto sanitize do its job. Its setting up the trigger box and writing the script 'n' states thats the tedious part. :tongue:

     

    I'm pretty sure theres an empty jar available as a modders resource somewhere though if there isn't one in the game already, one of my mods contains one added long before I ever dared open NIfskope.

  7. Another question- does anyone know if SEQ files need to be generated for SSE mods? If so how?

     

    Yes exactly the same way as the original.

     

    Scriptname AceAddItemsToList extends Quest  
    
    LeveledItem Property LootBanditChestBossBase Auto
    LeveledItem Property LootDraugrChestBossBase Auto
    LeveledItem Property LootDwarvenChestBossBase Auto
    LeveledItem Property LootFalmerChestBossBase Auto
    LeveledItem Property LootVampireChestBossBase Auto
    LeveledItem Property LootWarlockChestBossBase Auto
    
    
    Book Property SpellTome1 Auto
    Book Property SpellTome2 Auto
    Book Property SpellTome3 Auto
    Book Property SpellTome4 Auto
    Book Property SpellTome5 Auto
    Book Property SpellTome6 Auto
    Book Property SpellTome7 Auto
    Book Property SpellTome8 Auto
    
    
    Event OnInit()
    
    	LootBanditChestBossBase.AddForm(SpellTome1,1,1)
    	LootDraugrChestBossBase.AddForm(SpellTome2,1,1)
    	LootDwarvenChestBossBase.AddForm(SpellTome3,1,1)
    	LootFalmerChestBossBase.AddForm(SpellTome4,1,1)
    	LootVampireChestBossBase.AddForm(SpellTome5,1,1)
    	LootWarlockChestBossBase.AddForm(SpellTome6,1,1)
    	LootDwarvenChestBossBase.AddForm(SpellTome7,1,1)
    	LootWarlockChestBossBase.AddForm(SpellTome8,1,1)
    
    
    	Debug.notification("Spells added to boss chests")
    
    EndEvent
    

    Haven't done this in a while and I just want to make sure it's correct. The script above is attached to a quest that runs once and starts game enabled.

    Will the spell tomes be in every boss chest or just some of the time? Is this still the best way to do add items to leveled lists?

     

     

    Since you're calling the script on on a base object it'll affect all of them. You could possibly create an array which may be slightly faster.

     

    how on earth do i force my npc ive made to use a specific chair i've made for them? she seems set on drinking and dancing around the inn all the time like some crazy alcoholic, i want the player to meet her while she's sitting down.

     

    Give her an AI package centered on the chair either "sit" or "sandbox" with a very small radius so she won't wander.

     

    She'll still likely stand up and clap and whatnot after a bards finished performing as thats a separate quest that searches for nearby actors to perform those actions, I'm not sure which one though. If you can find it might be able to check for a condition on that quest to exclude her from it.

  8. Ok lets try and straighten out this trainwreck. Why are you trying to open dialogue views, compile scripts and generate an SEQ? Scripts from Classic Skyrim copy straight over same with sound files and SEQ's. You don't have to do any of those things nor did that guide you followed tell you to.

     


    1. Do I need to do anything to the .pex file in SSE>Data>Scripts?

    2. Do I just copy all my scripts directly from Skyrim>Data>Scripts straight to SSE>Data>Source>Scripts, or was there some step that I missed or messed up during the guide?

    3. Is the process and destination different for the .pex and .psc files?

    1. No.

    2. No. Just copy the .pex files that came with the mod and drop them in Skyrim Special Edition\Data\Scripts or better still use a mod manager like the guide told you to.

    3. Yes but you don't need to worry about the .psc files from the mod you can leave them out entirely. They're not necessary to the functioning of the mod .psc's are script source files they're only of interest to another modder that wants to looks at how the scripts work and possibly modify them. They're not used by the game. At all.

     

    tl,dr:

    This is all that you need to do if the mod doesn't include any BSA's, meshes or textures and doesn't require SKSE: Install the mod to your SE folder with MO or NMM or whatever mod manager you're using. Load the .esp in SECK and then save it again. Thats it. Done. Its that simple.

     

    n.b. I don't know who wrote that guide you followed but its wrong about "change something". All you need do is load 'n' save the .esp as SECK internally updates the records to the new format as soon as it loads. You can inspect the changes made afterwards in xEdit.

  9. Does anyone know what is up with this wall-mesh/texture?

     

    https://68.media.tumblr.com/899dd828c47cf8862cb18decde1c945d/tumblr_or0xupclo01w65rmxo1_1280.jpg

     

    I took a Nord Protculis, and swapped it out for a flat-plane with the Castle Wall Texture from Dawnguard; but now it's getting a faint blue-ish hue. It's not quite as noticeable in this image, but it seems to be there no matter what angle it's vied from.

     

    Check the mesh in Nifskope. At a guess I'd say it has emissive data.

     

    Edit: It looks like I'm trying to disable occlusion planes (or black planes?). I haven't found any console commands that work, though, and I don't see any occlusion planes in the creation kit that I can delete.

     

    More likely Room Bound boxes than Occlusion Planes. In the CK toolbar:

     

    View > Show/Hide Window > tick boxes "Portals and Rooms" and "Occlusion Planes"

     

    they'll show up as blue boxes/white planes around parts of the cell. Resize the boxes. There is no way of doing it via console commands that I know of.

  10. Lol. You'll have to either extract the BSA's (with Bethesda Archive Extractor (BAE)) and drop them in the appropriate folders as loose files (its on this site somewhere or other)

     

    Yeah you could edit the .ini instead and add the BSA to the archive list that the CK will load but if it contains scripts they'll need to be extracted anyway.

  11. The other thing I want to do is to have the actor get up from the chair from specifically one of the the three blue sit/get up direction marker things around it, because the actor seems to always want to get up using the front one, which has a table right in front of it and bugs the movement like making it walk on top of the table or stuttering on the space between the chair and the table before moving properly. Is it possible?

     

    I´d appreciate any help.

     

    Use one of the different chair models you can see in the CK such as CommonChair01L, CommonChairO1LR, CommonChair01F etc. The letter at the end refers to which sides of the chair can be entered i.d. L means left only, LR means left, right only, F means front entry only, etc.

     

    If you can't find one that does exactly what you want its straighforward to enable/disable entry points in furniture in Nifskope. It'd mean adding your own custom model to the CK though (really easy)

  12.  

    GetOwningQuest() needs the Questscript to work. It should be in your sourcefolder. You need to put your script at the end of dialogue, scriptname must include extends TopicInfo Hidden. This should be named automatically. Sometimes creation kit saves the information of a script that doesn't work and tries to use this one despite deleting in the ck. Look in your sourcefolder if there's a script that you have written but is not working. Rename it to old and than load ck again and try again. Should work without problems.

     

     

    Well, I just tried to do what you said but with no results. :confused: When I finally added the script to my actor, the CK wouldn't let me add properties. So, I really don't know what to do. Closing and opening CK all the time seems not help either. What could I be doing wrong? Because I must be missing something here...

     

     

    You're creating a papyrus fragment attached to a dialogue, yes? In that case you need to use Self.GetOwningQuest() use the same for a ReferenceAlias too.

     

    Secondly attaching properties to a papyrus fragment has its own special peculiarities. You can't attach properties in the fragment window you have to attempt to compile the script, let it fail but tell it to save the script anyway. Then open the script source it created and attach the properties to the very end of the script. Save it again. This time attempt to compile the script in the fragment window. This time it should succeed. Good luck! We've all been through this at one time or other I've done my time tearing my hair out over this as well.

     

    n.b. if none of the above applies or works then you need to state exactly where and to what you're attaching your script i.e. is it a fragment, a reference alias script, or a quest script? Or are you attaching it to the npc directly? Post your script too.

  13. I've noticed exactly the same thing too. It drives me nuts. Its definitely an ENB issue and its worse whenever the brightness/contrast is increased. Boris has stated ENB is in development limbo until bethesda stop releasing updates afaik. Its one of main things that put me off SE (the other being the lack of SKSE)

     

     

    Why would shadows "pulse" with steady movement panning across a screen? It's like the shadow starts light, renders to darker before the next frame renders.

     

    I think thats exactly whats happening and that its something that only Boris can fix.

     

    EDIT: got it! Its a combination of TAA and SharpScale in DoF or LumaSharpen. Either way TAA+sharpen = flickering. Replace TAA with FXAA or disable SharpScale under Depth of Field settings (ENB settings). Thats it.

  14. Impressive. I may have to move there lol. Actually my sister may well be doing so with her partner so thats not as farfetched as it seems.

     

    The closest to that here would be Virgin Media's own cable network but thats only up to 300mb and strictly limited to core city areas they cherry pick the places with highest population density and demand. Anywhere outside those areas, forget it.

  15. I'm assuming most of you live in the US?

     

    Here in New Zealand I pay $90/mo for 1000/500. (62.26 US Dollars)

     

     

    Thats ridiculously cheap for what amounts to a what, a T1 connection? I notice Speedtest states its faster than 99% of New Zealand so it would appear its not exactly commonplace.

     

    So whats your monthly data cap on that?

  16.  

    And Get this error:

    Starting 1 compile threads for 1 files...
    Compiling "QF_NGIJMeetingLealaQuest_040E24D8"...
    E:\GAMES\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_NGIJMeetingLealaQuest_040E24D8.psc(36,0): missing EOF at 'If'
    No output generated for QF_NGIJMeetingLealaQuest_040E24D8, compilation failed.

     

     

    Thats easy, you havn't put if... endif inside an Event or a Function. Code has to be contained inside one of those or it won't compile. Floating code not attached to anything doesn't do anything and the compiler will throw it out as an error.

     

    n.b. from what I understand from that script you want to enable a certain set of markers when the quest reaches stage 30, yes?

     

    In that case you'd add the code to the quest at stage 30. So open the quest stage box, assuming you've already created that stage, then enter

    NGIJ_AfterMarker.Enable()
    Utility.Wait(0.5)
    Utility.Wait(0.5)
    NGIJ_BeforeMarker.Disable()
    Utility.Wait(0.8)
    NGIJ_Leala.MoveTo(NGIJ_LealaLeaveXmarker)
    Debug.MessageBox("You have entered stage 30 !"

    That will add the code to the quest script and not the papyrus fragment. Fragments are for setting stages and other small things, the main quest functions should happen on the main quest script.

     

    Secondly why are you using two half second waits?

    Utility.Wait(0.5)
    Utiltiy.Wait(0.5)

    ?

     

    If you want to the script to pause for 1 second then a single

    Utiltity.Wait(1.0)

    will do.

  17.  

    About 15mb. Which is not bad for plain ol' copper wires. The exchange is only a couple of streets away. I could get 40-80mb fibre but at more than twice the price I'll pass thank you very much.

    I hate how a lot of IPS's charge so much for fiber which costs them less than copper. When I first got fiber here it was over 6 times the price, until a new "start up" company come in and now I pay about 15 dollars less for over 100 times the speed.

     

     

    The real problem here is not so much the ISP's as the fact the infrastructure belongs to the former state owned telephony company BT Openreach and they can and do charge whatever they like, ISP's who basically rent a pipe from them are forced to pass on their costs to the consumers so there is little variation in the cost of fibre no matter what ISP you choose. Too many grey men in suits with fat pensions to pay off apparently.

     

    Worse than that is most of the fibre packages have strict data limits on them the Unlimited packages are really expensive unless you ditch BT altogether and go cable but thats simply not available outside of core city areas. My POTS line is data unlimited though and what with video streaming iPlayer and Netflix content I can easily burn through 100+ gb/month. Last xmas over a few days at my mother's place I used up almost her entire december data allowance and most of january's just by watching catchup TV. Thats on a 40mb/40gb fibre/data allowance connection. So my plain ol' POTS line really isn't so bad at all.

     

    And prices keep going up because people don't use landlines for calls much anymore its all mobile communications so to cover the losses they put up the prices. If only mobile broadband speeds, costs and data limits were higher... we're really tied, bound and gagged here.

  18. About 15mb. Which is not bad for plain ol' copper wires. The exchange is only a couple of streets away. I could get 40-80mb fibre but at more than twice the price I'll pass thank you very much.

  19. Hmm. When I get the bit between my teeth I don't like to let it go. Call it sheer bloody mindedness if you will but I refuse to be beaten. My one big mod spent getting on for 3 years working on that. I don't regret doing it but the sheer amount of time and commitment means that I'm unlikely to spend that amount of time on a single project again.

     

    Currently its small projects and by that I mean ones that I can turn around in a week or less I currently have a couple of small Skyrim projects finished or nearly complete one is a mini-shout that quickly removes followers etc from blocking doorways but without scattering clutter to the four winds like the regular unrelenting force does so you can safely use it inside your house etc. The second is mod that lets you skip selling your soul to Nocturnal for completing the Thieves Guild quests Karliah does it instead.

     

    The first is finished the second nearly done just a bit of tidying up to do. I'm undecided on whether I'll release them I'm not sure the interest is there with the public to justify the extra work to make them release worthy and user friendly.

     

    Basically I make mods for me, my motivation is seeing stuff in the game and thinking "holy s**t thats dumb, why did they do that!" and wanting to fix it. For the TG one I hate being railroaded into something. Give me a choice, not a you-must-do-this-or-else scenario. Because there are always solutions to problems and I don't mean turning your back and walking away from it, because thats not a solution at all.

     

    I'm not really that creative in the artistic sense and I have diddly squat artistic skill I guess you could say I'm a fixer. I see a problem I like to fix it, for example I fix/build my own PC's, yesterday my PC wouldn't boot at all, well its roll up the sleeves, off with the sides of the case and 20 minutes later its working again. I guess I'm much the same with games, lift the lid on it tinker with the internals "ah so thats how quests work!" and hey presto a mod is born.

     

    n.b. I don't mean to sound rude but ideas are ten a penny, its the ability to carry those ideas through that count and sometimes that means getting your hands dirty, and no its not easy nothing worthwhile in life ever is. Think of it like scaling a mountain if you stand back daunted at the sheer size of it and think "I'll never be able to conquer that!" and walk away you never will. That doesn't mean you have to conquer the mountain in a single leap rather its an awful lot of small, sometimes painful, steps that'll get you there. But once you reach that summit, ah what a feeling! It doesn't require skills, at least not initially, just the desire and the determination to see it through to the end.

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