Jump to content
⚠ Known Issue: Media on User Profiles ×

hazarada

Members
  • Posts

    14
  • Joined

  • Last visited

Nexus Mods Profile

About hazarada

hazarada's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. So I had a bit of a mishap, I deleted a mod that had a chest that had all my characters stuff in it. No problemo usually, just reinstall the mod, make sure it gets the same load ID and go get the stuff (the game doesn't delete form changes by itself even if the source of the forms is gone). But this time it was my own mod and there is no getting it back from anywhere. So, basically I need to recreate that chests reference, I need to get the ID of the chest form (since it was a custom form) and the ID of the chest's reference. Both of them are stored in the save file somewhere but I have no idea how to find them. I tried various save manipulation tools but all of them are built for doing the opposite of what I want to do (they delete orphaned forms and references attached to them). Can anybody help me here?
  2. I'm making some guard NPC's for a little mod, currently really simple - aggressive, helps allies, faction allied to others in his faction, some iron armor and steel mace. I go ingame to test these guys out so I punch one of them, all attack me and murder me in 5 seconds, great. Then I reload and try it again, this time only one of them is doing any damage so I kill that guy, the rest just swing about with their maces and make punching sounds and do no damage. Half the time they don't even come close enough to actually hit but stand a few paces too far away and swing at the air. Then I reloaded a bunch of times and every time its like a random amount of them that actually work, the rest just clown around. All other combat in the game works fine, what is up with these guys?
  3. I'm not entirely sure what mod did this but I discovered that some npc's aren't in the factions they are supposed to be and thus won't attack me. For example, the bandits aren't in the bandit faction, vampires aren't in the vampire faction etc. The mod is gone now, I uninstalled a whole bunch that I wasn't 100% sure that couldn't cause this but the damage to the save remains. Are there any save editing tools that I can use to fix this? For instance, I recently played through morrowind and with tes3edit I could simply select the bunch of actor bases and kick them out of the save, resetting them to their original state. Tes5edit is something entirely different though and seems totally useless here.
  4. Anything is possible but this one happens to be very difficult. The most reasonable approach would be to hook actor data objects in skyrim's memory, send them to clients and force it on them, you could also use a supporting mod to spawn or destroy actors as needed to maintain the sync. The difficult bit is syncing animations and actions, It would require inimate knowledge of skyrims process execution and while it is possible to gain that by studying the memory, i doubt that anybody of the required caliber is willing to spend months pondering just for something that will probably turn out crappy anyway.
  5. It is hardcoded in the sense that its not exposed to the official modding tools but nothing in software is really set in stone. Anyway, upon some further investigation it turns out its not a boolean but most likely an integer since it has a few other meaningful values than 0 and 1, mostly to do with various menu variants. I tried finding another place to interfere with the inventory -> pause eventuality by tracing functions that interact with the address but only came up with a few fragmented areas of the game, messing with those breaks the game big time so i think this one is the best entry point. The address is a statically stored pointer in the main exe file so something like SKSE would be in an ideal position to take advantage of it, switch the address for something controlled by a skse plugin that also listens to keyboard inputs to produce a viable alternative. Personally i don't think i'll get on that since i don't have the time to do it all nice like, i might come up with something to be launched alongside skyrim to get the same effect. Before i do that though, it would be useful if somebody confirmed or refuted that the address is static across different installations. So please, if somebody can be arsed - download and run a program called "cheat engine" run skyrim and load a savegame alt tab to CE while not paused open the skyrim process click the "add address manually" button enter 1B3E428 and OK a new entry should appear in the watch list if the value comes up as 0 tick the little box to the left (this will freeze the value) tab back to skyrim and see if it worked Don't worry, this cannot harm your game or your save, you might crash but thats about it.
  6. I recently got interested in this too. I found a static boolean variable in skyrim's memory (1B3E428) that controls whether the game is paused or not, easy enough to force it to constant 0. It works but does cause some problems, the game becomes unresponsive after waiting and sometimes when changing areas but wiggling the value will get it going again. I'm trying to trace the op code to see what where and why to maybe come up with a stable hook but i'm rather inexperienced in this area so no promises.
  7. I need an infinite source of unique looking npcs for my mod. Naturally i thought i would just tick the "random" checkbox in facegen parameters in the creation kit or something but ohmygosh, there is no such thing! I inspected how the leveled character and character templates work and turns out every single face in skyrim is hand made :/ that is crazy. I'm looking for any kind of angle i can to not have to create hundreds of faces by hand because the way they appear in my mod, repetition would be noticable. If there is any known way to generate faces, please let me know.
  8. My mod has to trigger some animations via refalias script but im having some trouble keeping it consistent. I'm using sendanimationevent to trigger the animations. First off is there a way to find out whether or not the animation i issued is still playing? Second how do i disable some reactions by the npc like taking a few steps back if you bump into it? Third the animations im using seem to be locking the character into place, how can i avoid that? Fourth the expressionoverride commands dont always seem to work and get cancelled at various times due to uknown reason, sup with that? Fifth, how would i disable some idles on that particular npc for example crossing arms while speaking and such?
  9. the right answer is Debug.SendAnimationEvent(targetref, "IdleForceDefaultState")
  10. It gets rid of the idle but also teleports the npc to what i guess is some favored navmesh sport chosen by the game. I need a less immersion breaking way
  11. I have a companion mod that uses vanilla idles but a lot of them never stop and the idles are preventing the npc from following the player. I tried assigning the "IdleStop" idle (or a duplicate with player requirement removed) to the npc when player is further than 200 units away but it does nothing, the previous idle still persists. I used the reset button on the puppeteer mod and that snaps the npc out of it but it comes in a compiled form so i cant check what they did :/
  12. I'm looking for a way to attach a few values to a token type item. For example the time of the creation of the token and the significance of the token. The tokens would be created dynamically by a script and be red by another script on random npc's. Right now i only need to store those two values so i figured i can just create 2 tokens and use their amount as a value but eventually I'm going to need more values in bigger ranges so looking for a more elegant way to do this.
  13. edit: I did find a way which i'm using currently, its looping findrandomactorfromref until it returns too many old values. Sometimes it fails to get everybody though (dependent on how high i set the old value ceiling) and i imagine is gruesomely inefficient :/
  14. I'm fiddling with a sneak improvement mod and need to get the list of all actor refs detecting the player into a script. The ck wiki and google didnt yield anything useful though.. but its such a basic operation, must be possible somehow!...?
×
×
  • Create New...