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q. on solving a big edge case
PeterMartyr replied to csbx's topic in Skyrim's Creation Kit and Modders
OK I did some searching myself Skyrim Scripting - YouTube Nothing like starting with easy hello world, the lady is an MO user too. -
q. on solving a big edge case
PeterMartyr replied to csbx's topic in Skyrim's Creation Kit and Modders
Your travels are just beginning, I will tag @dylbill so can they can post some youtube video's on making SKSE plugins ; wayFinder.ddl : author csbx ; returns true if they are the same Bool CompareMapMarker(mapmarker A, mapmarker B) Native But you are ready now, this requires a proper editor which you now have. -
@Tiziano74 I will back up @xkkmEl and say, that not a good idea and a bug waiting to happen with a released mod.. there no to way cover very user case, bottom line is you are going to break some one game. AND you @Tiziano74 need to hear that, just because you can does not mean you should. BUT thanks for posting your name on my list to avoid.
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Add decals (TextureSet) via script
PeterMartyr replied to mannygt's topic in Skyrim's Creation Kit and Modders
I did some testing or tried too, I did not even get passed the render window in CK and test placing a decal, to assess it's behaviour, I just switched CK off with what I found out. If this was a this was a feasibility study, which for me it was, the recommendation is not to move forward with it. -
Add decals (TextureSet) via script
PeterMartyr replied to mannygt's topic in Skyrim's Creation Kit and Modders
What is the impact nif, I think you should placing it, not the texture set, asking? Edit if that means nothing, then you may want to explain further, we do not get it, but I meant placing whatever Object is implementing the texture sets you made, just so we are clear -
Setting up Sublime for a mod project
PeterMartyr replied to csbx's topic in Skyrim's Creation Kit and Modders
I am a strong believer if it ain't broken you can not cannot fix it and wow... that was a thought experiment down memory lane for me)) it took a while to remember) but I did remember before I posted, but left it unedited to show my processing, plus I think the newbie Sublime Papyrus users will appreciate a picture guide of transferring a PATH from the Window Explorer to a JSON file.. -
Setting up Sublime for a mod project
PeterMartyr replied to csbx's topic in Skyrim's Creation Kit and Modders
I downloaded the oldest version of the package I could find, it had an INI file, but the modern one do not Create default INI file" should show up. Select it and a file called "SublimePapyrus.ini" will be created in My Documents. -
Setting up Sublime for a mod project
PeterMartyr replied to csbx's topic in Skyrim's Creation Kit and Modders
*@IsharaMeradin I do not have sublime folder in my documents, sublime is install to program file for all users and my user setting are in AppData I use (checking) with Sublime Text 4: Preferences → Package Settings → Sublime Papyrus → Settings-User and the user setting file is a JSON type file, you also have access to: Preferences → Package Settings → Sublime Papyrus → Settings-Default but that is Read Only JSON type file in case want to restore your settings to default. You can can experiment a lot better doing it that way, and restore it too while staying in Sublime. Your way you need your own system to store the ini file to default. Plus cannot made changes on fly. Like today no linter, LOL YEAH that package has got few annoying Linter problems and it compiles and works fine in game, so I switch off it for some PSC where does it false negative and switch it back on later "C:\Users\PeterMartyr\AppData\Roaming\Sublime Text\Packages\User\SublimePapyrus.sublime-settings" it has the extension 'sublime.setting' but when you look at it, it is JSON syntax, and I edit in in the editor like I explained above, to me it does not look like an ini file) are we on the same page? But calling the same thing different names? Copying the Explorer PATH to a Temp JSON File of my own just for you, It is highlighted in the PINK LINTER ERROR we know all and love NOT If you do not trust me, test it in the sublime setting file, it will behave just like a JSON file) Using double \\ is an escape sequence for the back slash, like in Papyrus \n for new line or \" to use quotes in a string, that why it is highlighted, as I am sure you know, since does the same for escape sequences in Papyrus, so that an absolute Gimme for you, this will work , but is kind of amateurish like you don't understand string manipulation and escapes in coding heheehehe But it does work. I just would NOT show it to potential employer as part of your portfolio. A string of a PATH in JSON with no errors or escapes use a / like the browser you using Seriously @IsharaMeradin only window languages use a back slash in a PATH, all the others use a forward slash in a PATH like JSON, your Browser, Sublime-Settings, etc, I posted the pictures so you could see it, but if it works what your doing with the INI file don't stop doing it) Bummer there is no updates, that a least ten old now LOL you really got me thinking, of Sublime Text 2, of the days before Sublime Packages was released on the Nexus or Git and I went to website maintained by the author to get it, did we use an ini file, cos I seem to recall that we did, but it had no Linter back then, and when the Package updated to include a Linter, Sublime Text 3, it then switch to what I am doing now.. I also recall using a Jaxonz mod that was later fully incorporated into SKSE for crosshairs, geez she was good coder. It drove the Linter crazy, me switching it off goes way back)) these day most new users use the file menu preference for settings, and there no mention of any ini file, at least that what I remember reading in the markdown document. LOL (checking) geez you got checking a lot of stuff today) Zero hits on ini not case sensitive in the read me markdown But I 100% back you up that once we did. It is amazing what you remember with a little push -
Setting up Sublime for a mod project
PeterMartyr replied to csbx's topic in Skyrim's Creation Kit and Modders
This got me wondering what arguments the compiler takes, cos who remembers, so I asked it, since it was easier than looking it up on google, and it me told this PapyrusCompiler <object or folder> [<arguments>] object Specifies the object to compile. (-all is not specified) folder Specifies the folder to compile. (-all is specified) arguments One or more of the following: -debug|d Turns on compiler debugging, outputting dev information to the screen. -optimize|op Turns on optimization of scripts. -output|o=<string> Sets the compiler's output directory. -import|i=<string> Sets the compiler's import directories, separated by semicolons. -flags|f=<string> Sets the file to use for user-defined flags. -all|a Invokes the compiler against all psc files in the specified directory (interprets object as the folder). -quiet|q Does not report progress or success (only failures). -noasm Does not generate an assembly file and does not run the assembler. -keepasm Keeps the assembly file after running the assembler. -asmonly Generates an assembly file but does not run the assembler. -? Prints usage information. in case your wondering, what they are -
Setting up Sublime for a mod project
PeterMartyr replied to csbx's topic in Skyrim's Creation Kit and Modders
you can use two line or one, it does not matter, but two is easier to read "import": ["C:/games/skyrim special edition/data/Scripts/Source", "C:/Users/Chris/AppData/Local/ModOrganizer/Skyrim Special Edition/mods/Wayfinder/Source/Scripts"], [ ] like in skyrim means an Array EDIT when you have a heap of Projects it can get messy with one line of code)) "import": [ to ], is just an Array Declaration string Array = [element1, element2, element3, element4], but "arrayName": [element1, element2, element3, element4], no comma on the last element, but add one end of the declaration or "arrayName": [element1, element2, element3, element4], -
Setting up Sublime for a mod project
PeterMartyr replied to csbx's topic in Skyrim's Creation Kit and Modders
"import": ["C:/games/skyrim special edition/data/Scripts/Source","C:/Users/Chris/AppData/Local/ModOrganizer/Skyrim Special Edition/mods/Wayfinder/Source/Scripts"], -
Setting up Sublime for a mod project
PeterMartyr replied to csbx's topic in Skyrim's Creation Kit and Modders
but I would place the game source at the top))