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Everything posted by PeterMartyr
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World map view height/zoom
PeterMartyr replied to dizietemblesssma's topic in Skyrim's Creation Kit and Modders
https://stepmodifications.org/wiki/Guide:Skyrim_INI/MapMenu https://stepmodifications.org/wiki/Guide:Skyrim_INI/MapMenu#fMapLocalHeight (maybe) I would recommend using a custom ini: https://stepmodifications.org/wiki/Guide:Skyrim_Configuration_Settings#:~:text=from SkyrimPrefs.ini.-,SkyrimCustom.ini,-SkyrimCustom.ini can Note SkyrimCustom.ini may not work with mod organiser that Virtualise ini files instead of using the my document folders FYI MO or Vortex Another thing you can do, is make a dummy plugin and create a mod ini file for it, or try set it with the creation kit and a real plugin [creation kit] ⇢ file menu → Gameplay →Settings Have fun) Dunno ¯\_(ツ)_/¯ but a MAP and LOD not quite the same, so I do not think so, but can you check the Dyndolod plugin in xEdit and see if it has ini file attached, to see if it messes with it, I also cannot see it using skse code for a static change to simple game setting(s), however..............,,, having said that I just remembered it has own built in C++ Script Extenders, so back to dunno))) -
Try debugging it with debug code... to see it works with a slight delay, between messages, or to the console or trace Scriptname TXXIElisifRomance01StartScript extends Quest Quest Property CurrentQuest Auto Quest Property SubscriptionQuest Auto Event OnInit() PO3_Events_Form.RegisterForQuestStage(Self, SubscriptionQuest) Debug.MessageBox("RegisterForQuestStage") ; [Debug] utility wait here 5 sec (don't use wait menu mode, I trying to pause it intil you close the message box) ; [Debug] set SubscriptionQuest Quest Stage test "amount" ; [debug] option but helpful, check to see the stage was set ; maybe another pause for message boxes, ever thought of debugging to trace or console EndEvent Event OnQuestStageChange(Quest akQuest, int newStage) Debug.MessageBox("OnQuestStageChange") if (akQuest == SubscriptionQuest) Debug.MessageBox("Quest: " + akQuest.GetName() + ", new stage: " + newStage) else ; [debug] Message well it fire a least ¯\_(ツ)_/¯ getting there :) endif EndEvent did you set the stage, to test it, correctly, if not, to quote Mythbusters "Here your Problem" your missing your testing assertions. So to speak... that do the actual testing with a Yay OR Nay Debug code should return either a success or utter failure, it really helps to track down the problem, FYI it fired, why is the quest stage not working? It also helps with not going in game and running around over and over, that really time consuming and non productive
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placeAtMe - seems unreliable?
PeterMartyr replied to dafydd99's topic in Skyrim's Creation Kit and Modders
Post the actual code if you really want help, we cannot help fix it if ain't broken.. so to speak. No good you posting it does not work. Honestly I am inclined to think it is your states causing the problem, maybe, I cannot see the code -
How do I delete a dialog correctly?
PeterMartyr replied to TheXXI's topic in Skyrim's Creation Kit and Modders
Yeah just delete it, it is just empty branch, what harm can it do? If.. BIG IF, you generated any lip wav or fuz files, for that branch, they will need to be cleaned up too, since they are now orphaned -
LOL it can be done, but I do not remember how) LMAO booting the kit up... LOL I have fix multiple masters)) Stupid friggin' KIT)) Go to the Detection Tab in the Kit, from the subtype select CombatToNormal fill the conditions you require for if and when to fire Mine really random, you may want to change some things, but that the gist of it
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Find a custom follower with a unique voice that is marriageable and copy it)) But this is important, vanilla voice or unique, because if it is a vanilla voice, just add them to marriage faction and you are done Edit if it is a Unique Vanilla Voice like the Selene Kate, that just edited vanilla dialogue, it get more complicated, with a script add them to marriage voice form list)) then with this file structure add the voice files \Sound\Voice\Skyrim.esm\YourUniqueFollower Just duplicate the require marriage dialogue there. Do not forget about \Sound\Voice\HearthFires.esm\YourUniqueFollower You can hack the Vanilla Marriage Quest that easy, by adding them to the form list and supplying some fuz files. Just make sure the files name match the vanila ones, so the marriage quest can find it
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placeAtMe - seems unreliable?
PeterMartyr replied to dafydd99's topic in Skyrim's Creation Kit and Modders
No, it is your code, there is so many things wrong with it, I do not know where to start, which is why coders have not replied to you)) But a quick fix is Use a Global instead local variable in the function Use a loop with a set alliterations to avoid a infinite loop with is3DLoaded, incase the object 3D is tardy in loading Delete the newNumeral Object when it save to do so, that mean when it unloads OFC that open a rabbit hole, of other things, that your code is missing)) like what happen if it is call twice before it unloads? Maybe the check should be at start, to handle it, and have faith place at me works, which it does -
Walking speed versus other speeds
PeterMartyr replied to dizietemblesssma's topic in Skyrim's Creation Kit and Modders
I think your on the right track with the float game setting game settings can be set with SKSE, and SKSE can detect when Key is pushed down released up duration held down on release up SKSE game settings is not save persistent, it will need a mainentiance script, Key registration is save persistent though. With Vanilia, game settings can also get set with a plugin ini file or with the plugin itself has you have noticed. BOTTOM LINE I do not see a problem, you just got to find the right settings, which there are too many for an unmotivated individual to look at, and it is also incomplete, so it may just be missing ¯\_(ツ)_/¯ https://stepmodifications.org/wiki/Guide:Skyrim_Configuration_Settings EDIT OFC to any reader, for a Static change, use the vanilla MOD INI file or the plugin. NOT SKSE, in that scenario it is overkill)), for homebrew, I would use a Custom INI https://stepmodifications.org/wiki/Guide:Skyrim_Configuration_Settings#:~:text=from SkyrimPrefs.ini.-,SkyrimCustom.ini,-SkyrimCustom.ini can -
CK Armor Replacer Help
PeterMartyr replied to KingButters64's topic in Skyrim's Creation Kit and Modders
Extract it from the Meshes BSA in the real game folder, nothing what so ever to with MO.. it just a game asset. @scorrp10 Why virtualise it? is that not making it unnecessary complicated? Just to get an simple asset LOL sorry I use MO heaps, I can even say MO was my biggest nightmare, with LE updating, SKSE updating to match, MO in development was unstable. Want to to know what broke my Game the most ? those that live it know it is true, but we had faith in Tannin, but if I had to extract a game asset, I would not bother going thru MO? What for? Where the advantage or benefit? The K.I.S.S. methodology Keep It Simple Stupid. -
Skyrim SE Behavior/Animation editing
PeterMartyr replied to TheRealTSG's topic in Skyrim's Creation Kit and Modders
Seems to me you're just doing replacer 3D animations, if that is right, you do not need the Skyrim Behaviour tool. If your trying to insert new 3D animation use FNIS or Nemesis. The Tool is only required for new first person animation, since there can be replacers there too. Which does not require the tool either. Problem: Clicking the Skyrim Behaviour Tool installer does nothing Solution: Get the 32 bit MSI require to run it Once it running simply follow it directions, it will refuse to install until its requirements are installed, the tool is 32 bit, install 32 versions of the requirements first, that match the code it spits out. Not modern more up to date versions, OR 64 bit versions that match the code During installation accept the Demo and Tutorial options Play with it Would I install deprecated Microsoft software designed for 32 bit Windows XP or 7, in my shiny modern dedicated 64 bit windows 11 Machine? NO F*#@ING WAY, I'D USE A XP OR 7 VIRTAUL MACHINE. Preferably one that uses the hardware instead of emulating it But, I think your just doing replacers and do not need to go there. You're just over thinking it. -
ActorUtil.addPackageOverride weirdness
PeterMartyr replied to Qvorvm's topic in Skyrim's Creation Kit and Modders
They are packages, that override all packages in the NPC, so it kind of implied, it will not bother checking the other packages, what for? Which make the evaluation faster. Used this heaps, but I have never built a Package Stack using ActorUtil, if that what your doing with package conditions and package priority, let me know how it works out. If your not building a Package Stack, and using a single override package,(edit OR multiple of equal priority) my advice is remove all Keywords and Creation Kit Conditions from the package, again what for? Edit I would leave any conditions that are part the procedure though, I meant the generic package ones for the stack evaluation.. just to clarify and avoid misunderstanding, on the single override package -
Game Get Form From File https://ck.uesp.net/wiki/GetFormFromFile_-_Game Use that code to fill the property or private variable, not the creation kit, Do not forget to cast it as a faction. EDIT Now that it is a soft master, if that code run, and the mod it is referencing is not in the load loader, it will create a papyrus error in the log, you might want to check the mod is installed first too, and that requires SKSE. Else let it go, the error will get caught by game engine for just vanilla presay, without causing any problems, with the exception of pedantic users that run the papyrus log for no reason whatsoever. They will get shitty
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SE. New work disappears when I save.
PeterMartyr replied to Rattmaster32's topic in Skyrim's Creation Kit and Modders
Let me add this then, it what I used back in the day, it is a playlist of 11 videos by Bethesda Developers that actually made the game, on how to use the creation kit.. it kind a like a prerequisite compulsory viewing, before using the KIT, made by Bethesda Game Studio -
SE. New work disappears when I save.
PeterMartyr replied to Rattmaster32's topic in Skyrim's Creation Kit and Modders
Make the File Active, either with Selecting with left click then clicking "Set as Active File" or double right clicking "green_temple_4.esp" to set as active file Before clicking OK and loading, then just SAVE! If you want a back up system for the esp? Use this, make sure file extension are visible then do this green_temple_4.esp.bak0001 green_temple_4.esp.bak0002 green_temple_4.esp.bak0003 OR green_temple_4.esp.bak_2025_02_05 green_temple_4.esp.bak_2025_02_06 green_temple_4.esp.bak_2025_02_07 increment the number or use the date, the newest backup will be on the bottom both ways, if that an issue?, sort with descending, if you want it on the top. if want more than daily with the date, add a 24 hour time to it Example green_temple_4.esp.bak_2025_02_09-16_36 green_temple_4.esp.bak_yyyy_mm_dd-HH_mm Or make your system ¯\_(ツ)_/¯ BTW hh is a 12 hour with am and pm HH is a 24 hour one Use the 24 format it works better OK? -
@scorrp10 your assuming the quest alias and quest stages match the code.. I am assuming they got no idea else they would not be here HEHEHHEHE it compiled for me too, I certainly do have the the quest or mod either, that not a guarantee it will work.. just pointing out playing with fire can burn you for the readers, and not to mess with auto generated scripts
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Adding an auto generated script that been decompiled, to a quest may be not be a good idea, if the new quest does not have the Framework behind it. Yeah it will compile, just like it did for @scorrp10 but will it work? For scripts like these, never edit the actual script, edit the quest, and it will be auto generated for you, it is decompiled so you can edit the quest. This is what it looks like in reality, notice all the warnings?
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Would not placing the other trigger box in relation to the portal simply be be a Math Cos and Sin problem? Get the location of the portal and Math the shite out it for placement, like Matt Damon in the Martin Oh you may need to make the trigger box place it holding cell and move it too, untested but an idea
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I use isSmallBump too and has name implies it is NPC bumping into another NPC, causing a slight stagger, but for me it only triggers at a reasonable speed hip and shoulder that needly knocks them to them ground, without being an attack of any sort. "Hey watch it" or "You, be careful" don't waste your time on it
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looks like a heap of typo's starting with line 1, LOL, and going all the way to EOF (End Of the File) basically it is saying nothing is right, but the most important error is this read it and tell me what is said? the complier cannot compile it if it cannot find it, even if the code syntax is 100% perfect. Then post the script if you are still having trouble, but fix that first, maybe it will compile ¯\_(ツ)_/¯
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Sorry I burst out laughing, cause I felt the same way.. and stop reading, while I rolled on the floor, but they do not need a workaround for dialogue, it works fine. Call a function with the SKSE code (in a quest script with the conditional property) from the begin frag, which then sets the conditional property, which then tells the dialogue option via creation conditions https://ck.uesp.net/wiki/GetVMQuestVariable Whether to display or not. In the right frag box "end", place the call to recharge the weapon. Things to note is: a Quest can only have one conditional script; but a quest can contain many quest scripts; the conditional script can contain many conditional properties. Or compiler errors will happen, even if the code syntax is 100% correct. @Wolfstorm If you never coded before or are a beginner, maybe using Creation Kit Virtual Machine Conditions is not a good place to start, papyrus coding is a massive prerequisite. EDIT: while all that is going on the game is Paused and in Menu Mode, to debug using notification or message boxes will not work, if the code not working, you need to use the papyrus log, custom trace or console.. which make it extra hard for beginners
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How to make an NPC with a player's head?
PeterMartyr replied to TheXXI's topic in Skyrim's Creation Kit and Modders
There a not bad guide in the Nexus Wikki under Skyrim that you might be interested in? It is mainly aimed at Expired Racemenu, or Vanilla RaceMenu, so google is your friend for ECE. While your there, take a look at what else Nexus offers to help beginner modder's with other things. It is a great place to start with a wealth of knowledge. https://wiki.nexusmods.com/index.php/Adding_a_Follower_NPC_to_Skyrim @ CASUAL READER LOL just saying, but 50% of the problems in the forums could be solve with a little self help ground work, if you never looked at the Nexus Wikki, do so. It is Required Reading for where do I start with Creating a Mod. -
Simply no, what @xkkmEl is referring too (maybe ¯\_(ツ)_/¯ not really sure) is Quested and Scripted Virtual Machine Variables.. which uses papyrus, and since a part of SKSE is Papyrus, you can use them in those too along with Vanilla Papyrus OFC But lets make complicated. It is Scripted Code and Creation kit working together to create new CK Conditions like you want, that do not exist. So you can do this, but its not for faint hearted or beginning learn to code Modders. https://ck.uesp.net/wiki/GetVMScriptVariable https://ck.uesp.net/wiki/GetVMQuestVariable Has you can see, there not a lot info on it.. I am not 100% sure what @xkkmEl is referring too. Cause I never use faction to do it, but there is many ways to skin a cat, as they say