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Wolfpack49

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Everything posted by Wolfpack49

  1. I was looking for the Character Menu in the list of menu types on the Papyrus page, but I don't see it listed. https://www.creationkit.com/index.php?title=UI_Script#Valid_Menu_Names Does anyone happen to know what the Character Menu (the one that looks like a compass) is called in Papyrus? https://elderscrolls.fandom.com/wiki/Character_Menu_(Skyrim)
  2. Ah, thanks Rasikko, looks like I need these: https://www.creationkit.com/index.php?title=GetLength_-_StringUtil https://www.creationkit.com/index.php?title=Substring_-_StringUtil
  3. If I wanted to get the actual text string within a message box or notification when it actively pops, how would I do so? GetString() seems only able to pull a keyword. I'm able to detect that a message box has popped using UI.IsMenuOpen("MessageBoxMenu"), but is there a way to grab the actual text string the message box or notification is displaying? Sorry for all the noob questions! EDIT: Just found this on the UI Script page, but looks like there is no documentation page beneath: String GetString(String menuName, String target) Gets string value at existing target location. What would be a good example of this code in use?
  4. Thanks Ishara, also discovering some stuff about Scriptname, in that using the wrong setting can result in registering the MCM twice if other scripts are using a different setting. Also, not holding the mod's initialization properly. Interesting stuff, and reading more about these.
  5. So general question, and sorry if it is dumb, but I am looking at some scripts and noticed that one is using OnConfigInit, which does not seem to be documented in the CK Papyrus online reference (though OnInit is). What would be the use of OnConfigInit vs OnInit, and why would one prefer one over the other? Thanks and apologies for a noob question. EDIT: Nvm, I see now it is in the SkyUI api. Sorry!
  6. Hi all, not sure if anyone else has experienced this with Footprints SE, but recently have been seeing footprints for horses, followers and NPCs but not my own character. It's odd because in earlier play he was leaving footprints just fine. The one thing that recently changed was that he switched to Ebony Boots, but the odd thing is that my follower also uses Ebony Boots, and his footprints are showing ok. Anyone else have a similar experience?
  7. So don't now what I did a long time ago in this playthrough, but the bookshelves in Severin Manor no longer Activate when selecting E. My other homes work fine, but I think I remember hearing about a bug if you took a book directly off the shelf instead of thru the menu, it fouls things up. I tried the below method (looked up the shelf id's in xEdit), but the problem persists: https://forums.nexusmods.com/index.php?/topic/842711-faq-fixing-broken-bookshelves-without-installing-a-mod/?hl=%2Bbookshelves&do=findComment&comment=6754606 I'm not actually getting an error that there is no room on the shelf, just nothing happens at all when I select E. Is there anyway to "reset" the shelves in that house? I do have Unlimited Bookshelves and SkyUI installed, which works fine in my other houses, so the problem is limited to Severin. Any help is appreciated -- thank you!
  8. <moved to mod troubleshooting>
  9. Okay, more interesting findings -- did some additional testing: With WIC enabled, entered the SkyUI filter dialogue without typing anything, and it did not exit out of the Tanning animationWith WIC enabled, typed some filter items and selected enter -- it filtered out the items, and did exit me out of of the menu, BUT I still had keyboard control. I did this a number of more times, and eventually it kicked me out and locked the keyboardWith WIC disabled, I entered some text, and for several searches it filtered okay, but eventually it kicked me out and locked the keyboard. So this doesn't appear to be an issue specifically with WIC, though maybe those longer search terms are throwing it for a loop. In any case, I think it may be a SkyUI filter issue, not sure if it's connected to crafting and animations in some way. Is it worthwhile to post this over on the SkyUI forums or bugs?
  10. I do have BMC installed. I will try testing some filters other than items in the WIC kit to see if it helps -- I saw some posts over on the SkyUI forum saying you needed to hit Enter after typing in the filter text, too, so may try that. Also could try disabling WIC and see if it has any effect.
  11. Well, very interesting -- the behavior doesn't seem to occur until I use the SkyUI filter in the crafting menu. I am beginning to wonder if it might be a SkyUI bug, or a specific interaction between SkyUI's filter, and the new crafted items from WIC. In any case, and unfortunately, even EnablePlayerControls doesn't bring back the keyboard when this occurs. The good news is that I can just avoid using the filter (for now).
  12. Thank you! I'll give that a try while I try to hunt down the culprit mod.
  13. So this only recently started happening, and not sure if it may be due to a mod -- upon entering the tanning rack dialogue, it performs the tanning animation and shows the menu for about 30 seconds, and then exits me out of the animation and SlyUI menu. From that point on, no keyboard commands work (E, space to jump, WASD to move, Esc to get to the menus). I can enter combat by clicking the mouse, but cannot exit combat, and cannot move. I have to Alt-Ctrl-Del at that point to get out of the game and restart. This has happened in both an internal Hearthstone tanning rack, and a rack at the Falkreath blacksmith, so fairly sure this is happning at all tanning racks. I did recently start crafting cloaks using the Winter Is Coming mod, but other than that, nothing much has changed in my setup. I've crafted tanned items fine before, and even crafted a few of the Winter Is Coming items. Other mods that might be affecting things: SkyUI Cloaks and Capes (new crafting items) Living Takes Time (calculates time passed for crafting) Thought I woould post here before checking the Winter Is Coming board, but has anyone else expereinced something similar? Thanks in advance for any pointers.
  14. Thanks, I will test ths. I did have a recent problem with save files, so that is most likely the issue.
  15. So, have been running Vortex for awhile now, and this is the first time I have encountered an issue, and not sure what steps I should take. I have a number of texture packs (SMIM, Noble, 3D Rocks, etc), that have been installed and deployed, and yet do not show in game. I double checked that the files exist in the correct directories under Data, and that they actually match the texture from the staging folder. It also seems that esp's have deployed fine, and any texture associated with an esp is showing up fine. It seems to be limited to meshes and textures that are loose and unassociated with an esp. My deployment folder is C:\Games\Vortex\SkyrimSE and have Vortex set to Hardlink Deployment. I checked also that that the __folder_managed_by_vortex file is in the game folder. The one thing I do note is that I previously did a Purge Mods as I wanted to test something in vanilla, but have since done a Deploy Mods, and have even reinstalled and deployed some of the texture packs. Is there anything else I should check? Not sure if I am missing a step somewhere. Thanks in advance!
  16. In response to post #81825398. #81825928 is also a reply to the same post. It's a nice feature. It'd be nice if there was a separate panel, similar to the MODs selection on the left, maybe called "Script Extenders" where you could drag and drop those archives, and deploy and manage similar to mods. Everything there would be deployed to the root instead of data. Extenders designated as such by their devs would show as installable from there when downloaded from Nexus.
  17. Will the script extender support also work for things like ENBs and SSE Engine Fixes?
  18. Sounds interesting. You may want to share on the Steam community or on /r/Skyrim mods. You may get more feedback there.
  19. Thanks, but maybe you didn't read my post correctly. Im looking for mod, that adjust the amount and conditions of the sun damage, how much and when. So I can decide myself should I take sun damage when vampire (vamp lord or regular) and how much. Mod you suggested does not do any of those things. And maybe you didn't read the last sentence of my post. Don't be lazy.
  20. Solid list here: https://wiki.step-project.com/STEP:0.2.0b I've been very happy with the Cathedral series myself for textures. Also, Silent Horizons ENB.
  21. There's this one. https://www.nexusmods.com/skyrimspecialedition/mods/3869 I'm sure a bit of searching will turn up others.
  22. Have you seen this one? https://www.nexusmods.com/skyrimspecialedition/mods/9233
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