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Everything posted by utopium
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http://www.nexusmods.com/skyrim/mods/83822/?
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iNeed has a disease indicator which does exactly what you describe, but I believe it requires you to use the rest of the mod as well so if you want to avoid a mod which requires eating/drinking/sleeping then you may not be able to use it.
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LE Dinamically change timescale while talking
utopium replied to perrolijo's topic in Skyrim's Mod Ideas
I had a few minutes to kill: http://www.nexusmods.com/skyrim/mods/83163/? -
For a little while now I have slowly been putting together a mod that involves an SKSE plugin and an Android app. I have uploaded a basic proof of concept called Dragon Tablet at the following: http://www.nexusmods.com/skyrim/mods/82797/? The idea is similar to the Pip-Boy app that is available for Fallout 4 in that a mobile application provides a second screen that communicates with the game. Right now I just have a simple list of weapons and armor which you can tap to equip or unequip as a start, but in theory this could be used for just about anything. I kinda envision providing a Papyrus API for this similar to how SkyUI provides an API for creating MCM menus. I figured I would post here and get the thoughts of other mod authors to see what they think and if this might actually be useful to them for their own mods. To be honest while I was able to put together a basic proof of concept without too much effort, actually making this a finely polished mod with lots of bells and whistles is another story. It would be good to know if anyone would actually find this useful before doing any more work on it. And even if there is a lot of interest in it I may not be able to dedicate much time to working on this as I am pretty busy with other things in my life, so I am open to handing this over to another person or group of people who might be able to put a better effort into improving on this than I could. Anyway, just thought it would be good to get peoples feedback and see whether this is something still worth pursuing or not.
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http://www.nexusmods.com/skyrimspecialedition/mods/8156/?
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In response to post #47232540. #47306200 is also a reply to the same post. Should be available now. I uploaded an update which had a false positive on the virus scanner.
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No problem. This took me about five minutes to make since it only consisted of calls to SetUnhandledExceptionFilter and PlaySound with the hardest part just trying to get Skyrim to crash to make sure it worked. It was worth it for a good laugh. :)
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In response to post #47160845. #47161255, #47165610, #47166660, #47168055, #47171165 are all replies on the same post. This was definitely a nice surprise to see today. :) I am guessing this was written up at least a couple of days ago since I added another mod named Inventory Stats to my utility pack yesterday. Glad to see you are enjoying it.
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I had a few minutes to kill: http://www.nexusmods.com/skyrimspecialedition/mods/7973/?
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[LE] Is there a way of detecting game exit in Skyrim?
utopium replied to dePog's topic in Skyrim's Creation Kit and Modders
Probably the best way to approach this is modify the actionscript code for that menu. SkyUI already does this and you can see the code at the following: https://github.com/schlangster/skyui/blob/master/src/PauseMenu/SystemPage.as The problem is that you have to require the person using your changes to use the specific version of SkyUI you are modifying otherwise things might not work so well. And of course for people not using SkyUI there could be issues there as well. -
LE Requesting a mod that changes skyrim lowers plugin count
utopium replied to Seshiri's topic in Skyrim's Mod Ideas
A couple of those are texture/mesh mods that don't use an ESP at all. For mods that do have an ESP, you can merge them yourself with tools like the following: http://www.nexusmods.com/skyrim/mods/69905/? -
[LE] Problems reinstalling Creation Kit
utopium replied to utopium's topic in Skyrim's Creation Kit and Modders
Again I am an idiot, "Quests" are listed under "Character". I guess that was just always expanded before so that I forgot where it was. Sorry for my stupid posts everyone. Sometimes just talking about a problem helps you figure out the solution. -
[LE] Problems reinstalling Creation Kit
utopium replied to utopium's topic in Skyrim's Creation Kit and Modders
So turns out I am an idiot. Upon firing up TES5EDIT to make my changes in there I noticed a "scripts.rar" file which is apparently what I was looking for. I apparently was reading the instructions for FO4 Creation Kit (despite including "Skyrim" in my Google search) which is why I was looking in the wrong spot. Still can't see Quests in the Object Window though. Going to keep messing around to see if I can get that working. -
Due to some issues with my computer I decided to wipe it clean and reinstall everything but upon reinstalling Creation Kit from Steam I appear to be having some issues. First of all there don't appear to be any script sources anywhere. Everything I read tells me there should be a "base.zip" under the "data\scripts" folder which I can extract them from but it just isn't there. Also inside Creation Kit the Object Window is missing sections like the "Quests" tree. I have tried uninstalling reinstalling and verifying the steam cache which all succeed with no errors but things still aren't working right. I am hoping I just am doing something stupid that someone can easily point out what I am doing wrong. Searching on Google and here on the forums didn't come up with any explanation about why this might be happening.
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http://www.nexusmods.com/skyrim/mods/81258/?
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While you may not have experienced a CTD at the time of the actual "load" of the save game, deleting the associated SKSE will only lead to problems later when playing the game after loading the save. Those files store extra information for mods that can't be saved to the regular save files which means you might find certain things missing, not working correctly, or even causing a crash in the middle of playing the game.
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http://www.nexusmods.com/skyrimspecialedition/mods/2937/?
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- skyrim mod
- free cam
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(and 3 more)
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While Jaxonz is no longer involved in Skyrim modding, there is Cobb Positioner and as far as I know he is still active. http://www.nexusmods.com/skyrim/mods/74768/? Might be worth checking with him if he plans on bringing that over when SKSE is ready.
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Behippo can correct me if I am wrong, but my understanding of SKSE is that a bunch of it involves reverse engineering RTTI data structures. If you want a simple overview of how that works here is a link with a quick explanation: http://blog.quarkslab.com/visual-c-rtti-inspection.html Even if that isn't what they are doing for SKSE, it is still an interesting topic to read about if you are learning about security and reverse engineering.
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LE Skyrim Voice Command Engine: Seeking one committed partner.
utopium replied to irswat's topic in Skyrim's Mod Ideas
The method you are proposing is highly inefficient and prone to many problems. This is better done as an SKSE plugin instead of an external program without any need to save to text files and such. You can register event handlers so that events from an SKSE plugin can call directly into Papyrus code. Take a look at the SKSE source code for how OnKeyDown is performed for example: https://github.com/xanderdunn/skaar/blob/b20ff15c9bf9a5cdcfecdfd5bf9b70db5e7e56ab/skaar_skse_plugin/skse/PapyrusEvents.cpp#L180 You should be able to use the Windows Speech API to pass the strings produced from the speech-to-text directly to Papyrus using this method in a much simpler and efficient manner and you don't have to worry about complex threading issues as everything is event based. Sorry to say I can't help you with your project, but it will make a big difference if you take some time understanding the SKSE code in order to develop an event based plugin to do what you require. -
So far everyone seems to assume that the next game will be in one region, but don't forget that Daggerfall took place in both Hammerfell and High Rock. The empire is more divided now and the next game may reflect a conflict between two regions. Personally I am not going to jump to any conclusions about where it will be, but keep in mind that Bethesda can decide whatever they like including the game spanning more than one region.
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SSE Suggestion: Better Companion/Follower AI
utopium replied to Zetta269's topic in Skyrim's Mod Ideas
I just uploaded a new mod named Get Over Here Spells which may help out with having to fetch followers that can't keep up. -
Well not exactly what you asked for, but I just uploaded a new mod named Get Over Here Spells which can come in handy for followers that can't keep up with you.
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I just released a variant of my original mod Better Free Camera for Skyrim Special Edition: www.nexusmods.com/skyrimspecialedition/mods/2937/?
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https://www.youtube.com/watch?v=f5uik5fgIaI