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CharmicsMods

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  1. Oh, boy. I hope they have a solution to people stealing mods and selling them.
  2. Hi. I just saw this and I actually have been making a mod that also needs to be able to encumber the player. Hopefully you're still interested. First, I found no good way to apply the encumbrance effect without actually encumbering the player. What I did was create a custom item the the creation kit that weighed a lot, then did Weapon property _ModNameBurdenItem auto Actor property PlayerRef Auto in my script, and and filled those in the creation kit. You'll probably want to use https://www.creationkit.com/index.php?title=RegisterForControl_-_Form https://www.creationkit.com/index.php?title=OnControlDown_-_Form but I personally don't have experience with them. You can make the script automatically run by attaching it to a quest and having the quest StartGameEnabled.
  3. Having this exact issue in SSE today. Gonna compare modlists.
  4. O I never found out you had to fill properties in CK. I think that might be it. Give me 3 minutes. --------------------------------------------------------------------------------------------------------------------------------------------- Edit: Yeah that was -.- ppl gloss over these things. Here's how to do it in case someone else has the same issue: After compiling your script, you have to update the .esp so it can communicate with the script about the items whose properties you had set to Auto. Simply select the script in CK and hit "auto-fill all". Make sure the items are correct. Save the esp and go back to coding where it's safe and everything makes sense.
  5. Hello, I'm over 200 lines of code into a script I'm working on, and it's been smooth sailing, but I'm getting an issue that I can't add an item to the player's inventory. Scriptname _CheeBurdenInventoryScript extends ObjectReference Weapon property _ChumBurdenItem auto MiscObject property Gold001 Auto ... function burden() if {stuff} Game.GetPlayer().AddItem(_ChumBurdenItem) Debug.Notification("I am overweight!") endif Game.GetPlayer().additem(Gold001, 1) ;for debugging endfunction ... I want to temporarily burden the player if certain criteria are met. Changing the player's CarryWeight seems like a bad idea, even if through an activeeffect or something like that. So I'm using a weapon I made. It doesn't have to be a weapon but that plays nice with the rest of the script. If there's a better (safe) way of making the player encumbered, I'd be happy to use that. But for the issue at hand... The issue is that while I get the notification, I do not receive the item. I added Gold for testing, and that also doesn't work. Here's my logs: [03/23/2018 - 06:32:59PM] Error: Cannot add None to a container stack: [ (00000014)].Actor.AddItem() - "<native>" Line ? [ (00000014)]._CheeBurdenInventoryScript.burden() - "_CheeBurdenInventoryScript.psc" Line 283 [ (00000014)]._CheeBurdenInventoryScript.OnPlayerLoadGame() - "_CheeBurdenInventoryScript.psc" Line 68 [03/23/2018 - 06:32:59PM] Error: Cannot add None to a container stack: [ (00000014)].Actor.AddItem() - "<native>" Line ? [ (00000014)]._CheeBurdenInventoryScript.burden() - "_CheeBurdenInventoryScript.psc" Line 288 [ (00000014)]._CheeBurdenInventoryScript.OnPlayerLoadGame() - "_CheeBurdenInventoryScript.psc" Line 68 Two errors, the first is from my custom item and the second is from the gold. No idea why it thinks they're "None". However, you can see that it is attempting to add the items to the player correctly at least. Any thoughts what's going on? (Note: _CheeBurdenItem is both the item's ID and Name in CK, double-checked and copy-pasted just to be sure.)
  6. Hello, I'm trying to make a simple script which adds a custom perk to the player. Scriptname aaaChumExhaustionScript extends Quest perk property _ChumExhaustionPerk Auto Event OnInit() Debug.Notification("Loading C.H.U.M. Exhaustion...") Game.GetPlayer().AddPerk(_ChumExhaustionPerk) Debug.Notification("C.H.U.M. Exhaustion is up and running") EndEvent I attached this script to a quest. The script runs - I get the messages, but the player doesn't receive the perk. I followed all the guides I could find online on this and related topics, and I am completely certain the name of the perk is correct. Edit: forgot to mention this applies in both LE and SE. Edit: This also doesn't work: Scriptname aaaChumExhaustionScript extends Quest Actor Property PlayerRef Auto Perk Property _ChumExhaustionPerk Auto Event OnInit() Debug.Notification("Loading C.H.U.M. Exhaustion...") PlayerRef.AddPerk(_ChumExhaustionPerk) Debug.Notification("C.H.U.M. Exhaustion is up and running") EndEvent
  7. Update 1: They look a fair bit like this, but I only notice them on terrain and water. bDrawLandShadows should be enabled, as well? Could be unrelated... https://www.reddit.com/r/skyrimmods/comments/5az0ch/does_anyone_know_whats_causing_these_hor Update 2: It happens without mods as well. I tried disabling volumetric lighting but that didnt affect it. However, I was able to get a very good look at it, and the effect looks distinctly temporal, like sharping or TAA. I'll continue messing with it. Update 3: It's the related to the ingame SAO. bSAOEnable=0 removed it. But I would like to keep the AO. I'm gonna look for any available bias or resolution options. Update 4: Can't find any. ENB has AO, I'll look into that.
  8. I am experiencing horizontal banding or striping on distant vertical objects. In this screenshot it's very noticable. https://imgur.com/a/3MBPW Disabling ENB has no effect, so it's not ENB related. I tried setting my shadowbiasscale in bethini to .25 instead of .15 and that had no apparent effect - I'm not even sure it's shadow related. I'm gonna keep messing with it and I'll post any updates, but I thought I'd ask in case anyone has any ideas.
  9. Thanks! I've begun to work towards using keywords for filtering, and it's working better than expected.
  10. I unpacked and decompiled SkyUI but it all looks like general interface management (shocking, I know), nothing about what symbols to match up with what items, functionality why afaik doesn't exist in vanilla. I also looked at a few other mods and saw no indication of non-manual misc-type sorting. I'm trying to create a solution which is compatible with with modded items. Given people's load orders today, it would be pointless to make a mod that can only process vanilla items, which is why I don't want to edit misc object manually. However, relatively few modded items are miscobjects, and even fewer will be relevant to my mod, so perhaps I should just do it manually. If anyone has tips on sorting misc objects, would be appreciated.
  11. Thanks for the info! For my purposes, modifying the base item is fine. It seems like this list of member functions on the form list is very incomplete. I find more functions for weapons and armor which extend from it here and here. On a side note, I also just found this list of papyrus functions, which seems much closer to comprehensive, but it has been flagged. On it I found this get type function, which looks like it might be useful, but provides no better functionality than I previously had. So I'll be able to separate armor and weapon types, but unfortunately it looks like there's no way to get miscobject type. I'm going to look into SkyUI to see if I can find anything on how they might have done it - though that mod is far more advanced than anything I'm doing. Thanks!
  12. Hello, I'm currently trying to make a papyrus script that will process items based on what type of items they are. I'm extending ObjectReference and I'm using OnItemAdded, so I have akBaseItem and akItemReference both available. I'm modifying akBaseItem. Here's what I have so far: Is there a list of these types of forms somewhere? Is there a way to get a little deeper and find armor weight and miscobject type etc?Sorry for the noob question, I'm a novice at papyrus. Thanks!
  13. I'm looking to create a script that automatically change's items' weight when picked up, based on the class of item. I'm planning to use Event OnItemAdded and a few if statements, but I don't know syntax for how to check if the item is armor / a weapon / food / misc / etc, and I don't know what syntax to change the item's weight. I've looked through what documentation I can find on papyrus and skse, but nothing seems to apply to item properties. I just keep seeing things on doing things manually in the creation kit, which obviously doesn't work for modded items etc. Sorry if this is a dumb question, I'm a total novice to papyrus and skse. :tongue: Thanks!
  14. 2 cents: uh. f*#@ all the haters. peace
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