Jump to content

CharmicsMods

Premium Member
  • Posts

    43
  • Joined

  • Last visited

Everything posted by CharmicsMods

  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
  15. Maybe name it after a design goal not achieved in previous mod managers. Such as, "Fluid Mod Experience," or FME. Actually I really like the "Experience" part of that, personally. I'm terrible with names as a whole though.
  16. Hello, I avidly mod both Fallout 4 and Skyrim, and I am very pleased with the search tools provided here on the nexus. They are extremely useful and overall well-designed. However, there is one minor frustration which has become increasingly prevalent as we seek narrower search capability: the lack of broad, yet still confined, search capability. For example, the Fallout 4 Categories section currently provides four different type of audio categories: Misc, Music, SFX, and Voice. This is great and all, but it can make finding audio mods significantly more tedious, given that we can only select one of these four at a time, and we very well may be interested in up to three. The argument might be made that we simply have too many audio categories, but I disagree. These categories are perfectly discrete, and this problem also presents itself when one is searching for visual effects mods, retextures and overhauls for the landscape, armors and clothes, and so forth. I appreciate the granularity provided by these categories, but it's not a perfect solution. Fallout 4 and both versions of Skyrim suffer from this. Presumably any game with a lot of modding potential does, but these are the one I'm familiar with. It would be an excellent improvement if we could tick categories and select multiple. I'm already hugely impressed by the search tools we have access to, so perhaps being able to select multiple categories is simply too much to ask from Nexusmods, but if that's not the case, I see no reason not to make this change. TL:DR; Could we make multiple Categories selectable when searching for mods? P.S. If this has already been discussed, and I've somehow missed it, and that discussion is still valid today, please let me know! I haven't seen anything about this yet but I may have missed something.
  17. This - though perhaps Nephenee is exaggerating a little bit. We know they've made certain changes that are drastic enough to make a large portion of mods on the nexus incompatible, and it's likely that the majority of mods in any given load order will not work on SSE. We cannot take Bethesda's word for what will or won't work, and we certainly cannot use screenshots and listed graphical features alone to make the call. The decision has to be made from a perspective built on a technical understanding of modding.
  18. I totally get this sentiment, and it's part of the reason I brought this topic up. The thing it, the DirectX version is changing and the executable is going from 32 to 64 bit. The will mean the current ENB dll and SKSE are garunteed to *not* work on the remastered version. This means that ENB presets will most likely have to be modified, and SKSE along with any mod that uses SKSE will have to be updated. To be fair, Bethesda hasn't gone out and said that this is the case, but they refuse to acknowledge the existence of script extenders. A quick look at my load order reveals that (very) roughly 50% of my mods require SKSE, and on top of that, many mods require those mods that require SKSE (but they themselves do not necessarily require it). This means that most of my mods will not work on the new version, at least not without major updates. Most of my mods also are not longer supported by the authors, so the chances of them being updated are..... slim. Generous estimates are that a third of my load order will work on SSE. Conservative estimates are about 15%. Like I said, I understand your sentiment, but I want to make clear the reason why I think we need a new nexus.
  19. In response to post #43210430. #43215310, #43215490, #43215920, #43216655, #43217565, #43217935, #43218210, #43222660, #43225585, #43227190, #43227900 are all replies on the same post. While I can sympathize with this position, I think anybody who has taken the 5 minutes it takes to install and learn MO will soon understand its profound advantages and near-complete lack of disadvantages, 100% of the time. As someone who very much likes doing things myself, MO is a tool that lets me do things myself better. But, to each their own.
  20. In response to post #43223160. #43223235, #43225810, #43226065, #43226570, #43226580, #43226675, #43226930, #43227145 are all replies on the same post. The VFS of MO is second to none, let's hope the new NMM uses that. I may sound like a bit of a fanboy, but after grappling with a variety of virtual file systems, I just haven't found anything quite as nice as MO's.
  21. In response to post #43222670. #43227380 is also a reply to the same post. LOOT is already implemented very well into MO. Tes5Edit doesn't really belong IMO, though.
  22. I somehow doubt the new NMM will be nearly as capable, lightweight, and fluid as MO. But... here's hoping. The people working on this are the right people for the job, that's certain.
  23. We'll have to see. I think largely it depends on what mods do end up working and which don't. Personally I'm doubting that any more than a third of my load order will be compatible with SRE. On top of that, performance in Remastered had better be nearly as good as in the original - or better - if you ask me. If it runs anything like Fallout 4, then my modded game will not only look better, but run better than SRE. But, that's what I'm expecting. :/ There isn't any real reason for me to switch *unless* performance is drastically better, or hardware is significantly better utilized (allowing for greater modding).
  24. Using the coc qasmoke trick worked reliably. I installed the Continue Game No Crash mod and do not experience crashing anymore! I believe it was a result of my animation mods, as I have lots and lots of idles installed (like over 7k according to FNIS). Either way it's resolved now. I don't like putting a patch on a leaky pipe but Skyrim wasn't designed to handle this much. Thanks!
×
×
  • Create New...