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BellCube

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Everything posted by BellCube

  1. No lighting mods, no. (original post edited to reflect this information)
  2. I'm having some weird striped shadows (though searching that term comes up with two different issues, neither of them mine). Take a look at the screenshots I took to get a general idea of what I'm talking about. I do not have any lighting mods enabled, nor is ENB installed. My INI settings are as follows: Skyrim.ini SkyrimPrefs.ini Anyone have any clue what's going on? (I'll also take suggestions on how I can improve performance if you have any)
  3. That's taken care of in vanilla's ResourceFurnitureScript, which is present in all objects this script is attached to.
  4. Further trying to debug my issue, I moved my existing Skyrim SE install (i.e. added a 1 onto the folder name), installed Skyrim again from Steam, and installed the CK again from the Bethesda.net launcher. I then entered the CK, compiled my script again, then attached it to ref 00083dad, a Wood Chopping Block in Ivarstead (IvarsteadExterior04). Properties list looks as follows. When I load into the game (NOTHING but the Axe01 mod I just pulled together and Skyrim SE), ENTIRELY complete the intro sequence, and interact with the Wood Chopping Block, it does nothing (except give me the error message). Mind you, I'm literally standing on top of an axe. Side note: You know that bear Harvar and Ralof are so afraid of? Yeah, dual-wield Imperial Swords (optionally with Frostbite Venom poisoning) and that bear is as good as dead.
  5. So, in other words, Papyrus and the CK said, "I hate new people." Thanks, Bethesda!
  6. It's been a while, but I haven't come up with anything myself. I tried your fix, but it, for some reason, still doesn't resolve the issues. I can't think of any reason for these bugs to occur. A few things I noticed with your modified event: The modified script completely removes the item from the world, whereas mine disables and enables it, giving the illusion of taking and replacing the axe.The modified script uses preferredItemList in a confusing manner. Basically, if it is present, don't check for requiredItemList. The original script checks for something from preferredItemList and uses requiredItemList as a last retort.I did test with the modified version you gave me. Then, to address these, I've made some changes to the script (see below script). Oddly enough, neither the event you gave me or the modified version I made doesn't seem to work. The range still defaults to (I think) 10 somehow (even though it is set to something crazy like 10,000 in CK) and I wasn't able to properly fix the replace-the-axe functionality (the axe is disabled, but is never enabled) I also noticed some Papyrus practices along the way, like using 1 instead of True I also noticed a bug in the original that would cause followers to remove an item if ThatItem was still somehow set.
  7. I realize where the miscommunication is now. The script is only attached to one Wood Chopping Block (I only want one). However, (in my modded setup; As established, without these mods it has different quirks) this one Chopping Block will choose the same reference every time, no matter where it is.
  8. I'm attaching the script to the Wood Chopping Block, and I'm trying to create as many modules of a suite I'm creating without using SKSE. Also, after doing some more testing in an as-vanilla-as-it-gets environment (SKSE, Engine Fixes, and my mod only), I found some differences. Specifically, the axe system works as-intended now, but for some reason the range is reduces from 500 units (what I entered in CK) to about 5 units. Additionally, the message still fails to show. (I will be editing the original post as well to include this information) As for searching the ground for an axe, I'm using a display rack for the axe. It'd be more complicated for me to target a specific script attached to a specific container and get the MountedItem variable. That was originally what I was going to do until I found Game.FindClosestReferenceOfAnyTypeInListFromRef().
  9. So I'm a new modder working on a script to make the Wood Chopping Block much more convenient by searching around it for a Woodcutter's axe (or other compatible item), programmed in a way that it could be easily adapted for other objects using ResourceFurnitureScript. However, I've run into a few issues: (Only in a vanilla setup) No matter what I set SearchRadius to in the CK, I have to be practically touching the item (axe) for it to work.For some reason, even though I'm calling FailureMessage.Show(), the message still doesn't show.Though I've added a workaround (Activate(Game.GetPlayer(), true)), it would reduce script lag if this could be forcibly run BEFORE ResourceFurnitureScript.(Only in my semi-modded setup) Even though I set a variable multiple times, it always keeps its original value. In other words, I can pick up an axe once, put it in a chest in Markarth (on the other side of Skyrim), and my script will still choose this axe. Can anyone tell me what I'm doing wrong, and possibly how to fix these? Any other advice would be great too. Code:
  10. In response to post #91955663. Someone's a misinformed ranter on this forum. First, find an ISP that doesn't have a ridiculous data cap. 1.2 terabytes a month, my data cap, is plenty for me. Second, renting your game or movie from a service like Netflix, Disney Plus, and Game Pass are really great options for people who only want to watch a movie once or twice. Chances are I'm never going to watch Frozen 2 again. Renting an entire library of games is a great way to go for people who play a game for a short while (think Human Fall Flat) before needing a new one. Game Pass is a great option for games that aren't replayable. Beyond that, streaming quality is getting better and better. If quality is your concern, well, I'm sorry to say that you're not getting a disk of Flora & Ulysses any time soon. There are times when you have to decide: Wallet or impractical peace of mind. Something that I haven't even mentioned today is that Game Pass DOES NOT MAKE PROFIT as of yet. Microsoft is taking a gamble with it and hoping that people stick around long enough. Owning a physical disk because of ISP charges is a very uninformed answer that just screams to me "too stubborn to change." Think about it this way: Owning an Xbox disk is really just a container for a license key and some metadata. You still have to download the game over the internet. Also, if game streaming services like GeForce Now didn't exist, there'd be plenty of games I couldn't play with my potato. Instead of paying upfront for a bunch of expensive hardware, I choose to rent it. My household doesn't incur data cap charges, like, ever. Of course, I don't know why I'm bothering in an attempt to change the mind of someone who argues so naively anyway. I guess this is here for someone else to read and agree with.
  11. In response to post #91964123. That's... a really good idea actually! SKSE is already free to download. Wouldn't it be better for everyone if Silverlock and Bethesda teamed up to release it to our Xbox, PlayStation, and Switch users?
  12. In response to post #91953468. #91955698, #91957093, #91957748, #91962688, #91963348, #91963533, #91965618, #91967383, #91970368, #91971768, #91972538, #91972728, #91974393 are all replies on the same post. Alright. Let's set the record straight here: You do NOT have to pay for Game Pass to play your Bethesda titles. There is a good chance that at least the TES titles will be released on Steam as well, or that MS will reform their store. And even if the games are not released on Steam, there will be an option to outright buy a copy of the game. Microsoft, as far as I'm aware, has never made a "Game Pass Exclusive" before.
  13. In response to post #91967003. #91979463 is also a reply to the same post. Hold on a minute there: As far as we know, most Bethesda titles will be on the MS Store, yes, but we don't even know if they'll be on Steam, like Skyrim. Personally, I'd prefer Bethesda releases their titles on Steam instead of the Bethesda.net Launcher because, honestly, that's too much bloat for my system. Bethesda titles, in my experience, are buggy and unoptimized. I don't need a buggy and unoptimized launcher running in the background, taking nibbles at my potato rig. Steam is very well optimized and well cared for. As for the taskkilling the Steam processes: That is the game's fault. Steam provides a bunch of APIs for a game developer to make use of. If a game crashes and the game process isn't entirely dead, Steam provides an option to force quit a game if it is being stubborn. Personally, I've never had problems with Steam, only the games published on the platform. If the game crashes a lot, that's a very nieve answer to just blame the retailer service. The launcher is almost never the problem with a retailer; The problem is almost always with the game itself. To top it all off, Game Pass is an *optional* thing, and it is $15 a month (for Ultimate), not $50. You can outright buy a copy of the game if you wish, or you can rent it and a bunch of other games for $15 a month. Personally, I would go Game Pass, but buy my Bethesda titles on Steam. If there's one good thing I can see coming out of the MS-Zenimax deal, I do believe that Bethesda games will get better in terms of performance and bugs.
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