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Gorgopis

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We'd like to publicly thank @maxarturo for advice making our special bow mod #2.

 

Image: (https://www.nexusmods.com/skyrimspecialedition/mods/74289#) We also appropriately thanked this moderator, and others, in our credits section of the mod.

 

Also, we have a new question.

 

++

 

Apocalypse Magic has our favorite effect of all mods: "scroll of gravisphere."

 

We're studying the scripting and CK work on this, and wondering if it is possible to enchant a bow with the effect.

 

Our plan is to just build it and try it locally in the Apocalypse Mod on just our PC's.

 

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Thanks for the recognition my friend, but I don't provide assistance to get credited or to fish for a thanks.


My motive is simple: Only by educating and sharing knowhow we can create better future modders.


As for your question: I haven't installed that mod for like ages and I can't recall what you are referring to, but the answer is yes. You can do almost anything you want as long as you know how.

Edited by maxarturo
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We're going to thank you anyway!

 

We know you don't do it to "earn" thanks, but since we struggled at first with your advice, and that was on us,

we thought anyone reading over our shoulders here, should know you provided great stepwise advice.

 

Meanwhile, we figured out how to add the Apocalypse Magic's "gravisphere" effect to a bow. We made our bow within Apocalypse's Magic Mod, for our personal use, and we did not copy and rewrite any of the Mod's scripts, but simply used its existing scripts.

 

The "gravisphere" MGEF, by the way, uses a "script" archetype. We know nothing about that archetype.

 

Our bow worked fine in game, on the first arrow-hit, and then, with one NPC floating in mid air, our player character hit a second NPC, and we had two NPC's floating in air, but then our game crashed.

 

(The original effect is set to last a minute, and we might tailor that down to 15 seconds.)

 

We're wondering if, from what you can estimate here in this post, the effect is "engine" heavy, or maybe we should have saved a game before accessing our new bow? We tested our bow only using console coc from the main menu, but the game crashed anyway.

 

All this, but only if you're interested.

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My answer will be based ONLY on sharing knowledge, since I've no idea how your bow + FX are all set up, the only way I can pinpoint the cause of a bug or incompatibility is by having either a detail layout of the set up or to look at it myself.


1) If 'EffectShaders', 'VisualEffect' and 'ShaderParticleGeometry' are applied by script and not by the Magic Effect object/tool, then the FX must be stopped by using the function:

Stop(ObjectReference akObject)

and for SPG

remove()

If the fx is applied by script and is not stopped, every time you play again the fx it will accumulate with and on top of the previous, the more fxs are accumulating the more the lag and eventually CTD, this CTD depends on the PC's power, weaker PCs will CTD faster than stronger ones.


* I'll be just guessing here.

2) I'm guessing that this "NPC floating in mid air" is done by using the Papyrus function:

Function PushActorAway(Actor akActorToPush, float afKnockbackForce) native

Now, if you use 'PushActorAway()' and then immediately or on a short time period an explosion (or vice versa) that has the flag:

Knock Down Living Actors

Always - or - NPC's only - or - By Formula

The game will always CTD!!!.


Skyrim game and engine (SLE, SSE, AE) and Papyrus are full with holes, and there are a lot of this kind of "CTD Situations" that fire under certain conditions, your issue could easily be in this category.

Edited by maxarturo
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Very informative.

 

We did not add an explosion to this latest bow. And for our other mod, we never flagged knocking down actors, as that checkbox looked like trouble. So those arrows in that separate mod work great!

 

We're having trouble getting Notepad ++ 64 working with Papyrus, or otherwise we could copy and paste in the scripts. Right now we can see the scripts, but they are clouded up with all those "null" references.

 

We are still researching Notepad ++ with Papyrus ++. We get an error from Notepad ++ 64 saying the 32-bit engine can't do "X."

 

Moving forward ->>>

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Why are you stuck with Notepad++? Why don't you use SSEScript instead? it's much, Much Better!! and it's created for Papyrus.

Plus you won't encounter issues to make it work, it's very simple to install and run it.


Here is the link dylbill provided:



* I stopped using Notepad++ or any other for that matters for Skyrim codes, from the day I started using this script editor.

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