LadyCrystyna Posted October 31, 2016 Share Posted October 31, 2016 I keep getting script is missing, when I've packed them up perfectly. Have not been using CK to package either. I've tried BSAopt, and Archive.exe still no dice. Link to comment Share on other sites More sharing options...
Aragorn58 Posted November 1, 2016 Share Posted November 1, 2016 I keep getting script is missing, when I've packed them up perfectly. Have not been using CK to package either. I've tried BSAopt, and Archive.exe still no dice.Have you tried this? Create a new folder on your desktop, and name it data. Place copies of all your mods files in that folder, making sure you have named them all correctly. Open Archive.exe and change the root directory to the new folder you just created. After all your boxes are checked, just drag the folder from the desktop into the Archive.exe window, (make sure Recurse Direc and all should populate correctly. Save it as your mod name. Open the archive with whatever you use to open BSA files, I use FallOutModManager but you can use BSAOpt and check for all your files. I have done this several times without issue. Link to comment Share on other sites More sharing options...
lofgren Posted November 1, 2016 Share Posted November 1, 2016 Also are you sure the filename is correct? Link to comment Share on other sites More sharing options...
LadyCrystyna Posted November 1, 2016 Share Posted November 1, 2016 Also are you sure the filename is correct?Yes the file name is correct. Link to comment Share on other sites More sharing options...
LadyCrystyna Posted November 3, 2016 Share Posted November 3, 2016 (edited) I'm making a DLC MCM version of my mod however I would like to make it available to use with Vanilla Skryim without glitching the recipes I added. Is there a way to do that?If your recipes are using DLC items, traditionally the answer would be no the DLC is a hard requirement because of that. However, SKSE has added numerous functions to the ConstructibleObject script. With them you could have your recipes use stock/vanilla items and swap them out for the DLC items if the DLC is present. You can also include a condition that a global variable be at a certain value in order for the recipes to display. If the DLC is present, set the global. Otherwise leave the global at a non-matching value and those without the DLC won't even see the recipes. I'm taking a look in more depth into using something like this, I've started the script but I get a ton of errors when trying to compile. Is it possible to get an example of what item swap would look like to give me a base reference please? Edited November 3, 2016 by LadyCrystyna Link to comment Share on other sites More sharing options...
IsharaMeradin Posted November 3, 2016 Share Posted November 3, 2016 I'm making a DLC MCM version of my mod however I would like to make it available to use with Vanilla Skryim without glitching the recipes I added. Is there a way to do that?If your recipes are using DLC items, traditionally the answer would be no the DLC is a hard requirement because of that. However, SKSE has added numerous functions to the ConstructibleObject script. With them you could have your recipes use stock/vanilla items and swap them out for the DLC items if the DLC is present. You can also include a condition that a global variable be at a certain value in order for the recipes to display. If the DLC is present, set the global. Otherwise leave the global at a non-matching value and those without the DLC won't even see the recipes. I'm taking a look in more depth into using something like this, I've started the script but I get a ton of errors when trying to compile. Is it possible to get an example of what item swap would look like to give me a base reference please? This is my best guess as I haven't actually swapped items before on recipes via script. ConstructibleObject Property MyRecipe Auto MiscObject Property MyPlaceHolderIngredient Auto Form MyDLCIngredient ;some event If GetModByName("SomeDLC.esm") != 255 MyDLCIngredient = Game.GetFormFromFile(0x00123456,"SomeDLC.esm") EndIf Int NumIng = MyRecipe.GetNumIngredients() While NumIng >= 0 If MyRecipe.GetNthIngredient(NumIng) == MyPlaceHolderIngredient MyRecipe.SetNthIngredient(MyDLCIngredient,NumIng) EndIf NumIng -= 1 EndWhile ;end some event Link to comment Share on other sites More sharing options...
modcap Posted November 4, 2016 Share Posted November 4, 2016 (edited) Doing my first substantial terrain edit to the Tamriel Worldspace and when sculpting a bit into the side of a mountain I ran into this "layer" of landscape that the push/pull tool doesn't effect. Can anyone tell me what this is and how to negotiate the editing of it? Edit: I should specify that I'm pretty darn sure it's not a mountain face. It doesn't appear to be selectable from any angle, even when I move all of my added elements away from it. http://i.imgur.com/IPDO2wL.jpg Pic shows it in CK and in-game. New CK for SSE. All vanilla assets so far. Edit2: Even just telling me what it is called would help me google it further. Thanks. Edited November 4, 2016 by modcap Link to comment Share on other sites More sharing options...
LadyCrystyna Posted November 4, 2016 Share Posted November 4, 2016 (edited) I'm making a DLC MCM version of my mod however I would like to make it available to use with Vanilla Skryim without glitching the recipes I added. Is there a way to do that?If your recipes are using DLC items, traditionally the answer would be no the DLC is a hard requirement because of that. However, SKSE has added numerous functions to the ConstructibleObject script. With them you could have your recipes use stock/vanilla items and swap them out for the DLC items if the DLC is present. You can also include a condition that a global variable be at a certain value in order for the recipes to display. If the DLC is present, set the global. Otherwise leave the global at a non-matching value and those without the DLC won't even see the recipes. I'm taking a look in more depth into using something like this, I've started the script but I get a ton of errors when trying to compile. Is it possible to get an example of what item swap would look like to give me a base reference please? This is my best guess as I haven't actually swapped items before on recipes via script. ConstructibleObject Property MyRecipe Auto MiscObject Property MyPlaceHolderIngredient Auto Form MyDLCIngredient ;some event If GetModByName("SomeDLC.esm") != 255 MyDLCIngredient = Game.GetFormFromFile(0x00123456,"SomeDLC.esm") EndIf Int NumIng = MyRecipe.GetNumIngredients() While NumIng >= 0 If MyRecipe.GetNthIngredient(NumIng) == MyPlaceHolderIngredient MyRecipe.SetNthIngredient(MyDLCIngredient,NumIng) EndIf NumIng -= 1 EndWhile ;end some event Would this be the same if the DLC ingredient is the constructible object and not the required to make the item? For Instance, the constructed object would be 1 Ancestor Moth Wing but would require gold to craft it. Script I came up with but I still get an error pertaining to this line. Function DawnguardCompatibility()If LCCADLCDawnguard.getValue() == 0ConstructibleObject CurrentRecipe = LCCA_DGIngredientRecipesFlist.GetSize()CurrentRecipe.SetResult("DragonflyBlue")ElseIf LCCADLCDawnguard.getValue() == 1LCCA_DGIngredientsFList.AddForm(Game.GetFormFromFile(0x020059BA, "Dawnguard.esm")) ;Ancestor Moth WingDG_RecipeIngredientAncestorMothWing.SetResult("DLC01MothWingAncestor")EndIfEndFunction Edited November 4, 2016 by LadyCrystyna Link to comment Share on other sites More sharing options...
Hearton Posted November 5, 2016 Share Posted November 5, 2016 Quick question. Looking to make a condition for a conjuration spell. Only want it to be usable outdoors. Not just "Tamriel" open world. Outdoors everywhere. In towns, etc. Best way to set conditions? Link to comment Share on other sites More sharing options...
lofgren Posted November 5, 2016 Share Posted November 5, 2016 IsInInterior == 0 http://www.creationkit.com/index.php?title=IsInInterior Link to comment Share on other sites More sharing options...
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