TruePooshmeu Posted October 29, 2019 Share Posted October 29, 2019 (edited) I'm making some changes to "skyrim Unbound (reborn)" mod, I want to make simple changes, but for some reason the problem below is happening. Basically I'll change the script (as shown below) and the new option in the menu that I created (BoundBowForTest) appears as an option, but when I get into the game, I get no BoundBow spell. I'm guessing It's something to do with the properties declaration... Also, I've gone trough all the source files from the mod, one by one, and I looked for some keywords: "stone" "birth" "doom" but nothing showed up. Is there something about property declarations that I'm missing? How do I make the script know which spell "pBoundBow" means, because apparently the script knows which spells "pdoomStoneAbility" means. I'm pretty sure It's something about properties, when I open my new mod in SSEdit, there are properties for every stone (pDoomStonenameAbility), but there are no properties called "pBoundBow". Bonus question: what do the dollar signs before the strings mean? Edited October 29, 2019 by TruePooshmeu Link to comment Share on other sites More sharing options...
cumbrianlad Posted October 30, 2019 Share Posted October 30, 2019 Did you assign the property after compiling and saving the script, by clicking on 'properties'. and editing the 'pBoundBow' property? The spell is simply 'BoundBow', not the magic effects or enchantments. Link to comment Share on other sites More sharing options...
TruePooshmeu Posted October 30, 2019 Author Share Posted October 30, 2019 (edited) Ahh... I knew there was something to do with properties, but the creationkit page about propeties wasn't clear enough.... now... how do I edit these properties? I know how to do that by SSEdit, but SSEdit isn't much reliable for these stuff, I've made stuff on SSEdit that didn't work, but worked when I made the same things in the creationKit... anyways, where do I "click" on properties? I see nothing in the creationkit Creation kit assigned empty conditions for some perks, those perks only worked with those empty conditions. Bonus question: Is it safe if I make a whole buttload of conditions for magic effects and/or perks to be applied? (no scripts, only native creationkit conditions)... I mean a really lot of conditions lol, something like 50. Edited October 30, 2019 by TruePooshmeu Link to comment Share on other sites More sharing options...
cumbrianlad Posted October 30, 2019 Share Posted October 30, 2019 You don't need SSEedit to assign properties to a script. in the scripts tab where you added your script just double click on your compiled script and it opens up the properties dialogue box. Since you've just edited an existing script, in the left hand pane most of the script properties will have the forms that they point at next to them. your new property will read 'default' because nothings been picked. Just click on the name of your property in this box and then click the edit box on the right. you'll get a drop down box that contains a list of all the forms in the game that can be used for a spell property. scroll down it until you find 'Boundbow' and select it. it won't immediately show up next to your property, but after you've done that just click on any other part of the left hand pane and it will pop in then. Okay the properties box. that should be job done but i always quickly open and close it again just to be sure! Bonus question: it shouldn't be too detrimental, except that every time this magic effect is applied, the game will have to run down a long list, cross referencing loads of forms. It could get laggy or may misfire. What are you trying to do with the conditions? Link to comment Share on other sites More sharing options...
TruePooshmeu Posted October 30, 2019 Author Share Posted October 30, 2019 (edited) I managed to edit the properties but I had to open the .esp file in the CK, when editing the .esp file in the CK, had to go to quests, there I'd be able to edit all the properties assigned to the script I compiled.... Weird... what do you mean by scripts tab? when I double click a script here, it opens up the notepad++ editor (inside the creationkit gameplay>papyrus) it shouldn't be too detrimental, except that every time this magic effect is applied, the game will have to run down a long list, cross referencing loads of forms. It could get laggy or may misfireWell... my idea is to make some Always active magic effects. I'm creating a class mod, My idea is that I'll create about 15 classes, classes will be chosen trough skyrim unbound menu, then a spell will add these class magic effects and/or perks... so the effects will be passive... do you think it could get bad with passive effects having so many conditions? BONUS QUESTION: I'm affraid I may stumble into something that will remove magic effects, like a dispel or altar dispel, and this will remove my respective class magic effects... So I'm thinking about applying these mostly as perks, but I don't know how limited perks are compared to magic effects... what do you think about that? I know about "no death dispel" and "dispel with these keyworks" and "recovery flag" but is that reliable? I know my ideas can be done, the problem is that it will need some conditions, 50 was too much, but it may end up with 10 effects, half will have conditions. and 1-3 conditions may open a branch or two of subconditions. But I MAY HAVE A SALVATION... I know that in some languages, if the initial condition is not met, the programm just ignores whatever was inside it and goes to check if the next condtion is met... Do you know anything about this, I assume skyrim is made in C? I think C language has this feature right? If it has this feature(which I imagine it does, otherwise It's very poorly optimized) I can make few "main" conditions, and place other conditions inside it, this would resolve the problem since the game wouldn't need to check unnecessary conditions. Edited October 30, 2019 by TruePooshmeu Link to comment Share on other sites More sharing options...
TruePooshmeu Posted October 30, 2019 Author Share Posted October 30, 2019 (edited) From creationkit page Keep in mind that when attaching conditions to "high-demand" items, like spells and magic effects, using too many conditions can result in a major hit to performance, and should be avoided. Checking whether one AND-pair is true in a set of more than three such pairs (beyond what is shown above) will quickly and exponentially increase the number of conditions that would have to be checked if distributed to account for OR-precedence. Try to find alternative methods if possible--like checking the necessary conditions in a script that can evaluate them more quickly and efficiently.It seems that I will have to avoid using too much "AND" with "OR", and stripping down some features will make it possible. BONUS QUESTION 1: what do the dollar signs before the strings in the pictures mean? BONUS QUESTION 2: My script worked for bound bow in skyrim unbound, but didn't work for my own created spell, because my mod is not a master for skyrim unboud, I can add masters with SSEdit, but how do I add master using the creationkit? I can assign the spell from my mod in the creation kit, but in SSEdit it goes "error could not be resolved", I thought it would automatically assign my mod as a master since I told the .esp to use my spell in the properties. Edited October 30, 2019 by TruePooshmeu Link to comment Share on other sites More sharing options...
TruePooshmeu Posted October 30, 2019 Author Share Posted October 30, 2019 (edited) check this image please: https://www.nexusmods.com/skyrimspecialedition/images/56426 does it work? and since my magic effect is constant, this script will be applied only when the spell is added to my character? Or is it gonna be applied everytime I load my game? (I know it will be better if I run these modav's in the unbound mod script though, making my mod lighter) Sorry for the text wall Edited October 30, 2019 by TruePooshmeu Link to comment Share on other sites More sharing options...
cumbrianlad Posted October 31, 2019 Share Posted October 31, 2019 Sorry to take so long to reply. I hadn't realised you were working with a quest. By the scripts tab I just mean the heading at the top of a form that you open in CK that says 'scripts'. So for a quest form it's at the far right. It's odd that double clicking opens up Notepad++ for you but not me, unless we have different ini settings in creationkit.ini or creationKitPrefs.ini. I have to right click and select 'editsource' to edit the script within CK, or choose 'OpenInExternaleditor' to open a program like Notepad++. Never mind, the main thing is you got there! Does it Work? Changes to the speed multiplier won't take effect until either the player's inventory weight or carry capacity change. You can get around this by increasing their carry capacity by a tiny amount right after applying the speedmult.Other than that it should work as long as something is being done to call the script. From the screenshot I can't tell what form you're editing. Will it be permanent? It depends what you're doing each time. ModAV is classed as a permanent modifier. If you walk into a magic effect that lowers your health the actor value 'health' has been modified, make a save when you're nearly dead and reload it.When the game loads your character is still nearly dead, so that does carry over a save. My guess is that it'll carry over. Try it and see. I don't know how or where the spell is being applied. I do know that some scripted effects used in the game, say when an item is worn contain the events such as OnEquipped and OnUnequippedand use them to add and remove the effects. That says to me that these values would remain when the player removed the item, so you'd only need to equip it once, then you could sell the item and permanently keep the effect. That's why it has to be removed by the script, as well as applied by it. ModAV is classed as a permanent modifier. If you walk into a magic effect that lowers your health the actor value 'health' has been modified. make a save when you're nearly dead and reload it.When the game loads your character is still nearly dead, so that does carry over a save. My guess is that it'll carry over. Try it and see. You also ask whether or not anything can remove them. Again, since I have no clue as to how all this is being done, or exactly what is being done I can't answer, specifically.If you're adding unique effects it's very unlikely anything in the game will be able to remove them. As far as the altars or stones of power removing abilities and perks, they only do that in the script using OnActivate events.If your spell happens to inflict one of the standard diseases, then the altar would remove it. The script you show in the first post is an example of just this. They won't remove your magic effects. Even the DispelAllSpells() script won't remove abilities worn enchantment effects or diseases. It will remove any poisoning, paralysis etc, but it willleave the actor values as they were when DispelAllSpells() was cast on the target. $ signs? No idea, I'm afraid. Link to comment Share on other sites More sharing options...
TruePooshmeu Posted November 3, 2019 Author Share Posted November 3, 2019 https://www.nexusmods.com/skyrimspecialedition/images/56426 It's a script for a perk, so as long as I have the perk and I attach one event to initiate the script it will work? Like OnSell(PlayerRef)PlayerRef.Modav ("health", 50) then whenever I sell something the script will trigger the modav? As long as I have the perk? For spells, I imagine it needs something along the lines of OnSpellCast for normal spells, Or OnHit for a constant spell as an example, am I right? Also, sorry for asking again but, can you confirm skyrim engine ignore whatever is inside an "if" , if it is false, C++ language does that and skyrim creationengine is C++ so I guess yes? and finally, how do I add master inside CreationKit?Does your creation kit automatically assign new master for mods that will make reference for other mods? Link to comment Share on other sites More sharing options...
TruePooshmeu Posted November 3, 2019 Author Share Posted November 3, 2019 The most important question, I see creationkit wiki talking about objects and objects and objects.But I'm not sure what the object is. In this image:https://www.nexusmod...on/images/56426 (that's a perk edit window in creationkit.) the object is the perk being edited? Link to comment Share on other sites More sharing options...
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