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Everything posted by scorrp10
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Managing the esp/esl dilemma...
scorrp10 replied to csbx's topic in Skyrim's Creation Kit and Modders
Ok, here's the thing - once you have produced the mod, and released it, it is generally a rather bad idea to drastically change any forms. You maybe add additional stuff - such as more quests, more dialogue, more items and what-not. But you do not remove or extensively change what is already there. Or at least, you explicitly state that the mod should be updated only when starting a new playthrough. As to working with the mod in CK - from my experience, it is rather random. CK does not really seem to honor that 'next ObjectID' and it does not care if a plugin has an esl flag. Whenever I open an esl-flagged plugin in CK, and try adding more records, more often than not, the new FormIDs are NOT esl-compliant. So yeah, after an edit, I will load it up in SSEEdit, check for errors, and if it shows any, I unflag ESL, compact and re-flag ESL (Compact function is not available on an esl-flagged plugin) -
Holy smokes - all of that just from trying to load a save? What is going on in there? I do see a bunch of errors there, such as: meshes\evgnnsmp\xmls\evgsmpreinforcedbackpack.xml(88,2):Node named evgsmplanternpole doesn't exist, skipped, no bone created Or meshes\DX\StLouis\StLouis.xml(305,3):constraint fs3l br 7 <-> hdtSSEPhysics_AutoRename_Armor_00000000 fs3l bc 7 : bone for bodyA doesn't exist, will try to create it meshes\DX\StLouis\StLouis.xml(305,3):Node named fs3l br 7 doesn't exist, skipped, no bone created Whatever that 'StLouis' stuff is, it is not working well. But frankly, it looks like your SMP is massively overloaded.
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Have you checked Documents\My Games\Skyrim Special Edition\SKSE\hdtSMP64.log? Oh, and specifically which hair is that? From which mod? Is there same issue if you go into Racemenu and try selecting a different SMP hair? Did you try player.showinentory to see what exactly the player has equipped in what slot? Both when wearing armor and when not?
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Ok, so if you start a brand new game, go into racemenu and try to recreate your player look, it crashes when you select a specific eye color? Do you have any idea WHICH eye color it is? As in, its source plugin and name? Do you have a saved preset with it? Or, if you have FSMP installed, Documents\My Games\Skyrim Special Edition\SKSE\hdtSMP64.log might list the name of the head part being rendered. Once you can pinpoint the problem part, check with mesh and what morph (.tri) files it uses, and what textures - then you can check if you got a corrupt texture.
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Managing the esp/esl dilemma...
scorrp10 replied to csbx's topic in Skyrim's Creation Kit and Modders
When you compact via SSEEdit, it only changes formIDs that are not in ESL range. So it will no change aleady compacted ones. -
Creating a script with a global variable
scorrp10 replied to ttiww's topic in Skyrim's Creation Kit and Modders
ERR, dxSigrid is the quest that I altered in my setup to illustrate what happens when a property is not filled... -
Creating a script with a global variable
scorrp10 replied to ttiww's topic in Skyrim's Creation Kit and Modders
At this point, about only recommendation is to have you upload the files (the .esp and the relevant script(s)) for someone to take a look, to see what is wrong. -
Creating a script with a global variable
scorrp10 replied to ttiww's topic in Skyrim's Creation Kit and Modders
If you had a game in progress where that quest was already running, so the script instance was already in memory/save then yes, adding a new property to it would be problematic. -
Creating a script with a global variable
scorrp10 replied to ttiww's topic in Skyrim's Creation Kit and Modders
Ok, something there is extremely off. Are you saying that in the fragment attached to the dialogue, the script is: (GetOwningQuest() as _000_Ar_Main_Script_01).Start_T() Var_A.SetValueInt(5) Debug.notification(Var_A) Or those lines are actually in different order? You are saying that you 'modify it beforehand'? Even supposing that the fragment actually looks like this: Var_A.SetValueInt(5) Debug.notification(Var_A) (GetOwningQuest() as _000_Ar_Main_Script_01).Start_T() So you set the value, you print it out, it shows 5. But then, after you have JUST printed that global, and it showed 5, the first line in your function is to print it again, and it now shows 0? Are you SURE the property (in the quest script) is indeed filled? Do you have Papyrus logging enabled? Cause here, I just did a little experiment - I added a script fragment to a quest stage. Relevant part of the script looks like this: Scriptname QF_dxSigrid_0C05BA6A Extends Quest Hidden GlobalVariable Property VAR_A Auto Function Fragment_0() Debug.Trace("Sigrid quest stage 20") Debug.Trace("VAR_A value is " + VAR_A.GetValueInt()) VAR_A.SetValueInt(5) Debug.Trace("VAR_A new value is " + VAR_A.GetValueInt()) EndFunction And in game, I just use 'setstage dxSigrid 20' to force this stage. Caveat: VAR_A property is not filled in the Script properties: The output I get [06/05/2025 - 01:42:28PM] Sigrid quest stage 20 [06/05/2025 - 01:42:28PM] Error: Cannot call GetValueInt() on a None object, aborting function call stack: [dxSigrid (2D05BA6A)].QF_dxSigrid_0C05BA6A.Fragment_0() - "QF_dxSigrid_0C05BA6A.psc" Line 30 [06/05/2025 - 01:42:28PM] Warning: Assigning None to a non-object variable named "::temp0" stack: [dxSigrid (2D05BA6A)].QF_dxSigrid_0C05BA6A.Fragment_0() - "QF_dxSigrid_0C05BA6A.psc" Line 30 [06/05/2025 - 01:42:28PM] VAR_A value is 0 [06/05/2025 - 01:42:28PM] Error: Cannot call SetValueInt() on a None object, aborting function call stack: [dxSigrid (2D05BA6A)].QF_dxSigrid_0C05BA6A.Fragment_0() - "QF_dxSigrid_0C05BA6A.psc" Line 32 [06/05/2025 - 01:42:28PM] Error: Cannot call GetValueInt() on a None object, aborting function call stack: [dxSigrid (2D05BA6A)].QF_dxSigrid_0C05BA6A.Fragment_0() - "QF_dxSigrid_0C05BA6A.psc" Line 34 [06/05/2025 - 01:42:28PM] Warning: Assigning None to a non-object variable named "::temp0" stack: [dxSigrid (2D05BA6A)].QF_dxSigrid_0C05BA6A.Fragment_0() - "QF_dxSigrid_0C05BA6A.psc" Line 34 [06/05/2025 - 01:42:28PM] VAR_A new value is 0 The important part to notice is that even though 'GetValueInt' on an unfilled property fails, it still returns a 0 for Debug.Trace to print - just like it happens in your case. Then I went back, and actually filled the property. Now, I get: [06/05/2025 - 01:57:56PM] Sigrid quest stage 20 [06/05/2025 - 01:57:56PM] VAR_A value is 0 [06/05/2025 - 01:57:56PM] VAR_A new value is 5 As expected. -
It's like saying "My car doesn't start after I unscrewed a bunch of random parts from the engine".
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Creating a script with a global variable
scorrp10 replied to ttiww's topic in Skyrim's Creation Kit and Modders
If the notification message is displayed, it means the function is being called. However, because of the way Papyrus engine operates, there may be a slight delay between calling SetValueInt and the global's value actually being updated. So when you make the GetValueInt() call, the update has not yet been applied. Try following: After Start_T is called, and you get the notification that global is still 0, open console and use command 'help Var_A' (assuming that is your Global's EditorID) to check if its value is still 0 or has, in fact, been updated by now. Or, try adding Utility.Wait(0.5) between SetValueInt call and printing the value in the function. In general, you should not treat a GlobalVariable property like a local variable. If you immediately want to use the updated value, it is best to do something like this: int var_a_value = Var_A.GetValueInt() var_a_value += 1 Var_A.SetValueInt(var_a_value) if var_a_value > something ; use var_a_value through the rest of function rather than Var_A.GetValueInt() ... About your other question regarding formulas - please clarify. If you simply want to have a line like that in your script in order to calculate Var_A, then sure, you can do that. However if you want to set up a kind of automated formula like in Excel, such that Var_A will get automatically updated if Var_B, Var_C or Var_D is changed, then I am afraid not. -
Practical Female Armors has a FOMOD installer. I very strongly recommend just not checking vampire armor in Dawnguard section when installing it. The two mods literally work in opposite direction. Practical changes the more revealing version of the robe to use the 'covered up' variant, thus reducing variety, where as Variant aims to produce a higher variety of vamp armors.
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Killng game via task manager should not affect anything, I do that quite often. That said, installing more mods after your game froze up and had to be aborted, was a bad idea. And what do you mean by "Vortex will not launch it"? Describe exactly what happens when you try. I suggest: get rid of those new mods. Reboot PC. Verify game file integrity via Steam.
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The only hair mod where I really seen this has been Tullius hair packs, and in general, big head variant is the one to use with vanilla/HPH. Little head has almost all hairstyles clipping. I suspect there might be a smaller head mod around somewhere, or maybe it is for some of those anime races mods.... But yeah, if you decide to get Tullius Hair 3 SMP, you should get the big head variant.
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This really is not rocket science, but you definitely got something real wrong. First, to begin with, the way Vortex works, you need to have it installed in a way so that its staging folder is on the same physical disk as Skyrim. If you Skyrim is on D:, then so has to be Vortex. Next, if using Windows 11, make sure your Documents folder is not being 'hijacked' by OneDrive. Disassociate Documents from OneDrive. I, in general, would try starting from a completely clean slate. Remove Vortex and everything under AppData/Roaming/Vortex/SkyrimSE, everything in Documents/My Games/Skyrim Special Edition, and everything in Skyrim install folder. Do a completely clean reinstall of Skyrim SE. Then launch it to make sure that it runs ok. Now, you install Vortex and set it to manage Skyrim SE. I recall that when updated my PC in 2022 and needed to install everything clean, Vortex itself noted that I do not yet have SKSE64 and referred me to silverlock.org. In the .7z archive that you get from there (make sure you get one for 1.6.1170), you basically need to copy the .dll and the .exe into Skyrim install directory, and stuff under Data gets copied into Data under SE install. In Vortex, SKSE is defined as a tool, its target is skse64_loader.exe in Skyrim SE install directory. It should 'Run detached', and not 'Run in shell' Then you launch SSE from Vortex. Have you looked at the SkyUI install guide that I recommended?
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How to make custom races/forms compatible?
scorrp10 replied to saintgrimm92's topic in Skyrim's Creation Kit and Modders
First of all, you just set the desired color directly in the NPC's head mesh. The 'hair color' parameter will only come into play if this NPC equips a wig. But indeed, if you wan to assign a hair color to an NPC via Creation Kit, you need to jump some hoops. You need to add this color to 'HairColorList' formlist, and then you need to change the Race record by adding that color to list of allowed colors for that race, and only then you can assign that color to an actor. Far better solution: Create a ColorForm. Assign it as Actor's hair color using SSEEdit. One thing to remember is that if you edit this mod in CK again and specifically touch this actor's record, CK will zero out the hair color if it is not one of 'allowed colors' for that race. So you will need to go into SSEEdit again and reassign the color. -
'Anniversary edition' is just an expansion pack for Skyrim SE. So yeah, you are adding mods to Skyrim SE on steam.
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This is from the Racemenu forum, addressing this specific issue:
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If you have Steam version of Skyrim, do not bother with downgraders, get the latest (1.6.1170) See this guide about SkyUI.
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Which version of the game? Where exactly is it installed? If you go to game install directory, locate SkyrimSE.exe, right-click, select 'Properties' and go to Details tab, it should have 'File version' Which version of SKSE64? If your SKSE64 is properly installed, in your game install directory there should be skse64_loader.exe. Check it version same way. After you start the game and load a save, if you go into SYSTEM menu, your game and SKSE version should be in the lower left corner of the menu. Have you installed Address Library? Under SE install directory, Data\SKSE\Plugins, locate skee64.dll and check its properties. What is the File version? Documents\My Games\Skyrim Special Edition\SKSE\skse64.log - what does it say about skee64.dll?
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There are tons of RaceMenu presets you can find here on Nexus. Just search for 'Racemenu preset' - it gives over 2000 results. You CAN install presets as any other regular mods, they will get placed in the proper directory. Personally, I download them manually, unzip, and just copy the files over - otherwise my mod list would be enormous. A typical preset includes a .jslot file that goes into Data\SKSE\Plugins\CharGen\Presets. A lot of custom sculpted presets will also include a head .nif file (typically named the same as the .jslot) that goes into Data\SKSE\Plugins\CharGen. You always need to read the preset instructions carefully, since you WILL need the resource mods used to make those presets. A preset author will usually list the mods used. Although fairly often, they might miss a mod or two or indicate a wrong one. Typical process of loading a preset: In racemenu, choose sex and race. In general, if a preset is a for a human race (imperial, nord, breton, redguard), it will work fine for any other human race. Same goes for elves (high, wood, dark). Orc, khajiit, argonian presets are best used for their own only. If you choose Nord race and then try loading a preset made for a Wood Elf, the result will likely look weird. In preset tab, load the preset. At this point, assuming you loaded all the requisite resource mods, the character should look as expected. If the preset came with a head mesh, you go to Sculpt tab, choose 'Import Head' and select the corresponding head mesh file. Here, watch out for any parts that are in red - it means they are not vertex compatible. Of especial importance is the 'Face' part - if on the left, it shows a vanilla part (i.e. FemaleHeadNord), and on the right it has something like '00KLH_FemaleHeadNord', you need to cancel, go to Sliders, HEAD section, and change the Face Part to the High Poly version (i.e. if you have a Breton female, it will be '00KLH_FemaleHeadBreton) - then go to Sculpt and try importing the head again. If you get some weird purplish coloration on either face or body, you are likely missing a warpaint or makeup texture mod. This is fixed by going into a tab that handles sliders (i.e. body paint), finding which entry is causing an issue and setting it alpha to 0. A great many presets use 'High Poly Head'. The site where that mod was hosted is gone, so only way to get it is from others who have it. I have it on my Google Drive. If a preset says 'COTR', you need Charmers of the Reach, and for race, you select one of 'DZ' races (i.e. Nord DZ). Similar comments for UBE. Just look in the requirements section of a preset. Of course, once you load a preset, you can tweak it further - hair, eyes, brows, colors, makeup, you name it. If you like your result, be sure to save it as a preset of your own.