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Dahveed

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Everything posted by Dahveed

  1. I really like the idea of afflictions, combat injuries and such. However I find the entire implementation to be a bit tame. The "prognosis" of a given injury seems to improve too quickly even without treatment, for example... Which means that I end up with dozens of treatment items in my inventory that I never actually need to use. In my Starfield difficulty sliders I have everything set to the most difficult option possible, but it still doesn't seem like a very impactful gameplay system overall... It's just flavour. Has anyone modded this before? I tried cracking open the CK and xedit and I have found various magic effects and such, but I am guessing that the system which controls prognosis progress and effect duration is probably either controlled through a quest or a script. But Starfield seems so vast, and I don't really know where to begin. I'd like to be able to mod the length of these effets, giving greater urgency to treatment in the game... But as my title suggests I'm at a loss as to where to start looking. If anyone has delved into this sort of thing already, any hints would be appreciated, thank you.
  2. New to Starfield modding, just recently installed Starfield, Starfield Script Extender, and a few very basic mods: mostly stuff like HUD, textures, a few immersion tweaks. The only "major" impactful ones I have are the follower behavior and NPC behavior one which tweaks their greetings and such. I wanted it to be vanilla-ish with some QoL improvements. So I try a couple very simple mods including a Sarah replacer which nobody else has any trouble with (it's just an .esm with looks very close to vanilla), and now another one which tweaks the length of the "fed" and "hydrated" status effects of consumables. Both of these inexplicably crash my game when I try to load my save. I am baffled, since nobody else on either page has reported any problems and my load order is minuscule. (My Fallout 4 load order is 1.072 mods with literally no crashes ever after about 20 hours played on my save.) But now I try Starfield, and I install one mod which slightly tweaks a characters face and the entire game explodes? I can't plug in a mod which adjusts a few food item values without the entire game failing? What the hell am I doing wrong? How can such simple, tiny mods completely crash my entire game? Here is my load order:
  3. I see some of you out there already releasing .pak mods, and I'd like to be able to participate. My google-fu was somewhat lacking, and there are a LOT of results which often don't work, are outdated, are incompatible with Oblivion Remastered, etc etc etc. I'd like to take a stab at the music and sound files if I can, since this seems to be an underserved section of OR modding so far and I've already gotten requests to bring back some of my old-school Oblivion sound mods. So far it seems the .ba2 archives and sound folders are all ignored by OR, and the game's sound is handled through UE's paks. So if anyone has a (relatively) noob friendly .pak archive tool that allows me to unpack UE's files and make my own .pak files for sound and music mods that would be appreciated.
  4. Are you using ENB or reshade? I sometimes notice this kind of stuff when using things like Ambient Occlusion or other depth shader effects. Try tinkering with AO effects in either reshade, ENB or Skyrim's own .ini settings.
  5. ...and yes, in case you ask, I have indeed confirmed that the lockers placed in this school are based on the Locker01School container, having cross-referenced their console ID's in-game with their "placed object" IDs in xedit. Every one of them has "Locker01School" as a base.
  6. So I came across this weird bug recently... Or at least I assume it must be a bug. I'm making a mod to mess with chems and consumables, and I'm spreading them out to the world through loot lists, vendors etc and everything is peachy. But I'm trying to get my new drugs (and some vanilla ones as well) spawn into the lockers of schools. Indeed there is even a container called Locker01School, which is the base container for all the placed objects in Springvale school (near Vault 101) which I'm trying to put some chems and nuka cola stuff into. Indeed, according to fo3edit (and the GECK too) there are already some random junk items which are supposed to spawn into these lockers in the base game... However when I try to test things out in the game, I enter the school and the lockers (ALL the lockers, every last one of them) is 100% empty at all times. No vanilla stuff, none of my drugs, nothing. Even when I disable literally every single .esp mod and DLC .esm file, I spawn into a fresh brand new game, level 1, using coc Vault101Exterior, tgm, then go to the school and.... literally every single locker is empty! Every time, every single one, 100% empty, no exception. Despite even the Vanilla container record having several leveled loot entries. I'm completely baffled right now. I'm at the cusp of finishing my mod, just trying to find places in game to stash my loot, but I can't even do this simple thing, i.e., cram some of my crap inside a locker. And now it seems even Bethesda's own developers couldn't figure it out either??? Like what the hell? Why aren't any of these items showing up?
  7. TL;DR I hit a "wall" of infinite loading screens whenever I get to 28 days and 8 hours played, no matter what I do. So... I've been playing my character for something like two years and for the most part I haven't had any problems. I have a lot of mods and a lot of settlements. I'm really enjoying this playthrough, I really love the settlements I've built, and I would rather not lose this save. For some reason, whenever I hit around the 28 days and 8 hour mark of my save (give or take an hour or two), I can't load the save on a new session anymore. Often I won't even realize exactly when I pass the threshold, since everything works while I'm playing: i.e., I'll continue from the main menu, play for a few hours, make several saves, pass through something like 30 or 40 loading screens without issue. Everything seems fine. Then I'll come back from work the next day and try to load my save from the main menu again, but I'll get an infinite loading screen. I'll try to load any number of previous saves (I might have made something like a dozen saves in the last playthrough) and the last few of them won't load anymore. Then I'll go back 4 or 5 saves and find one that works and I can play again. But then any saves I make after that point don't work anymore. They lead to infinite loading screens the next time I launch the game. I can try to deactivate different mods (like Sim Settlements, and then clean its scripts with Fallrim Tools), some of the bigger DLC quest mods (i.e. America Rising 2),etc. Then I'll try to go back a couple days worth of playing and start a new "branch" of my previous saves, doing very different things with a reduced load order... but no matter what I decide to do, how I play, where I go... I always end up getting the same infinite loading screen when I try to load my save from the main menu, and it's always around the same time - 28 days, 8 hours. (sometimes an hour more or less.) I've looked around online and this seems to be a unique issue I'm having. I've tried all the tricks imaginable - using things like Baka scrapheap, buffout, long loading screen fixes, turning vsync on and off, and I even upgraded my RAM recently to 64g. Nothing works. It's frustrating because I know it isn't necessarily my setup per se... Everything works wonderfully. My FPS isn't great because I'm playing on a 56" TV and it's a heavily modded Fallout game, so of course my FPS drops to the 20s when I'm in a really big settlement with lots of my followers (i.e., Sanctuary). But despite the occasional long loading screen if I load from inside a big settlement, I've played for several hundred hours with no issues. Until now. It's very frustrating! I'm not terribly hopeful that reddit will help with this, because everyone's load order is so unique and it's difficult for anyone out there to know how I might have borked my save. Here is my (quite large) load order... https://pastebin.com/Npqe8D8j Here is a copy of my save, in case some kind soul knows how to analyse it in Fallrim tools: https://drive.google.com/file/d/1Oeur9QAFqIJhXTSZgm63R1Oqw33I758z/view?usp=drive_link And this is my F4SE co-save: https://drive.google.com/file/d/1m8C46eBsL6XTKtmdB4RoLoYUKB_KnESq/view?usp=drive_link This is kind of a shot in the dark, but if anyone out there has every had a similar issue, or can give me hints or suggestions, I would greatly appreciate any help. I really love this character and this world I've created, and I put a LOT of energy and time into my settlements. I'd love to continue playing this save!
  8. And in case it wasn't clear enough, this is a quest which would previously appear by default in the player journal. The only change I made was to stop it starting on game start, and add a trigger instead.
  9. I've recently been fiddling with a new mod (more like series of mods) which would remove forced quests from the player's journal on a new character, so you could start at lvl 1 using LAL with many mods installed and still have an empty journal and inventory for a "fresh" start. I've done a few and things are going okay, but I'm stuck on Kaidan. That mod gives you a "titled" quest on game start. So I went into the CK and removed the "Start game enabled" toggle, and that's fine, the quest doesn't start. Instead I put a trigger in Kaidan's prison cell which fires a message box mid-screen saying "You notice a man chained to the wall". That also works, so my trigger is functioning. I attach a script to my trigger which fires off the quest using myquest.startquest(0) command. That also works, since when I start my character in-game at level 1, I open the console and I verify the quest (called K01) using the console command, "getstage k01" and it tells me 0. Great! Then I go and run to my trigger, I get my messagebox, but no quest shows up in my journal. I type my getstage command and it says "1" (which is stage 1). But there is nothing in my journal. Is there something else a papyrus quest command has to "tell" the CK? What might I be missing?
  10. I know there is Hel Rising which is a quest/dungeon/follower mod by the same author (on another site), but does anyone have the OG version of that? My computer got borked and I lost everything. I've been able to find most of my old stuff, but this one seems to have been thoroughly scrubbed from the internet. I really liked this follower, and I prefer the more immersive and less "fantastical" version of Hel, as a mercenary necromancer you meet in the wilds. If anyone could share I'd be very appreciative!
  11. I've since discovered it's from Lawbringer, yes. Still have no idea what that means though, I've left a comment on the author's page... but this feels like an outlier case.
  12. Here's a screenshot (below) of what my Papyrus log looks like. I'm having this issue where when I stand beside certain NPCs (always custom ones, for example Livia and Tabia), my FPS drops to the single digits until I move away. I turned on logging, and I'm not exaggerating when I say that I got something like HUNDREDS of pages of this repeating message. Does anyone know what this script is from? https://imgur.com/a/kLMqh0h
  13. Super old mega-necro here but if anyone can help (PM me preferably) I can't get this to complile. It keeps telling me that AddToMap isn't a function (?????) I've had errors before, usually brain farts. But why is it telling me that a function listed officially on the CK tutorial guide isn't even a function? For the love of Talos the CK is so unbelievably retarded sometimes, there seems to be no logic to it sometimes for the most simple things.
  14. I remember there used to be several of these mods on the net, but I can't seem to find them anymore. Does anyone know of a link to a widowmaker follower? Or has a private one they can share, thank you.
  15. Sorry if I sound rude, but like I said I no longer care. I didn't even bother posting anything, complaining on the internet is usually tantamount to farting into the wind. But like I said, after months of this I have lost all patience. EVERY site I EVER visit is greased lightning, like a previous poster pointed out. Except for the Nexus, which is literally ALWAYS slow. Just did another test (clear cache and all), flickr, Imgur, DeviantArt, random blogs with a budget of literally zero run by your Auntie Gertrude, all of them give me my images literally within the blink of my eyes. But then Nexus images just hang for up to a full minute sometimes.
  16. Not sure if I'm in the right place for this kind of post, apologies in advance if I'm lost. I'm usually not much of a complainer, especially on a public chat forum like this where 99% of people don't give two poops about my opinion. But here goes. YOUR SERVERS ARE TERRIBLE. Something is seriously wrong on your end. You guys need to fix it. I don't know what it is, I don't know what the technical reasons for it are, and to be frank I no longer care. For MONTHS now I've had trouble accessing content from the Nexus. Downloads are usually fine but sometimes too slow, but for the most part they work. But something about the image section is especially broken and frankly inexcusable. I used to be able to tolerate the occasional lag (maybe high traffic or something, okay), but lately it doesn't even matter when I'm online now, about half of the things I want to load just don't work. They're not even *just* slow (this also happens), but they just don't load, period. I know this isn't on my end because I pay for premium internet speeds, and every other site on planet Earth I visit gives me instantaneous, lightning-speed access to all their content (I mean, I literally NEVER have to wait more than 0.5 seconds to load even ridiculously huge images.) All except for the Nexus, which just lags like my grandmother driving a Pinto. I'm sorry for the rant, and I'm usually more patient than this, but enough is enough. DO SOMETHING. Good day.
  17. I have this scenario set up (a couple of them actually) in my follower interactions where you can really anger your companion, so much so that she hates your guts and attacks you. I got it to work once, but for some reason it has completely stopped working. Here is what my fragment looks like: DomPissed.RemoveFromAllFactions() DomPissed.AddToFaction(f*#@YouFaction) DomPissed.StartCombat(game.getplayer()) DomPissed is the follower, "f*#@YouFaction" is Da10PlayerEnemyFaction, and StartCombat is the last thing that should happen. I had this working before, but now I tried it again on a separate dialogue event and it doesn't work... So I went back to my previous attempt, which WAS working to copy my work. But now that original code doesn't work anymore either! I don't understand what the hitch could be? This seems to be an incredibly simple function. It just says "Hey you! Attack the player." No? What am I missing here? I am stumped...
  18. Yes and no... I have a new character set up standing right next to my follower before I recruit her. The dialogue for gifts I have set up is at the same level as the "follow me" line, it's not necessary for her to be a follower to select it.
  19. Alright, I give up. I'm just going to make new properties for every fragment. This the the script compiles, but in-game the items won't be moved to the chest. I declared a new property (in the add property button for the fragment) as HBMead, it's a honningbrew mead potion. I then copied your code and put in my quest name so it looks like this: Quest _DOM_DominiqueRecruitQuest = GetOwningQuest() ;get the topic info's quest _DOM_DominiqueController DOM_DC = _DOM_DominiqueRecruitQuest as _DOM_DominiqueController ;cast the quest into the script ObjectReference DGC = DOM_DC.DomGiftChest ;pull the property MiscObject BP = DOM_DC.BrowniePoint DGC.AddItem(BP,1) Game.GetPlayer().removeitem(HBMeadGift,1) DGC.Additem(HBMeadGift,1) So it's supposed to remove a mead from my player, add 1 mead to the chest, and add 1 brownie point to the chest. It compiled, and the final form of the script (when I edit source) looks like this: The BrowniePoint and DomGiftChest properties were defined in the main script (in the scripts tab of my follower quest). the HBMeadGift was declared in the properties of the script fragment. The dialogue works in game, the mead is removed from the player, but nothing is added to the chest. I really appreciate all your help, but the whole point of this workaround was to save time... But it's just costing me more time in the long run :/ I do feel like I am (slowly!) learning some things though, so I appreciate your help nonetheless! Thank you!
  20. However, the script is capitalized and everything in the code is also capitalized properly. Only the errors put it in lower case. Also, the errors it throws me have nothing to do with the references and such, but all with the scripts/quests....
  21. This is my entire _DOM_DominiqueController script (from the "script" tab on the right side of the quest window):
  22. Now I get this: Starting 1 compile threads for 1 files... Compiling "_DOM_TIF__060D5BDD"... F:\Skyrim Special Edition\Data\Source\Scripts\temp\_DOM_TIF__060D5BDD.psc(9,28): cannot convert to unknown type _dom_dominquecontroller F:\Skyrim Special Edition\Data\Source\Scripts\temp\_DOM_TIF__060D5BDD.psc(9,28): cannot cast a quest to a _dom_dominquecontroller, types are incompatible F:\Skyrim Special Edition\Data\Source\Scripts\temp\_DOM_TIF__060D5BDD.psc(9,56): _dom_dominquecontroller is not a known user-defined type No output generated for _DOM_TIF__060D5BDD, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on _DOM_TIF__060D5BDD The script is _DOM_DominiqueController, which is in the "scripts" tab of my follower quest.
  23. oooooooooooooooooooooh ok, I it's called _DOM_DominiqueController Thanks again :)
  24. In the scripts tab of my follower quest: ObjectReference Property DomGiftChest Auto MiscObject Property BrowniePoint Auto In the dialogue fragment section (bottom right): Form BP = (GetOwningQuest() as _DOM_DominqueRecruitQuest).BrowniePoint ObjectReference DGC = (GetOwningQuest() as _DOM_DominiqueRecruitQuest).DomGiftChest DGC.AddItem(BP,5) Then it leads to the errors above.
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