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Everything posted by fireundubh
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pack Dreadflopps Modular patches
fireundubh replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Which quest? I don't see anything about bandits on the Imperial side. "That fort" isn't terribly specific. -
pack Dreadflopps Modular patches
fireundubh replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Quest? Location? NPC Name? -
If there are any problems actually caused by NCB, the only solutions are to: fix the quest scripts that are causing quest NPCs to follow when they shouldn't, orre-enable combat boundaries in locations that need them.The latter is easier for me, but nobody is giving any specifics. Garfink claims that one CW quest breaks because an NPC decides to follow. Great. Tell me which quest. Tell me which location. Tell me which NPC. Maybe I can search the vanilla scripts to figure out why. But don't just assume there are more quests that will break similarly and then tell everyone that "the mod breaks quests." That helps nobody. edit: Garfink provided more information. Fixed in v1.2. Or, rather, avoided. See sticky in mod thread.
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pack Dreadflopps Modular patches
fireundubh replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
*gasp* A Civil War quest broke? When has that ever happened before!? Here's a real question: why was the chief following you? -
I can't do this because many NPCs don't have face animation data, so trying to set and clear expressions just produces log spam.
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SKYRIMLE Better Favor Jobs - Enhanced Radiant Quests (by fireundubh)
fireundubh replied to fireundubh's topic in Skyrim LE Mods
Requiem starts you out at 5-25 speech. With this mod, you get a flat 15 XP per unit sold, which is the minimum recommended by Complete Crafting Overhaul Remade for training smithing via mining. You need 528,804 XP to level speech from 0 to 100. Vanilla or Requiem. So, you'd need somewhere around 35,253 ore, wood, and/or crops to level speech to 100. Basically, it's impossible without cheating to master speech by doing favor jobs, but they'll give you a nice start at the lowest levels before the leveling curve kicks in. -
Better Favor Jobs v1.3 Most Recent Changes Google Drive shared folder. Overview In the vanilla game, you can mine ore, chop wood, and harvest crops for various foremen throughout Skyrim. But you are always better off with selling ore, wood, and crops through the trade interface than actually performing these "favor jobs." While the trade interface takes your Speech skill into account—and therefore varies the prices you can offer to merchants and allows you to gain Speech experience with each trade—the favor dialogue rewards you with only fixed septim rewards. With respect to ore and wood, the favor dialogue even ignores whether ore and wood have been priced differently by any of the mods you've installed. Better Favor Jobs improves favor jobs in a number of ways: Rewards now scale to your Speech skill.Since v1.1, the reward formula matches the same formula used throughout Skyrim for all trades. As normal, any buffs or debuffs to your Speech skill by way of perks or magic effects will affect the rewards given.In addition, the values of ore and wood are no longer static.If you have a mod installed that changes the values of ore and wood, Better Favor Jobs will take those new values into account. For example, with Requiem Hard Times and Complete Crafting Overhaul Remade installed, ebony ore is worth 180 septims. Better Favor Jobs will use that value, instead of the default 60 septims, when calculating the reward total. Crops were never affected by the same issue, so their current values will continue to be used.Train your Speech skill by performing favor jobs. Since v1.0, you'll gain 15 experience toward your Speech skill for each ore, wood, or crop that you trade. Although the vanilla game scales experience gain to the value of the item, Better Favor Jobs actually makes performing favor jobs more efficient than the trading interface because you can sell ore, wood, and crops in bulk and receive skill experience per unit.Sell all types of ore and ingots to more buyers throughout Skyrim!Since v1.3, you can now sell ore and ingots, including Steel Ingots and Dwemer Metal Ingots, to nearly every blacksmith or smelter boss throughout Skyrim. Optional plugins are included with the main file for Dawnguard, Dragonborn, Requiem, Requiem - Dragonborn, and Requiem - Hard Times. Enjoy your life as a laborer! EDIT: @fireundubh has once again released his mods for the public, but not through Nexus.
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ACCEPTED Enhanced Blood Textures (by dDefinder)
fireundubh replied to frihyland's topic in Skyrim LE Mods
That just means the property is still in the plugin but no longer in the script. Those warnings are easy to clean up with TES5Edit. If the property isn't in the script, the script isn't using that property; otherwise, the script wouldn't have compiled. Therefore, these warnings aren't causing any problems. But every time the game accesses the data, the game tries to initialize every property on a script. When the game can't, you get this warning in the log. Warnings are not errors, however. Errors are much more serious things. -
That's pretty simple to do. The size of a cell is 4096x4096 units. You can use NPC.GetDistance(Player) to get the distance from the NPC to the Player. You can also use NPC.GetHeadingAngle(Player) to get the NPC's direction toward the Player because, generally, you want to limit what the script is doing to only what the Player can see. So, you can limit what a script does like so: If NPC.GetDistance(Player) < 4096.0 If NPC.GetHeadingAngle(Player) >= -90.0 && NPC.GetHeadingAngle <= 90.0 ; script operations here EndIfEndIfSince the height of a humanoid NPC is 128 units, limiting the distance between the NPC and Player to half of the cell length is better, especially since at 4096 units, you can't really see anything. A smart math person could probably figure out how large a humanoid NPC looks at various distances. You can also adjust that distance dynamically depending on whatever factors you think are important (e.g., number of NPCs) to limit resource consumption.
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There's no such thing as a benign error... Again, mods that dynamically attach scripts should only attach scripts when the player needs them and detach them when the player no longer needs them. EBT doesn't need to be active on 40 NPCs in a 40-NPC battle. Nevermind that 20 NPCs in combat simultaneously is the max allowed by the vanilla settings, EBT just needs to do enough to give the player the illusion of what EBT aims to achieve. Do you remember the Thieves Den in Oblivion? When you'd command your thieves to go out and steal stuff, they'd run to the door, vanish, and in time, they'd be back at Dunbarrow Cove with a haul waiting for you. They weren't actually out in the Oblivion worldspace. They'd disappear at the door, giving you the illusion that they left, but in fact, they were disabled. They weren't actually stealing stuff from other NPCs and their homes; that loot was just being added to a chest on a timer. As a modder, if you wanted to make that experience more immersive, you'd place markers around the worldspace where, when the player was nearby, you could spawn one of your crew and make them pretend to be stealing stuff so that your thieves seemed to be out in the world. When the player left, you'd disable that thief. The art of illusion is very important in game development. It's essential in Skyrim. You don't need "sheer numbers" for illusion. You just need smoke and mirrors. Mods that weren't built with that in mind are going to cause problems.
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De-level skyrim recommendation
fireundubh replied to dreadflopp's topic in General Skyrim LE Discussion & Support
I can't imagine playing Skyrim without Requiem and all of Azirok's additions and patches. -
I uninstalled EBT, Footsteps, and Wet & Cold long ago. I miss them so, but the flood of Papyrus errors and significantly increased CTD frequency were too much to endure. By the way, "injecting nearby actors" isn't a problem. The problem is scripts not properly cleaning up after themselves. I don't know how the above mods work, but I designed Master of Disguise to only dynamically attach scripts to valid NPCs when the player is near them (i.e., when the player needs them) and then to dynamically detach those scripts when the player is too far away, when the player is not in the same cell, or when the NPC detaches from the cell (i.e., when the player doesn't need them.) This reduces the amount of stuff that gets added to saves in the name of persistence. This also eliminated 100% of the "none object" errors that I had seen in older versions. But you have to architect your mod and scripts that make dynamically detaching scripts feasible. I remember seeing a ton of "none object" errors produced by the aforementioned mods, so maybe they don't clean up after themselves.
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SKYRIMLE LOOT v0.5.0 Beta 15 & MO
fireundubh replied to Kuldebar's question in Mod Organizer Support
There's a world of difference between tailored finery and ready-made clothing, especially when the storebought styles are frozen in time. Chew on that analogy.- 76 replies
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SKYRIMLE LOOT v0.5.0 Beta 15 & MO
fireundubh replied to Kuldebar's question in Mod Organizer Support
You were trying to load a save with a new load order? edit: Nevermind. The 49 thing threw me. CTDs on launch are almost always caused by missing masters. Plugins check for masters above them in the load order. So, it's possible that you have a special case mod. Here's how I roll a load order: MO: Make sure that mods that overwrite stuff are placed below foundational mods, like the unofficial patches, fixes, and graphics replacers. LOOT: Apply the load order. Wrye Bash: Identify issues relating to missing masters and plugins with out-of-order masters. MO: Remove mods with missing masters. TES5Edit: Correct plugins with out-of-order masters. Save and exit. TES5Edit: Load the entire load order and check for conflicts. TES5Edit: Load conflicting mods and create a patch, if necessary. LOOT: If I created a patch, apply a new load order. Wrye Bash: Generate a bashed patch. MO: Clear the overwrite folder except for the bashed patch and other patches. FNIS: Try very hard to remember to run FNIS again. Start a new game with Papyrus logging turned on. Check BareTail real-time monitor of Papyrus log on second monitor for problems on initialization. No problems? Exit, turn logging off, and play the game. Get annoyed by the lack of some feature, go searching for a mod, create the mod instead, and go back to #1, never progressing any further in the main quest than Riverwood.- 76 replies
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SKYRIMLE LOOT v0.5.0 Beta 15 & MO
fireundubh replied to Kuldebar's question in Mod Organizer Support
Paranoia/fear/uncertainty: [*]"I downloaded and installed and ran LOOT...but the load order it generated was so insanely different than my previous stable BOSS Load Order that I simply can't trust the results. I mean, LOOT had WATER up near the top of the list, had my follower mods spread out in all sort of places. I can't reconcile the fact that its ordering would be so dramatically different than BOSS." [*]"It is indeed drastically different, which is why I'm working with BOSS until I figure the whole LOOT thing out." [*]"it change that entire order and i dont know if that its good or bad" Okay, that's three people, but "change is scary" is a common theme in every discussion of LOOT that I've read through. As for magic black boxes, I don't care how a car works. I just want it to get me from point A to point B and back, quickly and safely. I do realize the irony of me saying that after just explaining how something works. :: LOOT isn't really a black box though. It's just that the language of that black box is the indecipherable gibberish known as C++. Just like medical terminology and your doctor's handwriting! If the surgeon's attempt at explaining the specific surgical techniques that will correct your specific anatomical problems is too technical, there's documentation, too. LOOT recognizes this problem, which is why there's a metadata masterlist. You can also create your own metadata userlists.- 76 replies
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v1.2 vs. Creation Kit: "Unable to locate script" during compile
fireundubh replied to fireundubh's question in Mod Organizer Support
Thanks! I had forgotten about the rest of Wrye Bash since MO (mostly) relegated it to a bashed patch generator. This page is outdated? https://wiki.step-project.com/Guide:Mod_Organizer_Advanced#EasyHook_and_64-bit_support -
SKYRIMLE LOOT v0.5.0 Beta 15 & MO
fireundubh replied to Kuldebar's question in Mod Organizer Support
My brain explodes when I read this kind of paranoia. In the simplest terms, LOOT creates dynamic load orders and BOSS applies static load orders. See, BOSS used curated masterlists, or rather rulesets, that were created by volunteers who, we hope, tested mods thoroughly in various orders to determine a subjectively ideal load order. These masterlists literally told BOSS to "put a mod named A.esp before a mod named B.esp." These rules were fixed. A.esp would always be ordered before B.esp no matter what. And if B.esp happened to be the same mod as A.esp with a different name, BOSS didn't care about that either. For all its sophistication at the time, BOSS' sorting method was rather crude. Now, LOOT has a "masterlist," but its masterlist is metadata. It is not a ruleset. LOOT analyzes your mods, looks inside them, and determines as close to a mathematically perfect load order as possible. Think of LOOT's sorting mechanism as an automated TES5Edit that identifies conflicts and moves mods around until you have the least number of conflicts. Since the sorting algorithm can't do everything though, LOOT also takes metadata into account to adjust for special cases. And unlike BOSS, filenames don't really matter. LOOT uses CRC hashes to identify mods. Every file on your computer has a CRC hash. When you change a file, its CRC hash also changes. Therefore, if LOOT notifies you that a mod needs to be cleaned and you clean that mod, LOOT won't notify you about that issue the next time you run the program. Your load order will, and should, look dramatically different from what BOSS has been giving you. That's a good thing! BOSS was not giving you the best load order. That's what LOOT does. If you add another mod, LOOT will take that mod's characteristics into account and generate a new load order that best fits your new collection of mods. The byproduct of LOOT, however, is that because Bethesda's plugin file format uses fixed orders for masters—which it does so that records can reliably refer to data, internally, in other files—the first few times you use LOOT, you'll see more than a few mods in Wrye Bash that have "out-of-order masters." That's because the masters, and the order of those masters, are embedded in the plugin. They are not automatically reordered. I asked for an automatic reordering feature, by the way, but according to the developer of LOOT, who is the same developer of BOSS, out-of-order masters are actually not a problem. But if it really bothers you that Wrye Bash lights those mods up—and it really bothers me!—open those highlighted plugins in TES5Edit, right-click on each one, and click Sort Masters. Finally, LOOT is the ideal solution for modders. While Skyrim no longer loads plugins by their modified date, the Creation Kit still does! This is why the load order of your mods is always so screwed up in the Creation Kit. It's also why some modders release mods, usually on the Workshop, with universally out-of-order masters. I asked the developer of LOOT to implement a "redate plugins" feature awhile ago and he did. You can use LOOT to sort your mods and then redate your plugins, so that you can load and find them in their correct order in the Creation Kit. If you're desperately clinging onto BOSS—that last vestige of a bygone era—let go and don't look back. Its time is over. Its masterlist is no longer updated. And LOOT is superior to BOSS in every way.- 76 replies
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v1.2 vs. Creation Kit: "Unable to locate script" during compile
fireundubh replied to fireundubh's question in Mod Organizer Support
I don't understand the instructions. Why are we using Wrye Bash? Also: Start Wrye Bash itself (not from Mod Organizer!). Select all archives in the installer, right click on them and select Install. Work on your mod(s); compiling should now work without issues. [by running the CK outside MO? Is my mod folder outside MO? Where is my mod folder anyway?]When done select all archives, right click on them and select Uninstall.In any case, this sounds more complicated than setting up the scripts and properties in the CK running through MO, saving without compiling, closing the CK, compiling the scripts via Notepad++, and making any additional changes with TES5Edit. ETA on 64-bit support? :: -
Apollodown said there should be no compatibility issues with Civil War Overhaul. There's a vampire patch for Alternate Start. Also, when you equip faction armor, you're temporarily removed from opposition vanilla factions. You're also temporarily removed from the Thalmor, Vigil, and Forsworn vanilla factions when you equip the respective disguises. However, that somehow doesn't work with Alternate Start's respective starts, so you still have to manually remove yourself from those factions if you started in them. Honestly, Alternate Start really shouldn't use factions that way it currently uses them. I'll look into it. If you dress like a Thalmor agent, the Thalmor's allies and enemies will be yours. If you equip a Thalmor robe and a Blades helmet, you'll still be disguised as a Thalmor agent because the body armor is the minimum required for most disguises. I could penalize you for wearing the opposition's "colors" so to speak by eliminating the delay before rolling for detection and dynamically changing the suspicious NPC's expression to Disgusted. Actually, that brings to mind another good idea: when the NPC is watching you, I could temporarily change their expression to Puzzled. I'll try to get that implemented for the next update. There shouldn't be any issues, although it could be harder if/when you equip the Thalmor Robes instead of the Elven Armor. There's nothing in the embassy disguise script that would suggest a real problem. The Thalmor might not turn hostile if you're wearing the Thalmor Robes; on the other hand, like I said, you don't have a 100% chance to remain undiscovered like vanilla, so using the Thalmor Robes would probably make that quest more difficult, even if you are Altmer. Having just discovered that I can kill sleeping targets instantly in Requiem, I have no problem with adding an attack bonus when you're in disguise and behind an NPC, but I am wary of making disguises a go-to strategy for everyone who wants to cheese their way through the game. For example, if I had this bonus implemented, you could wear Daedric armor, summon a Dremora with the Atronach Forge, walk up behind him, and assassinate him for free, risk-free loot. Over and over and over. I try to prevent exploits like that.
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I'm not 100% this is related to MO since I don't usually touch quest dialogue scripts. I'm running the Creation Kit through MO v1.2. I'm editing a quest topic. When I try to compile a Papyrus Fragment, I get these compile results: Starting 1 compile threads for 1 files...Compiling "TIF__010012D9"...<unknown>(0,0): unable to locate script TIF__010012D9No output generated for TIF__010012D9, compilation failed.Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on TIF__010012D9When I try to save and compile the script directly, I get a save warning: Compilation failed - are you sure you want to save?The compiler output shows the same results as above. These and other scripts do exist, but they exist in my mod's scripts/source directories and not in the Skyrim scripts/source directories. I also noticed that MO creates a "ScriptsSourcetemp" path in the overwrite folder, but nothing ever gets saved there.
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There is actually a system for discovering the player in place already. The description of that system is way too long to post here. Basically though, I give every nearby humanoid NPC a cone of vision. If you are within that cone of vision, you have a chance to be discovered. I use a dice roll to do this, but it is not completely random. The player rolls a number (an identity score) that is equal to: Detection Cap * (((((Best Skill Cap * Current Best Skill) / 100) * Skill Penalty) + (Racial Bonus or Penalty) + Equipment Bonus)) / 100As you can see, a number of factors is used to improve or reduce the player's chance of remaining undiscovered. Within 512 units from an NPC and within the NPC's -15 to 15 degrees field of view, the player can achieve a 92.5% maximum chance of remaining undercover. That's with 100 skill in Sneak or Illusion, a racial bonus, and a complete disguise. This maximum differs for each faction though. For example, at this range and angle, the player can achieve only a 82.5% maximum chance of remaining undercover when disguised as a Necromancer. There is a slight delay before the dice roll though. The player has 5 seconds to get out of an NPC's cone of vision once the player is notified that "you are being watched." In a future update, I'll remove that delay if the player is behaving suspiciously, like sneaking or running, which should hopefully encourage players to walk when using a disguise.
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I've updated Master of Disguise to v0.4.1. Primarily, I've rebalanced the detection formula, introduced racial penalties, and added the option to disguise yourself as an Alik'r mercenary. Check the changelog to see what else has changed. I've also added the detection formula to the mod description.
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Master of Disguise v0.4.3 Most Recent Changes Google Drive shared folder Master of Disguise transforms all faction armor into real faction armor. Suit up as a Dark Brotherhood assassin, a Madman of the Reach, or even a lowly necromancer and experience Tamriel as though their allies and enemies were yours. Introduction to Master of Disguise by Brodual https://www.youtube.com/watch?v=ATGNFDgNT-A EDIT: @fireundubh has once again released his mods for the public, but not through Nexus.
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ACCEPTED Audio Overhaul for Skyrim (by David Jegutidse)
fireundubh replied to Neovalen's topic in Skyrim LE Mods