
DarkPhoenixFF4
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Everything posted by DarkPhoenixFF4
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RESOLVED Can't use the STEP Game Guide
DarkPhoenixFF4 replied to Kamehadouken's question in Wiki Support
As of now, the LogicException error appears to be back. -
Quick question: I just noticed that I can't forge Orcish equipment at the forge. I have the perk; is there something that changes the requirements, like with Dwarven and Ebony, so that the perk alone isn't good enough? Edit: Never mind, a quick glance at the files told me what I needed to know. Guess if you're not an Orc, you have to complete Malacath's quest first.
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The easiest way to use NPC changers that aren't in the guide is to put their folders in Mod Organizer under all of the guide-suggested NPC overhauls, and then tell LOOT to sort them after the OMEGA NPC Retexture Conflict Resolution. I did this with overhauls to Serana, Valenica, Elsif and the Courier. You just have to be careful, as it's easy to either get the blackface bug or have characters with incorrect inventories (though usually the Bash & Smash Patches will catch this). I would leave them active anyway. I'm pretty sure not all of the changes are actually carried forward. If zEdit is touching the same records as the KYE patchers, then yes, the changes get carried forward, but otherwise...
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I figured it's worth mentioning, because I know I ran into this problem with a couple of merges... If the ESP has certain types of dirty records (ones that are supposed to be overwrites, but the record in the original being overwritten isn't there anymore, for example; they show up in xEdit in italics), then the resulting merge patch created by zMerge will contain a reference to the ESP with the dirty records. I had it happen during the Song Of The Green merge. It's possible that the reason the mod won't hide every plugin in the merge is because the merged plugin still has a dependency on those plugins...
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There been any thought on maybe replacing RW2 with The Cathedral Water Overhaul? I actually was trying to do the list with all the Cathedral mods, and the only one that makes it impossible is RW2 (well, and Luminosity, but I'm not even touching the complexity of trying to replace ELE+ELFX+RS with anything). And is there a reason to prefer Ars Metallica over CCOR? Especially since CCOR can eliminate a number of ESP's by itself (both cloak mods and bandoliers are unnecessary with CCOR, as they're all built in).
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Okay, I'm trying to write a zEdit patch that'll automatically apply the True Spear Combat script and keywords to any weapon that comes up as a spear. I have the filtering working 100%, but when it comes time to add the keywords and script, zEdit keeps erroring out on the last line here: patch: function (record, helpers, settings, locals) { let weap = xelib.GetElement(locals.tsc_file, 'Tsc_SteelSpear'); let script = xelib.GetScript(weap, 'WeaponStyleSpearScript'); let scr = xelib.ElementToObject(script); const name = xelib.LongName(record); helpers.logMessage(`Patching weapon ${name}`); if (name.includes('Halberd')) { helpers.logMessage(`Weapon ${name} is a halberd; adding halberd keyword.`); xelib.AddKeyword(record, locals.tsc_keyword_halberd); } else if (name.includes('Shortspear')) { helpers.logMessage(`Weapon ${name} is a short spear; adding spear keyword.`); xelib.AddKeyword(record, locals.tsc_keyword_spear); } else { helpers.logMessage(`Weapon ${name} is a long spear; adding long spear keyword.`); xelib.AddKeyword(record, locals.tsc_keyword_longspear); } xelib.AddScript(record, scr.Script.scriptName, scr.Script.Flags); } Apparently, zEdit "failed to resolve element at path: scriptName", which suggests that it's expecting an xEdit path. But scripts don't have such a path. I tried resolving it by adding the original ESP as a master, but that errored out as well (the documentation says that AddMaster expects a filename, but it errors out saying that it's expecting a file handle if you give a filename and a filename if you give a file handle, WTF?). I'm not sure what the right thing to do here is.
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Actually, no. The reason you're not seeing any Sound Descriptors is because Wrye Bash removed the "Merge Patches" option a few versions ago in favor of using ESPLE patches instead. So that step is being skipped, and that step is likely what causes the overridden Sound Descriptors to show up in the Bashed Patch.
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I figured out what the problem is. Just for anyone who runs into this and wants to fix it, the Auri patch for Interesting NPCs has a dangling reference to the original Auri ESP. zEdit can't handle dangling references, so it'll just copy it into the the merge and add a requirement to the original patch. Removing the dangling reference fixed the problem (I guess one of the quests in 018Auri.esp was redone and never fixed in the Interesting NPCs patch). BTW, any chance we might get a version using the new Cathedral Water mod instead of Realistic Water Two? I wanted to use the former, until I realized that some of the consistency patches require the latter. Yeah, I saw that bug on Immersive Horses too. I'm thinking it's a bug in the mod itself.
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I converted the plugin into a simple patch that adds the necessary entries to the existing records in the original ESM. But it's still not working. Now, the races show up, but the quests that are supposed to start at the beginning don't activate. In fact, I searched for them in the console, and they apparently don't even exist. It looks like Skyrim isn't loading my plugin for some reason. I tried activating Papyrus to be able to check the logs, but I don't see anything.
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Okay, here's an odd one. I took a series of races that already existed (specifically, Bagserk's Berserk races), added the Proxy names and created the quests and the scripts to make them RaceCompatible ... And now none of the races show up when I'm asked to select a race. Only the vanilla races show up. I 7zipped up what I have and uploaded it to my Dropbox: https://www.dropbox....k Races.7z?dl=0 . The "berserkraces_old.esm" is before I made any changes; it's just been saved in the Creation Kit so it's compatible with SSE. Can someone who's more familiar with this side of Skyrim modding let me know what I've done wrong? I'm sure I've done something wrong (well, that's kind of obvious; if I did this right, it would be working, and it's not), but I'm not sure what to do to figure out what it is I'm doing wrong.
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Mods not showing in LOOT or working in game...
DarkPhoenixFF4 replied to ecksdee's question in Mod Organizer Support
If I open Wyre Bash through MO2, I see all the installed mods. SSEEdit, same thing. But open LOOT... and I get the mods installed into the Data folder. Ditto for Mator Smash and Merge Plugins. I checked the logs for MO2, and I can see the filesystem hooks seem to be working correctly, but some of the programs just don't seem to be listening. usvfs-2019-01-21_23-42-18.txt