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hishutup

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Everything posted by hishutup

  1. There is a potential for a very subtle pop in, but its more that there is a potential of a stutter in the sound as the instance stops and then another is spawned. I can spawn two instances onto of each other, which may work for the quieter sounds If there is a different method, I am all ears. The GetDistance is only the means that trigger the "update" of the sounds, other than that there is no direct relation. Aliases are filled randomly around the player in a loaded area, duplicates are not possible. I usually have an excess of available aliases, I believe I settled on 10 for this test but so far there is no reason to have more than 2. If there are any sounds that would really push the system, let me know. I think I could try rain falling on the roads
  2. So there is something that I have been poking around with for the past... 6 days 7ish onto 8 10/11 now?. Anyhow, I remember Sounds of Skyrim back in the day by the effect it had on a game and the patching hell it was, it was the thing that really got me into xEdit. Cliffworms opened up perms awhile back and I knew there must of been a better way to do things and there kind of is. Crushing you expectations comes first, I cannot produce an effect that is identical that Cliffworms produced, but I will be able to have more interactive sounds(kinda) I'd like people to try and break it the best they can by using vanilla mechanics. The mod currently spawns the log, some state debug code is enabled. This should would in either game but was developed in SSE. Here you go(Dev 3), seriously though, don't use this on a save that you intend to keep using. Consider this a broken mod, if youre going to do that. There are a few tools out there to assist with unbreaking it, if you did though. What I want to achieve: I want to learn how feasible a dynamic SoS would be. I'm not all that concerned with producing a file. I would like a dynamic solution that doesn't spawn mass script instances all over the save because that is gross. Quest aliases seem to work but have their own limitations, plus I consider them slow but I wont really know until I scale up and then throw in other mods. I have a really small sample file which only handles three types of sounds, boiling potions, cooking pots and rain hitting tents. I'll be adding more as I find and troubleshoot problems How it works as of today: I have a script that has a sort of quick irregular heartbeat to spawn sounds later, but current every 11 thumps, the objects are rechecked. There are also a few other conditions like if the player is above a certain distance(4000) or if they switch interior/exterior. Im planning on adding a weather change event. The sound manager has a script attached to it that manages the other workers(I tired to decouple the sequential operations for speed) The sound manager thumps all the workers for anything like fades. The scripts then find available aliases and spawn sounds onto of them After all the states have finished, the script goes to the "Waiting" state. Known problems: The code is still gross, I tried so many different methods. What I need: I need the sounds to make sense. I need to know what sounds I need to spawn and where. There are dozens of sets of sounds and I don't really know where to stick them all, any sort of correlation would be awesome. Figure out what I don't know, this is the fun one as I can't figure out something that I know nothing about. What if this "project" dies: Anything and everything I do is open, have at it kid, original author perms need to be followed though.
  3. Do NOT run it through MO, always run it outside of MO.
  4. I don't typically lurk around STEP all that much lately. I always have discord open though. I lurk in this channel pretty much always
  5. Archive the entire DATA folder, except for the BSA files I haven't really been involved with this game for awhile as I just havent been into it, but the direction I was going to go is MOO and TIE. Rebalancing will probably have to happen, but my knowledge on what the two mods do is very limited. The things that I wont consider are tedious mechanics, unreasonable models(like body mods) and performance draining mods. I feel the game is supposed to be this fun rpg that is just an awesome experience rather than deep immersion.
  6. What version are you using? I recently when from version 30->40 on the nexus. This is a ganda question for sure.
  7. I believe I know what you are talking about(only kinda) and to answer that, there is nothing I can do. This script applies a blanket effect to all psc scripts. Technically the script isn't wrong in the changes it makes, even though it may have an undesirable effect.
  8. Also there is also IMAGINATOR which directly handles the imagespaces which may be the perfect solution.
  9. That may be a depreciated option. I looked through the plugin and I couldnt really make anything out of it. I don't work with GECK scripts all that often.
  10. I don't really know how the map is achieved. I should look into that because I'm now kind of curious. To answer your question, I have no idea. I doubt there would be any hit and I'm curious what your testing method was to come to that conclusion?
  11. That is part of the weathers and imagespaces, but there are definitely a few other contributing records. Try out vivid weathers, it may be a little over saturated, but dont I would try it without any of the optional stuff. There is also ELFX weathers which is pretty interesting. Its tinted more purple and the rain is stupid heavy. Pretty much any weather mod will remove that. I think ENB has a ways to remove the post processing, but that can break imagespaces(post processing stuff) from what I remember. Im not sure if a color balance mod exists for SSE. I know there are some reshades that try to do it.
  12. Ah, I see, I was just wondering because MO is mostly C++ from what I've seen
  13. For issue 18, it seems like its something with how your handling 7z archives. The archives work fine everywhere except MO2 and NMM. Pretty much every other application that I have used, I have not had these problems. I repacked RWT a few times using different settings to no avail. Maybe use the 7z.dll to extract? Just curious, if youre not a C++ dev then what do you specialize in?
  14. Crash fixes is probably sending you down the wrong path. Grab a formid of some object your near, tree works fine. Close the game down completely. Load it back up and directly from the main menu type in the console "player.moveto" and then the formid you grabbed. Now repeat your path. If it does not crash there is something up with your current save and it's not something like a mesh.
  15. The dropped flag is still appropriate since this was in step and now isn't. Although, let's see how long until it gets included again.
  16. I reviewed those stats awhile back and I found them to not be a fair representation for those that play something like skyrim or even SSE. The steam stats include everyone that is able to even run steam, the majority of which probably struggle with anything more demanding than half life 2 STEPs wiki stats are probably significantly more accurate for the games that we discuss here. Speaking of which...
  17. People, I disagree with, it the CK was a perfect program sure, but it isnt and it can unintentionally break things. Mod authors and the more knowledgable group, sure, they know what to look for, but the average user isn't as careful. Yes, if youre porting a mod, its a good habit. Like you said SPGD is broken, also users fail to clean their data folder which results in improper facegen which then leads to black faces. It seems like the only reason to really update is because of WEAP\CRDT data changes, but I havn't really played with that. Everything seems to load fine, since something like WTHR\VOLI loads regardless of the form version.
  18. So there is a little more(less?) to sse than what I originally thought. I've been doing some testing on seeing how SSE handles form version numbers and their respective data. I'm not really done but the system is definitely different than what I originally assumed. I would say more but there are too many conditions to really type it out here.
  19. I've actually been keeping my eye on this page for a couple months now. Development has stopped for w/e reason. The last edit was on Dec. 18. After glancing through it I didnt notice anything that would be an issue as it seems simple enough. I like looking at the base game's hardware recommendations, I don't know if I'll be able to run it.
  20. Wild edits are a chapter, its really difficult to tell what is on purpose and what is truly a wild edit. A majority of the time it really doesnt matter. One example is a flora mod changing the position of a rock that is outside the area the mod should affect. This is a wild edit simply because I know that mod should not have touched that rock due to it being outside the range of where the mod should be touching stuff. Another example is a mod that changes the landscape and you see that the LAND record was altered. Lets say there is only one area that is affected. In this case you would have to get into the authors head and understand why they would even think about making the edit. Typically, in this case I assume the author either made a mistake and/or this was intentional and I deem it outside the scope of the mod. Another example is WICO and my script. I have a few images... Since all the QNAMs differ by less than 2, I assume this is a wild edit The weight differs less than 0.01, I consider this a wild edit. Object bounds are zeros, don't know how that happened but I believe this to be the ck being weird as I don't think he should touch object bounds This one I am a little unsure of, but I don't think WICO should edit attack race. This edit is not correlated to changes in ones race,but the values always seems to be the same when this record exists in WICO, smells like a wild edit to me. Just as I type that out... See, smells like a wild edit. As for the race, I am unsure id facegen is linked to this, if it is not then Im removing WICO's edits. Here is an example of stats.
  21. ITMs are something that you have to really look at. In the majority of cases, the CK creates them necessarily and this is why it's better to run the ITM script. If there is a mod that adds a bunch of flora to a town sometimes the ITMs are correct because it just so happens that the USSEP edit moves the object to be on top of another one. In the case of puddles, that really isnt an ITM and it really doesnt matter what edits you make to the position because that record is disabled("deleted"). In the case of something like ELFX, sometimes its best to not even to look at it as the author does go through and adopt the required changes.
  22. I was looking at that, its possible to take a screenshot or whatever, scale it, then quickly swipe to get the desired result and last split the image up into the correct cells. However small objects like rocks would be very hard to make look correct, adding FX can probably help cover the defects its not perfect. Also tiling is an issue, which can be covered up but not really fixed.
  23. This is a good one to just test and quite frankly I have no idea
  24. Easy. Probably easy, just need to do some finagling. I can extract the vertex's and I can probably figure out how to export a simple obj format. Exporting the other objects are going to be interesting as there isnt a really good tool to easily access the necessary parts of the mesh. I could use the mesh itself but I think that is unnecessary, I rather just extract the simple collision or I can do it by hand. I mean, it would be cool the first 2 or 3 times but that will get old really fast. Now we're screwed. If its a good program that suits my needs, $25 is definitely in my price range. The 3 or 4 thousand dollar tool, yeah, f that. I'd even be inclined on writing something.
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