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  1. Always wanted my follower follow into a carriage too. Enjoy the hunt!
  2. I'm interested in learning how to make a couple of edits (either in sseedit or CK) to various mods I have installed to add a player level requirement for the courier to show up. I just tried doing this with Moon and Star and realize that what I probably did was do a player level check at startup, and because the player is obviously level 1 at that point, it never has the opportunity to check again; so the quest never starts. I'm probably close, but not close enough. Any tips ?
  3. Surgical masks or bandanas for Skyrim safety. No need for everyone to come down with the collywobbles.
  4. Hi all, I know what akActionRef does and how to use it, but I can't seem to find the official definition on the Papyrus help section of the Creation Kit wiki, or through Google. Is there a good resource for finding official definitions of these things? What's the "ak" stand for?And why is it Action Reference and not Object Reference (generically)? (See below)Is ActionRef only for objects that can be activated?Or does ActionRef refer to the actual activator element itself? For example, does akActionRef point to the specific activator element of the code of the respective ObjectReference, or does akActionRef just generically refer to an activatable object? I know this question is maybe unnecessary, but I'm a veteran coder in many other languages, so I take things like this very seriously. It helps one understand the technical limitations of a parameter like ObjectReference and its corresponding argument on a more fundamental, logical level. It lets you instantly recognized what can and can't be done with an argument. Thanks for your help and expertise, -John
  5. How can I fix this off center placement for a custom "item" that I've created? (see attached screen shot) Also, how can I prevent players from taking this item from the NPC? Thank you for reading!
  6. I ran into this error lately and was completely puzzled of it. I run latest game version and made sure I had newest CK installed yet I had this compiler issue because my windows float delimeter was ',' and not '.'. D:\steam\steamapps\common\Skyrim Special Edition - play\Data\Scripts\Source\sslThreadController.psc(429,1): the parameter defaults of function centeroncoords in state animating on script sslthreadcontroller do not match the parent script sslthreadmodel D:\steam\steamapps\common\Skyrim Special Edition - play\Data\Scripts\Source\SexLabFramework.psc(3319,1): the parameter defaults of function newthread in state disabled on script sexlabframework does not match the empty state This is deep flaw in the papyrus compiler. Does anyone know where this can be bugged because this is truly hilarious.
  7. Solved! I now have a working animated Dwemer lift. These are the Nifskope settings that did the trick for me (all in bhkRigidBody)... Layer and HavokColFilterCopy set to SKYL_ANIMSTATIC Motion System set to MO_SYS_BOX_INERTIA Quality Type set to MO_QUALITY_MOVING Hi. So I saw Darkfox127's tutorial on animating movable statics and thought: "Great! I'll give that a go!" I downloaded his script, picked my item and set it all up. Everything works fine, except for the Nifskope part where the Rigid Body block needs editing to get the collision to move with the object... I really need this because I'm making a lift (a bit pointless if the player stops on the ground while the lift goes up!) This is what DF recommends and I've seen these instructions elsewhere. HavokColFilter: change to ANIMSTATIC HavokColFilterCopy: Change to ANIMSTATIC Motion System: Change to MO_SYS_BOX I have 2 issues. The first is that when I edit any mesh, there is no HavokColFilter, only Layer and HavokColFilterCopy. The second is that there is no option for MO_SYS_BOX for the motion system type. I've tried a few things... Changing both Layer and HavokColFilterCopy to ANIMSTATIC, or just changing HavokColFilterCopy. Changing Motion System to MO_SYS_THIN_BOX Nothing works. The lift goes up... the player stays down! Anyone know how to fix this? My lift definitely has collision and it definitely stays where it is when the lift moves. Everything else works fine, just the collision doesn't move.
  8. Hello, I've started playing the game and I absolutely love playing as a vampire! There is an issue, though, I hate that the game changed my look. It's not that I find Skyrim vampires ugly, but I spent a long time in the character creation screen to get the look I wanted only for the game to change it completely. I was specially in love with my character's eyes - she had one dark, the other one blind and white. So now for both of them to glow yellow it's very off putting. I've tried searching, really I've tried, but all I see is people trying to make vampires prettier without bringing back your old look. I found mods that make the eyes glow less and be more beautiful but for me it's not a matter of beauty, I just want my old eyes back. Is there any chance anyone can make a mod to revert my look while keeping my vampire status, or tell me how to do it, or point me to a mod that already does that? The only other mod I'm using related to vampires is Better Vampires. Thank you! Edit: read comment for update
  9. I am currently, implementing a mod in Skyrim that would be reminiscent of Bloodborne's Rally System. Essentially, when you receive damage, you can get it back if you are able to hit enemies within a certain time frame. As of now, my mod can regenerate health, magicka, and stamina on hit, and I'm quite satisfied with how magicka and stamina are implemented. Health regen though is incomplete. It do percent regen per hit, but I want it to only activate when the player is damaged. I skimmed through the available papyrus functions and found nothing that could help me so far. TLDR: Is there a papyrus event/function that gets Damage Received?
  10. I'm currently in the process of making this guide but I figured I'd go head and post what I've got so far. I'll gladly accept any tips or knowledge on how I could make this better for everyone. This list will be my complete load order when I'm done. With links and instructions on which versions to choose. Downgraded Skyrim Guide And Working Load Order Skyrim Version 1.6.640.0 Starter Guide: Install Skyrim Run Skyrim Download CC Content Close Skyrim Downgrade Skyrim to 1.6.640.0 (Paste steam://open/console into your web browser) Type These into the Console that pops up in Steam, one at a time. Waiting for each to download. download_depot 489830 489831 3660787314279169352 download_depot 489830 489832 2756691988703496654 download_depot 489830 489833 5291801952219815735 Copy the files from \Steam\steamapps\content/(Three Sub Folders) into your Skyrim Folder Mod Organizer and Tools: Install Microsoft Visual C++ Redistributable for Visual Studio 2019 Install MO2 to an SSD Drive. Preferably the same one with your Skyrim Game Download SKSE (Version skse64_2_02_03), Copy Files into Skyrim Directory) Install LOOT into your MO2 Folder Install SSEEdit and Copy Files into your Skyrim Folder Install Wrye Bash Install BethINI into your MO2 Folder Download ENB and drop wrapper version files into Skyrim Directory Run MO2, Press Yes to Handle Nexus Links Add all of these tools including SSEeditAutoClean BUT NOT BethINI to your MO2 Toolbar by clicking the Gear Icon in MO2 followed by the + button. Run Loot, Sort Plugins, Update Masterlist, Close Loot Run Auto Clean, Double Click the Plugins Listed, one at a time, closing and reopening Auto Clean after each. Mods to Clean: Update Dawnguard Hearthfires Dragonborn CC-Fish CC-Zombies CC-RuinsEdge CC-Goldbrand CC-PuzzleDungeon CC-hStead CC-NorJewel CC-Pets CC-HaseDoki CC-ve CC-Crosselv CC-Umbra CC-BowofShadows CC-AdvoBGobs CC-Daedric CC-Dragonplate CC-Dwarven CC-ArmsOfChaos CC-NetchLeather CC-Splkntset CC-DwarvenMail CC-Dragonscale CC-DaedricMail CC-Stalhrim CC-BeaFarmer CC-NecroHouse CC-Redguard CC-Hall CC-Altar Go into your Skyrim/Data Folder, Copy ALL Cleaned ESP’s and Paste them in a Backup Now Install These Mods in Order. After Bug Fixes, the choices are yours. But you will want these SKSE Plugins and Bug Fixes. I will continue the Load Order based on my LO, so you can get an idea of not only good mods, some adult mods, but also where they go. I’m no expert, but this worked for me. I’d love to get feedback in the comments if you have a better way of doing things. 1. SKSE Plugins (Address Library, Papyrus Extender, JContainers, Base Object Swapper) Address Library for SKSE Plugins PapyrusUtil - Scripting Utility Functions (Get Version 4.4) Papyrus Extender Console Util Console Commands Extender More Informative Console Scaleform Translation PP ENB Helper ENB Helper Plus ENB Input Disabler Better Jumping JContainers (Get Version 4.2.3) FileAccess Interface for Skyrim Scripts - FISSES Fuz Ro D'oh (Get Version 2.2) Base Object Swapper Custom Skills Framework Time Format Changer dTry's Key Utils (Get Old Files SE Version) Spell Perk Item Distributor Dynamic Key Action Framework NG *FormList Manipulator (Requires MergeMapper, But I don’t have it [I’m working on it]) Watch THIS video and follow the instructions to install the DLSS/FSR2/XESS Upscaler (These are currently not working for me. I suggest skipping them unless you want to try to figure it out for yourself) Upscaler Base Plugin Skyrim Upscaler 2. Bug Fixes and Tweaks (Engine Fixes, MFG Fix, USSEP) SSE Engine Fixes Bug Fixes SSE Fixes (DO NOT download DLL Plugin Loader. SSE Engine Fixes has it’s own loader) SSE Display Tweaks (Also grab the High Performance Config if you can handle it) Mfg Fix (Download Main File, then the optional MCM) Dead Body Cleanup Script Crash Fix Chillwind Depths CTD Fix Dragon Mounds CTD Fix Scrambled Bugs Survival Mode Prompt Removed Recursion Fix (Choose the Bottom-Most Recursion FPS Fix) Powerofthree's Tweaks Papyrus Tweaks NG Disable Auto Vanity Mode NPC Stuck in Bleedout fix Stuck on Screen Load Door Prompt Fix Southfringe Sanctum Crash Fix Unofficial Skyrim Special Edition Patch Unofficial Skyrim Creation Club Content Patch 3. Alternate Start Skyrim Unbound Reborn (You will need to reinstall this after/if you install Guard Dialogue Overhaul, Relationship Dialogue Overhaul, Cutting Room Floor, Book Covers, Audio Overhaul, Sofia, Timing is Everything, Trade and Barter, WACCF as they need patches from the installer) At this point, delete the SKSE Folder in your Overwrite. It crashes the game for some reason. Now right click your Overwrite tab and Create New Mod for the SSEedit Folder. 4. HUD and UI (SkyUI, QuickLoot, iEquip, TrueHud) Sky UI MCM Helper (Choose MCM Helper SE (1.6.659) SkyHUD UI Extensions Infinity UI Add Item Menu MORE COMING SOON. I'm literally typing it up on another tab.
  11. What are the limitations of converting ESP Files to ESL? Mod Size? Mod Type?
  12. Just as the title says, I'm looking for help with enabling an Xmarker (and attached NPCs) at a certain quest stage but don't know how to go about it. Thanks in advance!
  13. I'm trying to get my head around these, in this page: https://ck.uesp.net/wiki/ModEvent_Script things seem quite clear, a function ModEvent.Create creates an event and other functions decide what parameters it will have and then the script sends the event (I presume the ModEvent.Send(handle) could be also sent from outside the function that creates the event?) Those functions on that page are apparently 'Global', does this mean the created event can be received by anything? Or the event created by anything? However, this page: https://ck.uesp.net/wiki/SendModEvent is confusing. Does it send events created by the ModEvent script functions? If so is the SendModEvent adding/able to add more parameters to the event - SendModEvent(string eventName, string strArg = "", float numArg = 0.0) This page: https://ck.uesp.net/wiki/RegisterForModEvent_-_Form RegisterForModEvent(string eventName, string callbackName) explains: eventName: The name of the event sent by SendModEvent. callbackName: The name by which you can catch the event. but why does there need to be two 'names' for the event, it is custom so surely all it needs is a unique name? diziet
  14. A lot of searching has not produced results so I thought I'd ask here someone must know :) I'd like to trigger the start of my quest after an stage within another quest has been set, I know I must use the story manager to accomplish this. Let's say after the Glenmoril Coven from Blood's Honor or KIlling Astrid in the Dark Brotherhood. Any idea's gratefully recieved.
  15. Not too long ago I added the ESO-UI high end collection to my vortex mod manager. My pc is pretty good however I ended up getting rid of the ESO-UI high end collection because I prefer the performance to be a bit better. Within this list of mods there was a couple I have been looking for that I added while I had the collection. One mod added sparks to weapons colliding with something that made sparks, the next mod added a feeling of more precision in combat and finally my favorite one was a mod that added some type of response to enemies being hit in the face or body. I remember having a two handed mace and wacking a bandit in the face and I noticed his jaw and head did a 180 and I thought that was the most amazing mod I have ever seen. Anywho if anyone knows the names of these mods and their dependencies I'd appreciate it.
  16. Hello there, there are a plethora of armor mods out there for the Dunmer, but I am looking for two to complete the set. Something themed around Azura to go with the Mephala and Boethia themed armors that are already present [Morag tong and Mephala Prelate. Boethia ritual and ebony mail]. The other is the Buoyant Armiger armors, anything along those lines is just a mash up or just a recolor of other existing armors. ESO has their version based off of the Glass armor from Morrowind, but do not need to go in that direction. I know skywind already has their glass armor, but that is not publicly available [would also like to get my hands on their rederon ebony armor but that is wishful thinking]
  17. KS hairdo's hdt has 100 physics enabled hairstyles, which is a lot. But not enough to be unique among hundreds of modded npcs. Only 1/8th of ks hairdos has been converted, and nothing from apachii hairstyles. The only other options 6-8 from valkyrie and a bunch of random asian rpg hairstyles scatted across the internet. After 7 years i believe there should be more. I tried myself, multiple times and failed misserably at it.
  18. Hey, I'm trying to add a custom sound effects to an outfit mod. This outfit mod already has an object effect that's set to apply constantly, so to add my sounds I made the magic effect for them constant and added it to the existing object effect. This allows the sounds to play, but only on the initial equipping of the outfit. I want the sounds to continuously play until the outfit piece is removed but I don't want to set the sound descriptor to loop as it will only play one sound repeatedly, while I have multiple I would like it to use. How can I go about dispelling and recasting the constant magic effect to play these sound effects?
  19. As per title, I have been renovating a player home but I am seeing alot of diamonds with exclamation points. For example the beds appear that may while vanilla beds actually show a model in the render screen. The mod's beds show up fine in game. What am I missing here? Definately makes adjusting things more difficult not seeing the models. Thanks in advance for any input.
  20. I've been trying for days to make Warglaive of Azzinoth -The Twin Blades of Azzinoth- blue. The main texture was easy, and I recolored all the fx textures too, but I can't figure out what actually makes the glow and particle effects green. No matter what I do, when I preview one of the edited NIFs in CK, the weapon itself has my changes but the effects are still fully green like I did nothing at all. I've loaded all three of the NIFs for the mainhand item into NifSkope and changed every Emissive, Specular, BSEffectShaderProperty, and BSPSysSimpleColorModifier. (The vertex colors are all white to begin with, so I didn't change them.) The files I'm loading in CK are the same files I've edited and saved: I triple-checked that, so it's not that I forgot to copy the edited meshes into Data. I found some RGB values under EnchFireFXShaderGOA and FireFXShaderGOA, changed those, and saved over the ESP. It's maybe the second time I've ever used NifSkope and the second time I've ever used the Skyrim CK. Honestly, I don't want to resort to learning everything about Skyrim modding from the ground up, I'm already busy learning other things. Surely there's something simple I'm missing here?
  21. Just out of curiosity: why is it that you cannot modify a child's head in CK? Is it locked somehow, prevented with some script, or is the model missing something that you might need in order to change it? How is it different from the adult heads?
  22. I am making a follower just to learn how to do things in CK but I am stumped at how to change the hkx file when I can't even find them in the game directory. Instead of walking on the ground I want them to hover and fly around. I go to edit the behaviour in custom race using SSEdit but I can't change the file if I don't even know where to look for the hkx files so I can put the correct name in for the behavior. So where are they located? Or are they hidden? Thanks.
  23. I have searched all over the web using keywords such as "FaceGen", "Fix" and whatnot. My problem: I've edited the appearance(s) of multiple NPCs. That's merely the only thing I am trying to do. Thing is, no matter what i do, the infamous grey face bug keeps occurring, hence the title. I've been told time and again by users via Reddit and Nexus that "I need to export facegen files and at least include their face tints.". I have tried several times already doing so. One Nexus user stated to me that "I didn't include the facegen files in the mod files. It's just a plugin. I will need to bundle them in with the mod, in the same filepath as the original files." After doing that, it will show up correctly. Here comes another problem, though. Some of what he/she said was and still is what I have gripes with. (Person), I don't have any idea how to do what you're telling me that which will fix this. I don't know how to "include the facegen files in the mod files." nor "bundle them in with the mod, in the same filepath as the original files." Guys/girls of Nexus, if you know what I'm talking about, and understand the problem, can you help, please? I ask for a simplified guide or handout that can help without putting too much pressure or detail on me. Please, help. Thanks. (Also, last minute FYI, I'm also trying to make this work the way it should on Xbox. It doesn't work there either.) (I also lost the file because it became corrupt. My bad.)
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