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Found 15 results

  1. Quest/Package/Script Help requested!! Placed quest items/NPC's falling through floor on load. I am having issues with some items and NPC's that I have only moved that are from the vanilla game that still spawn where they were originally. I have moved these XMarkers and triggers to a new location in the same cell, yet there is a default master package or something forcing them to not spawn @ or fall through the platforms they are placed on now. They do run around and back to their markers, but there are intro sequences that are not working correctly due to them not being in the right spot to begin with. Is there any way to over ride where all of these items are supposed to start? (IE Where I have them placed) Also there is some furniture pieces that trigger one of the intros and I have changed all the refs in the packages over to a new furniture piece to get it to spawn in the correct place, but the intro still only plays when you go down to the spot where the furniture used to be. There is a hidden marker or something please help with this issue.
  2. Hi everyone. I'm trying to update one of my mods (Simple Thrall Management) with a new function to force the summoned or reanimated NPC/creature to hunt for nearby enemies. For that purpose, I created a quest to have an alias with an AI package to force the ordered summon/reanimation to follow its rule and patrol the area. Once the player orders the thrall to "Hunt", the summon/reanimation is assigned to the alias. This has worked perfectly for summons, with them immediately adopting the AI package associated with the quest alias. However, any reanimated NPC or creature simply ignores the AI package from the quest alias. I have identified their AI package (e.g., DefaultMasterPackage) and I have even attempted to add a condition to that AI package to ensure that it stops functioning when the thrall is assigned to the quest alias by checking whether the owner of the AI package has a spell (basically an aura to help the player detect where the summon/reanimation is). I have also tried to raise the quest priority from 100 to 999, but to no avail. I've also tried to identify any quest that could somehow override the AI package from the quest alias, but I was unable to identify one for reanimations. Any suggestion or assistance is welcome, as I believe I have reached a dead end. Thanks. Best regards, esuriddick
  3. Does anyone know the answer to this? Trying to swap to a different damage formula version while in wildshape, but I don't want to give the spell if they don't have the class for it.
  4. Hi everybody, I successfully installed ESFCompanion to my Skyrim SE. When I went ingame, some Companion NPCs (Aela, Farkas, Njada, Torvar & Athis) had a blackface as I was using BIJIN Warmaidens and Male NPC Overhaul, so I decided to try and fix it with SSEEdit (without having enough basic skills, unfortunately). I found out online that it could easily be done by overriding/overwriting esps (yes, I got confused and did sh*t :unsure: ) with the one I wanted to enable on the NPCs. It didn't work so I have decided to give up on ESFCompanion BUT the blackface are still there ingame. I tried reinstalling the mods linked to my overrides/overwrites but it changed nothing. Even with other appearance mods they still have a blackface. The only way for them to not have one is going for the vanilla appearance. They (Aela, Farkas, Njada, Torvar & Athis) are the only NPCs affected, the others accept any mod (as long as there aren't any clashes, of course), so I am sure my actions are the source of the issue. I haven't found a way to fix it online, to revert/undo/reset changes made. I don't want to cause any more harm to the game so I am asking for help. If someone is willing and can, can you help me please please please? Thank you in advance and have a great day! :D
  5. I keep having a strange error while creating custom patches using TES5Edit. When I use the 'copy as override into..' or 'deep copy as override into..' functions and select 'new file' as the plugin to copy into, I while sometimes get an error about mapping a formid. It then simply won't perform the copy but will create the plugin; if I then simply repeat the function except select the newly created plugin rather than 'new file' it will perform the override seemingly without any problems but this nevertheless seems worth asking about. I've attached the bug report: Thanks for any help
  6. Evening all. I've got some questions about overriding an existing mod's map's navmesh in a bugfix ESP. I've been working for a few months on a series of addons/bugfixes to an existing mod. The parent mod has an ESM that contains most of the maps, and an ESP that contains some other maps and most of the non-map mod data. Some of the existing maps from their ESM and ESP need some navmesh work. There's some places where NPCs and creatures follow a navmesh that goes off through wall into an area that no longer is actually there or is now unreachable by the player. They walk through a cliff wall, for example, into a place the player has to TCL to get to, to kill them. And the level won't proceed in some cases without those clipping enemies killed off. I spent some time last night re-navmeshing a mini worldspace from the parent mod's ESP. I saved my work, closed the GECK, re-opened it a bit later, and discovered that my navmesh of the worldspace had been cleared and the parent ESP's replaced. So all the work was undone. I'm guessing this is the same sort of problem I ran into when I tried to delete something from a parent mod map and found it restored when I reloaded the GECK. In that case, I ended up just keeping the thing in the map and making it disabled - that at least worked, but deleting it entirely restored it. ... In this case, what solutions are there? ... Would I have to copy the entire worldspace or interior cell from the parent ESP or ESM into my addon mod via FNVEdit in order to have its modified navmesh not thrown out? Would that even work? Would it possibly work for maps from the ESP but not those from the ESM? Any options I'm not thinking of? I've been releasing my work with the knowledge of the creators, but so far what I've been doing has been simply overrides and additions. If there's no way to do what I explained here with a simple override, I'll try to get the OK to copy the entire worldspace into my addon, but I'd like to avoid that. If that's the only option, I'll ask the modmakers' permission before I do it. Any information is greatly appreciated!
  7. Hi there, I tried to override the Dropship loading screens to make them more interesting. Interestingly though, I managed to override the UIDropShipBriefing_MissionStart class on the first attempt. Then I tried the overriding the class UIDropShipBriefing_MissionEnd but none of the overrides took place. Is that a bug with the override mechanic or am I just not making the right changes? The first override attempt (successfull) // Dummy override class class Banana extends UIDropShipBriefing_MissionStart; var string str; function UpdateBriefingScreen() { str="Banana"; // Just override all strings with "Banana" MC.BeginFunctionOp("updatePreBriefing"); MC.QueueString(str); MC.QueueString(str); MC.QueueString(str); MC.QueueString(str); MC.QueueString(str); MC.QueueString(str); MC.QueueString(str); MC.QueueString(""); MC.QueueString(""); MC.QueueString(""); MC.QueueString(str); MC.QueueString(str); MC.QueueString(str); MC.QueueString(str); MC.EndOp(); } The second override attempt (fail=not showing Apple anywhere in during heading home from any mission) // Dummy override class class Apple extends UIDropShipBriefing_MissionEnd; var string str; // Constructor simulated function InitScreen(XComPlayerController InitController, UIMovie InitMovie, optional name InitName) { str="Apple"; MC.BeginFunctionOp("updatePostBriefing"); MC.QueueString(str); MC.QueueString(str); MC.QueueString(str); MC.QueueString(str); MC.QueueString(str); MC.EndOp(); SetTimer(1.0f, true, nameof(Update)); MC.SetNum("_xscale", 172); MC.SetNum("_yscale", 172); Show(); } Both overrides show up correctly in the XComEngine.ini. Any ideas why this behaviour is as it is? Can anyone reproduce something similar?
  8. So I am using Breezes as my default male model and am running into a problem with a custom outfit. I am trying to create a custom underclothing but am having trouble with the male side of it. I am trying to use the default Bethesda underwear over a breeze body. I understand the skin texture won't match up so I tried first remapping the skin to a the default skin texture in a separate folder in nif scope and it works there. It did not work in Game, so I tried create a new texture with the default skin and it and mapping it over the skin section for the armor in the Geck preview and it works there, but once I put it over the breeze body the skin is still wrong. I thought I had seen different armors work so long as the skin was mapped to a matching skin texture. How can I force the armor to use the overriding skin, and not the one the body has?
  9. So, from what I gather from various google searches, nobody has ever come up with a way to override face texture paths specified within the facegen nif file for a particular NPC. Or am I wrong? In other words, if you want to change the path of the skin texture files used on a particular NPC's face (femalehead.dds, femalehead_msn.dds, etc., I'm not talking about the facetint file), you need to modify the facegen mesh file or regenerate it using CTRL-F4 in CK, this can't be done by overriding NPC records or head parts records in CK/TES5edit using a defined texture set, or by some other similar plugin-specific method. The reason I ask is because it would be helpful if default body/default texture plugins for any particular custom follower mods could be distributed by others if the author is not interested in creating that plugin themselves. You can do this for the body by overriding body part records and referencing the game's default textures in those records. But if you change the body texture to the game's default texture paths, you have to do the same with the head to avoid mismatches and if the only way to do this is by modifying the custom facegen nif, then you can't distribute it. Even with permission, the changes need to be reapplied or updated every time the author distributes a new facegen mesh, it would be cleaner if it could be done with plugin records. Anyway, I'm just hoping I am missing something about the way the game uses head parts records and facegen meshes. Thanks for any suggestions.
  10. The basic mace is my favorite weapon in the entire game so I wanted to make it gold, but I couldn't find the textures for it in the dump, except for it's item icon. Anyone here willing to make the mace golden for me?
  11. I've got a silly question (as usually): Now, that I have created a builder to loader package of my mod files, I don't know, whether it is to use with the DAModder or to put into the override. How can I see that?
  12. Hey all, I'm having an issue with Skyrim after adding some new mods. I added a good 20-30 mods, most all of them being extra content for the game. I also added some things to make the game look a bit better/be more immersive. Anyway, I booted up Skyrim and couldn't leave my house without crashing on the loading screen. This is when I decide to go into TES5Edit and seeing if I can create some overrides to correct this issue (I've done this in the past and it has worked fine for me thus far). Spoilers; it didn't work. So I decide to delete some of the new mods that are less than necessary. The one I decide to get rid of first is Open Cities, however this is one of the mods I made an override for. I deactivate Open Cities in mod manager, try to boot up Skyrim and the game crashes almost immediately with an error box popping up saying that that override I created for the Open Cities mod requires the master file to run. This is where the problem is; I'm trying to remove/undo/get rid of the override I created for Open Cities. I can't find anything online for this problem that works; I've tried clearing everything underneath it, removing the identical masters, cleaning the masters with none of it having any effect (apart from letting the game boot to the main menu before crashing). I even tried flat out removing the override file, but TES5Edit won't let me save after doing that; it says something about their being an error because "at least on of the files has failed to save". I'm kind of stuck here. I can't uninstall the mod and run the game because the game won't let me, but I can't play the game with the mod. This issue is preventing me from progressing further with other troubleshooting for the original crashing as well. I hope someone here can help me. I just wanna play Skyrim again.
  13. As my other post explains, I am trying to create some new animations but I cannot get them to override the vanilla animations. I've put them in the right place (according to the Meshes.bsa) and tried toggling Archive Invalidate on / off. No joy. Any ideas?
  14. I recently released a mod which changes some of the meshes that are referenced by skins.xml such as body_meta_mesh="body_male_a" and body_meta_mesh="body_female_a". The changes I made work, but only if the xml file in native is replaced with the edited one. Now I want to have my edited xml file override the one in native without having to change the contents of the native file itself. I've followed a few guides for editing xml files and now have the edited skins.xml file and a project.mbproj file in my mod's ModuleData folder. The game launches without any issues, but it uses the skins.xml file in native instead of the one in my ModuleData folder. I've tried a several methods, but haven't had any luck. For those who are interested here are some screenshots of what I have right now. I'm new to modding and running out of ideas so any tips would be much appreciated. project.mbproject: <?xml version="1.0" encoding="utf-8"?> <base xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" type="solution"> <outputDirectory>../MBModule/MBModule/</outputDirectory> <XMLDirectory>../WOTS/Modules/ModTest/</XMLDirectory> <ModuleAssemblyDirectory>../WOTS/bin/</ModuleAssemblyDirectory> <file id="soln_skins" name="ModuleData/skins.xml" type="skin" /> </base>SubModule.xml: <Module> <Name value="ModTest"/> <Id value="ModTest"/> <Version value="e1.5.2"/> <DefaultModule value="false"/> <SingleplayerModule value="true"/> <MultiplayerModule value="false"/> <Official value="false"/> <DependedModules> <DependedModule Id="Native"/> <DependedModule Id="SandBoxCore"/> <DependedModule Id="Sandbox"/> <DependedModule Id="CustomBattle"/> <DependedModule Id="StoryMode"/> </DependedModules> <SubModules/> <Xmls> <XmlNode> <XmlName id="soln_skins" path="skins"/> <IncludedGameTypes> <GameType value="Campaign"/> <GameType value="CampaignStoryMode"/> </IncludedGameTypes> </XmlNode> </Xmls> </Module>
  15. Being into engineering and technology like I am, some of my favourite magazines are the Total Hack ones, I've wanted more of them but wasn't sure how that might be implemented. The addition of being able to insert the relevant holotape while you are hacking with the Pip-Boy via Robotics expert would open up so many possibilities, and it would be great if you could hack turrets with Robotics Expert too, as many aren't hooked up to a local terminal network. I have a few ideas of varying degrees of feasibility; -Control Assaultrons (Electrical Hobbyists Club etc) -Control Handy's (Prof. Goodfeels, Nurse Handy, Mr. Frothy, Slocum's Joe, Waiter, Gardener Drone, Gunner) -Control N.I.R.A (Raider Modification, Factory Parameters) -[Edit]Control Protectron (Default Protectron, Medic, Fire Brigadier, Police, Subway Steward, Utility, Nukatron, Galactron, Gunner/Gunner Chef, Sheriff, Takahashi) -Control Synths, Gen 1 & 2 (Default, Food Vendor, Requisitions Officer) -Control Gutsy's (US Army, Gunners, Brotherhood) -Control Prime, Vanilla Total Hack Options, Faction alignment, dismiss to Airport/CIT/Castle/RR Safehouse. -Control Nanny's/Eyebots I can expand if anyone cares, just getting it out there for now. A much-needed feature to be added to every issue would be manual faction affiliation, a list of factions mostly playable, that you can toggle between three states. -Allied, Ignores friendly fire, Helps allies. -Neutral, Ignores unless hit more than once in short succession making it hostile to that individual not the factions they represent. -Hostile, Shoot on sight, Spotlight targets them.
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