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garthand

Unofficial Patch Project
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Everything posted by garthand

  1. Picked this up at launch, it's got some really good stuff going for it but right now I'd put it in the same bucket as No Man's Sky; it will probably become a very good game, but you might need to wait a year for all the major bugs to get sorted out. The biggest one I've had (that has ruined three playthroughs until I decided to stop playing) is save bleeding Morrowind-style, where getting some kind of a temporary stat debuf and then dying, reloading, etc, can permanently apply that debuff to all of your save files. Ick!
  2. There will probably be a variety of opinions on the topic, but I think it may be within scope. I'll wait to see if anyone else chimes in, I feel like this may be something that was looked at previously.
  3. I've never gotten that error, but I did have issues loading Dragonborn.esm in the original CK last week. Is the CK showing the EMSs out of order? It should be showing Skyrim.esm, Update.esm, Dawnguard.esm, Hearthfires.esm and then Dragonborn.esm. Sometimes Dragonborn.esm will load above the other files, and that means you need to redate the plugins using Wrye Bash, (assigning the most recent times to the bottom plugins), in order to get it to load correctly.)
  4. It's smart of them to start fresh, at the least. I've often heard builders tell me it's easier and less expensive to demolish and start new than renovate an old building. I think the same is probably true of code. I don't want NMM to end up where WB is, where only a few people have the expertise to understand the code, and it struggles to maintain any kind of support going forward. I'm also optimistic about seeing our mod managers consolidate a bit. Having one actively maintained mod manager is much better than watching NMM and MO go nowhere fast.
  5. I'd be interested if you found a better way, but the janky way I ended up doing this in my wizard was to create multiple SelectMany lists and bracketing the entire thing by a if getespmstatus or if var resulting from a previous getespmstatus check.
  6. Good catch Arth, that's a wild edit that snuck in. I probably accidentally duplicated that fog at one point instead of a railing I attempted to grab.
  7. I've put a file with the railing fixes I mentioned (and a few minor pieces of debris I found) here. I couldn't figure out the cause of the Molag Bal fountain not having sound like the one in the cathedral since it doesn't seem to have a dedicated sound marker, but that's pretty minor.
  8. Quick update. The issue seems to be something inherent in the forcegreet package. Moving the script to the end of the fragment keeps the spouse in place as hoped (yay!), but forcegreet won't trigger unless you're at least a few feet away from your spouse. Has anyone ever run into a way to make forcegreet work when the distance between the player and the speaker is near zero? Also the forcegreet package mysteriously kicks in no matter what you do to it, but that's not a huge issue, more of a curiosity.
  9. While working on a mod, I decided to see if I could make a few tweaks to the marriage quest, (which spans across RelationshipMarriage, RelationshipMarriageWedding, and RelationshipMarriageFIN). With the current setup, (with USLEEP), after the player character says their vows, the love interest attempts to leave the altar and usually stops within a second or two, and then looks back toward the altar. After Maramal is done talking, they try to deliver their forcegreet package, but end up just saying it out loud without forcegreeting, forcing you to go talk to them to hear it again. I wanted to see if I could change this behavior. The first part, (the spouse trying to leave the altar), was a fairly easy fix. By moving the code (GetOwningQuest().SetStage(100)) from the beginning to the end of the papyrus fragment TIF__00075CA2, attached to Maramal's final monologue on the RelationshipMarriageWedding quest, your spouse wouldn't attempt to move until after Maramal was done speaking. As an added bonus, they would even forcegreet the player character as expected and deliver their line. However, this leaves a few issues and introduces some others I was hoping to get some guidance on. None of this is really game breaking stuff, but I'm hoping to use this as a learning opportunity and hopefully someone here knows more about this than I do, (actually, I'm sure of that, I'm just hoping someone will share that knowledge ) After moving that script to the end of the fragment, as soon as Maramal is done speaking and you can control your character again, some odd stuff happens. Your spouse won't deliver the forcegreet dialogue until you walk a few steps away from them, and then they'll walk towards you and forcegreet. Sometimes they deliver the dialogue immediately, but they won't say it via forcegreet. They then will wait for you to talk to them or for you to move away to forcegreet, repeating the dialogue. Even weirder, sometimes a dialogue menu will flash by and then disappear as if you had opened a dialogue menu with your spouse and then closed it. I thought maybe this was a timing issue, and that if I could introduce a delay into processing the forcegreet package, it would work successfully. This is where I ran into a truly baffling issue. The forcegreet package (both the vanilla one and the HF variant), are attached to the LoveInterest alias on the RelationshipMarriageFIN quest. During my testing, I discovered that even if those packages were removed from the alias, the spouse would still act as if they were assigned to them. This was the case even if I deleted (!) the packages altogether. I'm not sure if I've stumbled into an extremely bizarre bug that's forcing NPCs to process these packages in a specific way despite how I attach them (or don't), or if I'm fundamentally misunderstanding how something works. Any advice would be very appreciated. I'm happy to provide any more detail if needed.
  10. Google killed the publish feature on me. The guide is pretty out of date now anyway, given all that has changed with the mod managers. I'll have to take some time and rewrite it.
  11. Finally! A tanning rack worthy of my stash of horker skin! Looks great, as usual
  12. Have you considered adding the Omen of Warding and Stop Rune powers from Dragonborn?
  13. One other quick thought. Spouses immediately start working at their store after marriage, even before they've had the "I'm opening a shop" talk with your character and been added to the merchant faction. That might be intentional on your part but it might be worth considering adding a condition to that package that the spouse has had that talk first.
  14. As I was testing this with my Serana mod I noticed a few minor things: The Storefront faction aliases that limit shop times from 8 am to 6 pm don't seem to prevent your spouse from selling to you outside of those times. I think this is because the vanilla faction aliases then kick in, which allow 24 hour sales. ARTHServicesSpouseSpellsSF and ARTHServicesSpouseApothecarySF both check JobSpellFaction to assign a spouse. As a result, the spouse is placed into both factions. Usually this means that the spouse will only sell spells and not alchemy ingredients. (This is also a vanilla issue, I submitted it in TracDown). ARTHServicesSpouseMiscVendorSF and ARTHServicesSpouseSpellsSF have a 24 hour schedule instead of the 8 am to 6 pm schedule intended. Quick edit: Just did a quick test to confirm the first issue and setting the 8am to 6pm schedule on the vanilla packages as well prevents the spouse from selling during off-hours. I'm not sure if it will be possible to avoid them selling from home without either modifying the vanilla faction assignments on those aliases, removing them or replacing them with your customized ones.
  15. This mod changes the quest "Where You Hang Your Enemy's Head" (DarkBrotherhoodSanctuaryRepair), so that instead of rebuilding the Dark Brotherhood torture room, you convert it into a workshop. Delvin's dialogue has been modified to accommodate this decision, and the resulting workshop includes a blacksmith's forge, an armor table, a grindstone, a weapon rack, an enchanting table, a tanning rack, a large chest and two bookshelves. It's best to install this mod before you begin the quest to repair the Dawnstar Sanctuary. It's a bit of a cramped space but followers should be able to follow you normally, though it may take them a few seconds to find a way around the sides of the blacksmith's forge. Let me know if you run into any issues! Download from AFK Mods Download from Skyrim Nexus Subscribe on Steam
  16. It sounds like the issue is that the animals are still agrro to the villagers, but the guards don't come to asisist the villagers, wheras normally they would.

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