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Found 9 results

  1. Hey! I'm new to modding and I'm trying to figure out how to make a script so a weapon drains magicka while the player has it drawn. For that, I devised two scripts. One script for a magic effect that drains the player's magicka over time when they have a weapon drawn. The effect is registered to listen for the ACTOR_ACTION_DRAW_START and ACTOR_ACTION_SHEATH_END actor actions, which correspond to when the player begins or ends drawing their weapon. When the player begins drawing their weapon, the script stores the player's base magicka value and registers for updates every 2 seconds. The script then drains a percentage of the player's magicka every update until either the player's magicka reaches 0 or 30 updates have occurred. If the player sheaths their weapon, the script unregisters for updates and stops draining magicka. And also a script for adding the mentioned magic effect once the player equips the weapon (and a little bit more). Script for the magic effect: https://pastebin.com/9GiB2W11 Script for the weapon: https://pastebin.com/se3V55pB I have done the whole "attach the magic effec to a spell, attach the spell to the weapon via a script" thing but it just doesnt work . The message that the Drain Magicka Effect was added does show up, but it never gets added. It doesnt show up in the active effects page nor does any actual effect on the player's magicka happen. I really dont know what to do about this.
  2. As a bit of an outsider, I've been trying to find out why LazyGirl's mod: Wintermute, generates a thrashing script when run in game alongside Amazing Follower Tweaks and Liga of My Companions. (Perhaps it generates the script problem without these; untested.) Well, I came across this bug report for the Unofficial Fallout 4 Patch: https://afktrack.afkmods.com/index.php?a=issues&i=22122 . This comment exactly shows the script error I am getting. Here's my Wintermute bug report: https://www.nexusmods.com/fallout4/mods/12573?tab=forum Tracking forum. You can see the problem I am hoping to resolve. Now, regarding the AFKtrack link, has there been any development on this, please? Or is there a cure I can apply with a bit of judicious FO4Edit / Creation Kit tweaking? I'd like to use the Wintermute mod, but I don't really want the game engine mulching away at scripts when it should be putting stuff up on the screen. Sorry to bother you, but I hope there is a solution I can apply. Many thanks in advance!
  3. lmstearn

    VanillaPSC.jpg

    From the album: lmstearns stuff

    Attached file consists of cc update scripts of older vanilla edition. oldvanillaSourceScripts.7z
  4. Hello afkmod's people ! I'm usually asking questions in places with larger audiences, but considering the subject and the amount of people who "know everything about everything, but actually not that much" on large audience forum, I thought I'd better ask here I'm assuming the knowledge/head ratio here is propably the highest I can find on a Skyrim's modding forum. The only decent topic I could find about papyrus log was an old thread by Giskard on steam forums, and yet, he's mostly explaining that modders are too bad to prevent log error in their mods, than providing actual informations about how to read, analyze and exploit papyrus logs. If someone have some good links to learn about it, I'd be glad if he could post it here If not, here are some specific point I'd like explained, if anyone can : Some scripts / functions are called to [None] objects... I checked the sources of various said mods that dumped this error, recompiled them to be sure, checked the implementation of the mod in both TES5Edit and the CK... nothing seems wrong. I tried to make new, clean games, no errors for thoses... So, how is it possible that at one point, the script is trying to be applied to a non-valid object ? "Because the object himself have been deleted in your savegame". Ye, thought so, but what if the said script actualy extends ActiveMagicEffect ? Those are supposed to be dispelled on the actor's death if I'm not mistaken ? Still, I can admit this make for a decent explaination of this one... The other I'm worried about, even more odd : "Property XXXX on script XXXXX attached to XXXXXX (formID) cannot be initialized because the script no longer contains that property" What the hell could this means ? I just don't understand how a property could "disappear" from a script, so I'm assuming it's actually the VMAD that's failing at some point to link the script's property to an in-game reference... yet, as I said, I checked in the CK : The property is properly linked to its reference... To say it before anyone ask, yes, I tried various tool supposed to "fix" scripts instance in savegame. I would even say that the second error is most likely due to one of those tools... But they're only working on savegames... should I conclude that the property-reference link is actually stored in the savegame, and thus not re-read by the game in the plugins everytime you run the game ? I hope someone can enlight me a little bit... Cheers, Kesta Edit : Well, it look like I'm not so good at browsing forums... thx zilav
  5. So there's a new save cleaning utility on the market. Yes yes, I hear the screams, the groans, the, OH GOD WTF ITS A SPIDER (no, wait, that was the neighbor). Abundance of caution is warranted for sure, but for some reason my gut said I should take a look at this one. First off, no sign of virus, malware, or trojan. It didn't attempt to contact the internet, nor did it begin systematically trying to wipe out the entire drive or something. So it's not dangerous in that regard. The documentation is sparse, but passable. The UI is easy enough to figure out for the simple parts. There is no source code in the archive, so that much of the description is false and ought to be changed. I then decided to use it on a backup copy of the save for my oldest character. Papyrus throws a major fit whenever I load him. Tons of old stuff that got yanked, other stuff I compiled to stubs to shut them up, and a few stuck loops from bugs we've since fixed in the unofficials. This tool is different from the others. It does not NULL out the whole block. It does in fact seem to be able to surgically remove whichever script you tell it to. My Papyrus log on startup went from a nightmarish mess full of dead scripts and numerous stuck loops to about the cleanest I've seen it since 11/11/11. In total, after removing the junk and then selectively removing all instances of critter scripts, I trimmed 1.5MB off the size of the save. Not as much as I'd hoped, but still. The big thing is that it doesn't appear to have damaged the status of anything else in the save. All visible signs point to the game remaining in the state I'd expect it to be in. It loaded, ran for about 2 hours or so, then saved without a hitch. No CTDs, no hangs, no weirdness. So tentatively this one looks like it's safe. I would suggest more eyes be upon it with saves you're willing to restore from backups though. If this ends up working, it'll be another major breakthrough. Note: I have not tested the "clean havok-moved" or messed with the parts that look like they're for form ID deletion. So I can't speak to the safety or function of those. All I messed with was script removal.
  6. I added a small portion of this error to the tracker (issue #14446), but could use some advice as to whether there are multiple things that need to be addressed and added to the tracker. The actual log was over 150,000 lines long (10 MB in size) in less than 10 minutes after completing the quest, so I condensed it down significantly (see link at top of post), since it repeats the same error(s) over and over. It appears to be similar to a bug that was fixed with USKP 2.0.0 ( #13631) I should also note that The Augur did not speak his line of dialogue ("You are worthy") after finishing "the test" either. By the way, in my current game, I reloaded a save prior to starting this quest, because I don't really want this script going endlessly for the rest of the game, but I still have several save files available if you guys would need them when attempting to fix this issue at a later date. Edit: This issue was fixed with USKP 2.0.1. The fix for this bug was evidently non-retroactive (according to the change log). MGRitual04QuestScript.zip
  7. Sclerocephalus

    The critter thread

    Now working on the critter scripts and there are a couple of questions already. The script lets critters die when hit by a magic effect. Makes certainly sense for destruction spells, and it is understandable that they won't survive the magic turbulences associated with a conjuration, illusion or alteration attack, because they are tiny creatures. But what about a restoration spell ? If no one objects, I'll make them immune to "restoration attacks".
  8. It turned out that it is this "guide" which recommends to increase the value of iMaxAllocatedMemoryBytes in the Skyrim.ini in order to increase the game's performance: http://skyrim.nexusmods.com/mods/19/?tab=4&navtag=%2Fajax%2Fcomments%2F%3Fmod_id%3D19%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D456679&pUp=1 This recommendation is irresponsible and close to a deliberate physical damage, since it has catastrophic consequences on the game's stability in situations where many scripts are running: http://www.creationkit.com/INI_Settings_%28Papyrus%29#iMaxAllocatedMemoryBytes Whoever is responsible for this should be told some rather harsh words.
  9. Almost forgot about this one, which I was working on about two weeks ago before I became aware of some glitches that required another "quick look" at the weapon rack scripts ... http://www.afkmods.com/index.php?/files/file/794-lvlpredatorscript-fix/ It is well known that the LvlPredatorScript constantly prints errors on the log, which all are revolving around the script's trials to modify the enable state of enable-parented references. Without going into details, this script basically does nothing else than enabling or disabling individual predators, based on immersion and balancing considerations. Enable parents should take precedence, because they handle the appearance of predator animals at certain quest locations and in areas where military camps may be installed. Thus, just removing them was not an option, but this would have implied to live with the script not working or to remove it altogether, but that wasn't a satisfactory solution either. To solve this dilemma, I have modified the script and "inverted" the enable marker links of all affected predators. That is, the link from the enable markers to the predators have been removed and instead links from the predators to the enable markers installed. For this purpose, two new keywords had to be created (USKPPredatorEnableParent and USKPPredatorInverseEnableParent). The script has been enabled to check the status of the marker, so it knows in which enable state the predator would have been if it was still linked to it. If the marker state indicates that the predator should be disabled, this will take precedence and only if that's not the case, it will continue the considerations it was conceived for. In other words, the script will now handle the job of the enable markers. This has been running in the background during most of the time I spent on testing the weapon rack scripts and appears to work properly now. The errors on the log are completely gone.
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