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  1. Hello, I need suggestions on how to make this F4SE script work again. Scriptname AggressorMaterialSwapEffectScript extends activemagiceffect int liltimer = 33 Actor guy Event OnInit() guy = GetCasterActor() MatSwap alphaMat = Game.GetFormFromFile(0x001735, "aggressor2.esp") as MatSwap guy.setMaterialSwap(alphaMat) guy.ApplyMaterialSwap(alphaMat) StartTimer(5, liltimer) EndEvent Event OnTimer(int aiTimerID) If aiTimerID == liltimer MatSwap alphaMat = Game.GetFormFromFile(0x001735, "aggressor2.esp") as MatSwap guy.setMaterialSwap(alphaMat) guy.ApplyMaterialSwap(alphaMat) if guy.GetMaterialSwap() == alphaMat Debug.Notification("Material applied!") EndIf StartTimer(5, liltimer) EndIf EndEvent I made it in 2023 to apply a transparent material swap of the human male mesh on an actor and any worn clothes, but it recently stopped working correctly, possibly due to the next gen update. It no longer periodically applies the material swap on the actor (despite the debug notifications working), and only reloading the actor makes the mesh turn transparent. The code is part of a magic effect meant for a custom robot race, with the objective of turning invisible the human mesh part of any outfit showing skin. So for example, if the actor equips a harness, the script should replace the flesh with a transparent material like so (this is how it worked before and when reloading the actor), leaving the robot mesh underneath. But now the setMaterialSwap function no longer applies the material swap during the events, and the actor looks like this. So if it only works on actor reloads, and the only commands that reload the actor that I know of are "setrace" and "sexchange", do I simply set the script to periodically switch between races so the skin part stays invisible, or is there a better way?
  2. Greetings So, I'm practicing the use of functions to handle properties to get a better code structure (suggested in this post https://forums.nexusmods.com/topic/13494349-how-to-avoid-this-excessive-number-of-ifelseif-statements/). But i'm getting these compile errors when adding a function to an existing vanilla script: mismatched input 'Function' expecting ENDFUNCTION missing EOF at 'EndFunction'
  3. Greetings, I'm working on my first mod that add a dialogue option to the Braig question "Do you have any family? Anyone waiting for you on the outside?" in Cidhna Mine wich allows the player to mention their adopted children (if there is any adopted child) I created a script in the Son/Daughter adoption confirmation dialogue that updates some quest stages, which will be used by the Conditional Functions of the Braig question, but i don't know how to make a decent code structure to avoid this excessive number of IF's statements Quest Property RelationshipAdoption Auto Quest Property OnlyDaughtersQuestProperty Auto Quest Property OnlySonsQuestProperty Auto Quest Property SameAmountQuestProperty Auto Quest Property MoreDaughtersQuestProperty Auto Quest Property MoreSonsQuestProperty Auto GlobalVariable Property DaughtersVariableProperty Auto GlobalVariable Property SonsVariableProperty Auto ; updates the number of daughters when completing an adoption int DaughtersCount = DaughtersVariableProperty.GetValueInt() DaughtersVariableProperty.SetValueInt(DaughtersCount + 1) ; returns the number of daughters to be used by the conditions int DaughtersCount2 = DaughtersVariableProperty.GetValueInt() ; returns the number of sons to be used by the conditions int SonsCount = SonsVariableProperty.GetValueInt() ; invalidates the ONLY SONS quest when adopting a daughter OnlySonsQuestProperty.SetStage(100) ; ONLY DAUGHTERS conditions if DaughtersCount2 == 1 OnlyDaughtersQuestProperty.SetStage(10) Elseif DaughtersCount2 == 2 OnlyDaughtersQuestProperty.SetStage(20) Elseif DaughtersCount2 == 3 OnlyDaughtersQuestProperty.SetStage(30) Elseif DaughtersCount2 == 4 OnlyDaughtersQuestProperty.SetStage(40) Elseif DaughtersCount2 == 5 OnlyDaughtersQuestProperty.SetStage(50) Elseif DaughtersCount2 == 6 OnlyDaughtersQuestProperty.SetStage(60) endif ; SAME AMOUNT of sons and daughters conditions While (DaughtersCount2 == SonsCount) if DaughtersCount2 == 1 SameAmountQuestProperty.SetStage(11) Elseif DaughtersCount2 == 2 SameAmountQuestProperty.SetStage(22) MoreSonsQuestProperty.SetStage(22) MoreDaughtersQuestProperty.SetStage(22) Elseif DaughtersCount2 == 3 SameAmountQuestProperty.SetStage(33) MoreSonsQuestProperty.SetStage(33) MoreDaughtersQuestProperty.SetStage(33) endif EndWhile ; MORE DAUGHTERS than sons conditions if (DaughtersCount2 == 2) && (SonsCount == 1) MoreDaughtersQuestProperty.SetStage(21) SameAmountQuestProperty.SetStage(15) MoreSonsQuestProperty.SetStage(12) ElseIf (DaughtersCount2 == 3) && (SonsCount == 1) MoreDaughtersQuestProperty.SetStage(31) MoreSonsQuestProperty.SetStage(13) ElseIf (DaughtersCount2 == 3) && (SonsCount == 2) MoreDaughtersQuestProperty.SetStage(32) SameAmountQuestProperty.SetStage(25) MoreSonsQuestProperty.SetStage(23) ElseIf (DaughtersCount2 == 4) && (SonsCount == 1) MoreDaughtersQuestProperty.SetStage(41) MoreSonsQuestProperty.SetStage(14) ElseIf (DaughtersCount2 == 4) && (SonsCount == 2) MoreDaughtersQuestProperty.SetStage(42) MoreSonsQuestProperty.SetStage(24) ElseIf (DaughtersCount2 == 5) && (SonsCount == 1) MoreDaughtersQuestProperty.SetStage(51) MoreSonsQuestProperty.SetStage(15) endif ; MORE SONS conditions if (SonsCount == 2) && (DaughtersCount2 == 1) MoreSonsQuestProperty.SetStage(21) SameAmountQuestProperty.SetStage(15) MoreDaughtersQuestProperty.SetStage(12) Elseif (SonsCount == 3) && (DaughtersCount2 == 1) MoreSonsQuestProperty.SetStage(31) MoreDaughtersQuestProperty.SetStage(13) ElseIf (SonsCount == 3) && (DaughtersCount2 == 2) MoreSonsQuestProperty.SetStage(32) SameAmountQuestProperty.SetStage(25) MoreDaughtersQuestProperty.SetStage(23) ElseIf (SonsCount == 4) && (DaughtersCount2 == 1) MoreSonsQuestProperty.SetStage(41) MoreDaughtersQuestProperty.SetStage(14) ElseIf (SonsCount == 4) && (DaughtersCount2 == 2) MoreSonsQuestProperty.SetStage(42) MoreDaughtersQuestProperty.SetStage(24) ElseIf (SonsCount == 5) && (DaughtersCount2 == 1) MoreSonsQuestProperty.SetStage(51) MoreDaughtersQuestProperty.SetStage(15) endif
  4. The issue has been solved, if you encountered the same problem, please refer to my second post's "Edit" section for the solution! Cheers! Hello, everyone, I've been working on procedural generation for my project, which works great up until one point, and that is having multiples of objects with a script attached firing the OnLoad event, slipping into each other, changing variables in the middle of one of them running, resulting in terrifying stuff (vehicle generations slipping into furniture generation events, resulting in vehicles spawned where furniture should have and vice versa). I read that all of this has to do with Papyrus' threading, stages and other ways to "lock" a script, and while I've been reading up on it a bunch, I'm still complete and utter 0 in this field. Below I will attach all the scripts I have, with a description of what I use them for, but my main issue/goal is to set them up in a way that each of the objects runs and finished the event before the next one starts to. Here's the main "Generator" script I have (which utilizes Data Structures framework): And here is the SWT:Libraries:Generation:Generate script that is called in the script above: I'm also attaching both of these as .psc files for anyone wanting quick access to them. Once I figure out a way to overcome this obstacle with some way to "lock" the script for each seperate object, everything else is set and done to begin work on much bigger things. This is the only thing holding my project back at the moment, so I'm thankfull for any help in advance! As a little preview that will hopefully peak more interest to this post, here's a GIF of the much advanced generation in progress (including smart surface population wip): DSWTGenerateDynamic.psc Generate.psc
  5. Hi, this is an SKSE & Papyrus related question. Is it possible to map a Papyrus Projectile to a CommonLib Projectile (in RE/P/Projectile.h)? I keep getting the following error in Papyrus logs which tells me that types are not compatible. I've only used primitive types and haven't had this issue before. I'm working off the example here (it's a combined starter project and tutorial). Relatedly, is there a discord that can be used to ask questions like this? Thx. error: Native static function TestProjectileFunction does not match existing signature on linked type TestPlugin. Function will not be bound.
  6. I have run into a very strange problem. Every time I attempt to make a new script, creation kit simply posts a message that says "unable to launch compiler". I have never run into this issue before even though I have compiled MANY scripts. The only two things I can think of that may have affected this are: 1. I downloaded papyrusutil (this was to get DynDOLOD to work) 2. I messed with terrain LOD settings in the skyrimprefs.ini file, but then subsequently changed them back to default. I didn't touch anything else in the .ini file. Also, I do not have a papyrus compiler folder in my skyrim se folder and I don't know if it was ever there. I was hoping someone could point me to a standalone papyruscompiler.exe and I could put it in the folder, but any suggestions are welcome.
  7. Hello Skyrim Modding Community, I've been working on a Skyrim mod that involves a follower named Henry, who is supposed to mount his own horse when the player mounts theirs. However, despite numerous attempts, I haven't been able to implement this feature successfully. I've made several script attempts, with my best one being as follows: Scriptname HenryRidingScript extends ObjectReference Actor Property HenryFollowerRef Auto Actor Property HenryFollowerHorse Auto ObjectReference Property SFHHenryRiding Auto ; Change to ObjectReference property Function OnInit() SFHHenryRiding = None ; Initialize the global variable RegisterForUpdateGameTime(0.0245) EndFunction Function OnUpdateGameTime() If (HenryFollowerRef != None) If (Game.GetPlayer().IsOnMount()) SFHHenryRiding = Game.GetPlayer() ; Set the global variable to indicate the player is riding ; Teleport the horse to Henry HenryFollowerHorse.MoveTo(HenryFollowerRef) ElseIf (HenryFollowerRef.IsOnMount() && SFHHenryRiding == HenryFollowerRef) SFHHenryRiding = None ; Player has dismounted, so clear the global variable ; Don't teleport the horse if Henry is still riding ElseIf (!Game.GetPlayer().IsOnMount() && HenryFollowerRef.IsOnMount() && SFHHenryRiding != None) ; Player is mounting their horse, so teleport Henry's horse to him HenryFollowerHorse.MoveTo(HenryFollowerRef) EndIf ElseIf (SFHHenryRiding != None) SFHHenryRiding = None ; Henry follower reference is not valid, clear the global variable EndIf EndFunction While the teleporting of the horse works fine, Henry doesn't mount the horse as intended. I think AI packages are needed, but Henry works with scripts rather than Ai packages. If anyone has experience with implementing follower horse mounting features or has insights into how to resolve the issues we're facing, particularly with getting Henry to mount his horse, I would greatly appreciate your help and guidance. Thank you in advance for any assistance you can provide!
  8. Hi Nexus moderators, I have an idea about putting up an online papyrus compiler which would allow users to upload a script (.psc file) and the compiler would compile their script for them and then return it to them via a download link. The idea is similar to uploading a Word document to be converted to other formats like PDF. I think this would help a lot of users who can do simple scripting but have trouble getting the papyrus compiler to work (I certainly struggled with it). At this point the idea is just conceptual, I haven't done any development yet because I was concerned about the legality of it. A couple issues that need to be considered: 1. Many scripts require other scripts from the same mod to compile correctly. 2. Some scripts require SDK or offline scripts to compile correctly (e.g. the SkyUI SDK scripts, Honed Metal scripts, Chesko's Papyrus shared scripts, Immersive Armors scripts). Would it be legal to host those supporting scripts offsite (behind the scenes) to allow the compiler to work? And finally, I've made a lot of personal changes to scripts for my own play-through. The permissions on many of the mod pages don't allow me to distribute the changes, but if I could offer that change via an online compiler that would be cool. For example, SkyTweak doesn't allow its mod to be converted or changed, so there are YouTube videos showing how to do it yourself. I've gone beyond that by changing SkyTweak into a read-only tool that gives me all my game info but doesn't make any changes to my game. I achieved that by a simple find/replace of text in the main MCM script. But of course I can't distribute that changed script. But if an online compiler could perform that change for individual users it should be pretty easy to implement. Anyway, I would appreciate your thoughts about all this. Thanks so much for the work you all do on the Nexus.
  9. I am posting this more to help others, though I would like to know if anybody has any ideas on the issue. Nightcaller Temple blowup. I don’t know what happened. But I went into the Temple, (game was fine before I went in) and my game went crazy. Stack dump after stack dump, dozens of scripts, in minutes the papyrus log got too big to open. I’ve never seen a ‘stack dump summary’ in the papyrus log before. I managed to save one before that happened. I can't upload it because it's 5.5mb. The summary I created might be easier to read. It was easy to tell in game when the next round of stack dumps was occurring. When I opened the save to clean it, this is what ReSaver said: I ended up going to a save prior to entering Nightcaller, cleaning it (there were 22 unattached instances and 7 undefined elements. I probably had those for awhile w/o issue) and telling every vanilla and modded follower and pet/other to wait. That might have been overkill, but it worked. And I don't feel like going through the stupid temple again. Based on what ReSaver said, maybe the problem has something to do with Simple Follower Extension AE, but I don't know. I've had that for some time. Nightcaller Temple blowup.txt
  10. I've been working on a mod for a while now, trying to get back into understanding coding by working through Papyrus and modifying scripts. One of the issues that I have come across is within my OnSpellCast Event, as I am not too sure how I should go about detecting whether or not the caster is using a concentration spell. I'll drop the source down below: Scriptname MAS_PerkCastingFever_StacksCalc extends ActiveMagicEffect {How the perk "Casting Fever"'s stacks are calculated.} import Spell import PO3_SKSEFunctions ; Scripts that have been imported. SKSE and PO3 Extender required. GlobalVariable Property MAS_PerkCastingFever_Stacks Auto ; Actual stacks that determine the overall Magicka-reduction. Int iStackTime = 4 ; iStackTime is duration. ;------------------------------------------------------------------------------------------------ Event OnEffectStart (Actor akTarget, Actor akCaster) MAS_PerkCastingFever_Stacks.Value = 0 EndEvent ; When effect starts, stacks reset back down to zero. Event OnEffectFinish (Actor akTarget, Actor akCaster) MAS_PerkCastingFever_Stacks.Value = 0 debug.Notification("Casting Fever Stack: " + MAS_PerkCastingFever_Stacks.Value) EndEvent ; When effect ends, stacks reset back down to zero. ;------------------------------------------------------------------------------------ Event OnSpellCast (Form akSpell) If (akSpell as Spell) Spell castedSpell = akSpell as Spell If (castedSpell.GetNthEffectMagicEffect(0).GetAssociatedSkill() == "Destruction") If (MAS_PerkCastingFever_Stacks.Value < 5) ; Does not increase stacks beyond 5. ;BOTCHED CODE If (IsCasting(akSpell) == true) While IsCasting(castedSpell) == true MAS_PerkCastingFever_Stacks.Value += 1 debug.Notification("Casting Fever Stack: " + MAS_PerkCastingFever_Stacks.Value) registerForSingleUpdate(iStackTime) EndWhile Else ;BOTCHED CODE MAS_PerkCastingFever_Stacks.Value += 1 debug.Notification("Casting Fever Stack: " + MAS_PerkCastingFever_Stacks.Value) registerForSingleUpdate(iStackTime) EndIf EndIf Else MAS_PerkCastingFever_Stacks.Value = 0 debug.Notification("Casting Fever Stack: " + MAS_PerkCastingFever_Stacks.Value) EndIf EndIf EndEvent ; Whenever a casted Spell's first Magic Effect is from the Destruction school, the effect activates. It deactivates if it is from a different school. ; Next, if the Global Variable's value is lesser than 5, the stack is increased. The timer is also refreshed/triggered. ;-------------------------------------------------------------------------------------------------------- Event OnUpdate() MAS_PerkCastingFever_Stacks.Value = 0 debug.Notification("Casting Fever Stack: " + MAS_PerkCastingFever_Stacks.Value) EndEvent ;------------------------------------------------------------------------------------------------------------- Besides the code inbetween ;BOTCHED CODE, everything else stacks as it should based off of every first initial cast. However, concentration spells only trigger the OnSpellCast Event once, which is normal but not wanted. How would I be able to achieve the while loop I am aiming for within an OnSpellCast, and if it cannot be achieved within the event, what would?
  11. Hi, I'm looking at an old mod that allows playing instruments by playing a sound when you press a key on the keyboard. It has pieces of code that looks like this: I'm new to papyrus scripting, but my understanding of RegisterForSingleUpdate is that it will cause the OnUpdate event to be called after the specified time. However this script has no OnUpdate event. I was also getting errors in the log coming from the RegisterForSingleUpdate calls ("Object reference has no 3D" and "no native object bound to the script object, or object is of incorrect type"). I tried commenting out all of the calls and the mod still works fine as far as I can tell. So I'm wondering if there's any reason to have those in there. Trying to understand why the original mod author might have done it this way.
  12. I am making a quest where the courier arrives halfway through the quest and I am putting the right script character by character and I am not having any luck. This is my error code, but I am confused on how the scripts were already "defined" in the error message. But my problem is the fact that they won't compile at all. I need help. This is the script I use: Alias_Note.ForceRefTo(game.GetPlayer().PlaceAtMe(MyNote)) (WICourier as wicourierscript).AddAliasToContainer(Alias_Note) What I did to try to fix it was I had switched where the ck looks for papyrus scripts. I received this error message: Starting 1 compile threads for 1 files... Compiling "AA01_QF_TaliemFreindship_Ques_Script"... <unknown>(0,0): Unable to find flags file: TESV_Papyrus_Flags.flg C:\Games\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\temp\AA01_QF_TaliemFreindship_Ques_Script.psc(3,0): Unknown user flag Hidden No output generated for AA01_QF_TaliemFreindship_Ques_Script, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on AA01_QF_TaliemFreindship_Ques_Script
  13. Greetings. I recently have some ideas for a survival mod, but I am just pondering on possible time errors caused by frame-bounded functions inside recycling time functions and events. For example: Event OnTimerGameTime() BatchFunction_001() StartTimerGameTime(x, 0) End Event BatchFunction_001 contains some frame-bounded functions like GetActorValue() and GetLocation(). Will this structure beget accumulated minor time errors?
  14. 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?
  15. https://www.nexusmods.com/skyrim/mods/72684/ This mod. Ohhh, this mod. I got permission from the owner to remake and update it for today's mod connoisseurs, and . . . It's almost all in French. Or bad english. Naturally, I translated as much as I could, but the scripts are confounding. I'm almost done with my mod, but one problem eludes solution: I can't figure out how victories in the arena are tracked. It's practically impossible to understand his scripts from a novice perspective, but the victory threshold needs to be lowered in order for today's more impatient gamer to stick with the mod. If anyone could look through the mod and figure out how victories are tracked, I'd be extremely grateful.
  16. Let me just say from the start this is my first attempt at modding and I just tried to install what seemed fun. I couldn't find anyone with the same specific problems on google. I tried using what they did but to no avail. I wanted to play Skyrim again, as I have a copy for the 360 and PS4 as well. This time however I went for the PC version. I tried installing some mods and played around a lot with NexusMods and was happily playing until tonight, when the game decided to keep crashing. This happens only when I am in a specific area, more specifically in Dragonsreach at the enchanter. It happens when I am trying to enchant or when I am just walking around that specific area. Now before you are going to say that I am using mods to enhance my enchants. I am not, nor am I a high level enchanter. There are no ridiculous % on the items that I am enchanting. A lot of my mods are visual only. I have had a similar crash before, where I couldn't access the area near Kolskeggr Mine, I couldn't touch or get too close to the 2 NPC's/Enemies near the house at the bridge in front of the mines Basically I had to run before the crash would get me. The weird part is that I can access that area now and instead I can't access Dragonreach properly. Only for a specific amount of time which is around 2-3 minutes, I am quite confident it has nothing to do with the enchanter, though I must admit I haven't tried other enchanters. I have tried eliminating all my plugins, first 50% of the whole list, then 50% of that, and so on and so on. After following up on some tips of another topic, I managed to get my hands on some kind of error report or whatever it is but I have no idea how to read it. My pc specs are: 1070 I3-7350k 8 gb ram None of them show any issue in other games, nor does the computer seem to be carrying a too heavy load. Skyrim takes about 1.8gb ram and my graphics card runs at around 50-60 degrees when playing. My CPU sits around 40-50 degrees celcius. I don't think it is hardware related but maybe I am wrong here. I have the latest drivers installed for all my hardware. This is a list of my plugins/loadorder: The error report is a lot longer and I was told only the last part of the report is important, however I uploaded it to https://www.scribd.com/document/367387684/Error-Report In any case, it seems to keep crashing and there is no obvious reason why. When I go through the error report, it doesn't seem to indicate anything special. I think the error report shows when I had disabled all of my mods. The problem is, nothing seems to strike me out of the ordinary and from all the crashes I have had, it is the only one that was documented for some reason. If anyone seems to have an understanding of what the problem might be, you would seriously help me out. I am running the special edition patch, I have tried running it with just that as well, but sadly that didn't work either. For now it is not the biggest issue, but knowing that the corruption could spread throughout all my game, corrupting everything, makes me a bit worried. Maybe the Mythical Ages and the Eternal Sunshine are having some fun together?
  17. I will just start out by saying I am not a coder in the slightest but no one else seems to want to make insect-themed mods for some silly reason or another. After converting Sinderion's alchemy house into a full-blown infested hub designed for insects I wanted to make myself "man's best friend" in the form of a 7" tall chaurus reaper follower. It just goes well with the shellbug helm + heavy falmer armor set look. Making some player-friendly bug puppies no bigger than a foot were incredibly easy but I am getting error list after error list the moment I try to make dialogue. I had followed this guy's tutorial from the start to the finest detail and it doesn't work. I assume it's because it's a few years old. I use skyrim.esm, update.esm, and dawnguard.esm when I mod. While working on the dialogue under the follower's scripts. Keeps telling me that I have this error: I'm not sure why it's messing up as I went step-for-step on the guide. Thanks for any help.
  18. My game is crashing to desktop while loading my mods after creating a new character (through Live Another Life) in the abandoned prison (or whatever it's called). I wait for my mods to load and after 45 seconds or so my game crashes. I will Post my load order here and UPLOAD my PAPYRUS.0.LOG file. If anyone is experienced with reading Papyrus logs, please help! :smile: 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 5 5 Unofficial Skyrim Special Edition Patch.esp 6 6 BSAssets.esm 7 7 BSHeartland.esm 8 8 arnima.esm 9 9 BS_DLC_patch.esp 10 a Campfire.esm 11 b Falskaar.esm 12 c Gray Fox Cowl.esm 13 d Cutting Room Floor.esp 14 e SMIM-SE-Merged-All.esp 15 f SkyUI_SE.esp 16 10 iHUD.esp 17 11 IcePenguinWorldMap.esp 18 12 BetterQuestObjectives-DBForevertoMisc.esp 19 13 Wildcat - Combat of Skyrim.esp 20 14 EnhancedLightsandFX.esp 21 15 ELFX - Exteriors.esp 22 16 Rigmor.esp 23 17 LegacyoftheDragonborn.esp 24 18 Immersive Sounds - Compendium.esp 25 19 dD - Enhanced Blood Main.esp 26 1a Semi-Open Guard Helmets SE.esp 27 1b Simple AUA.esp 28 1c Footprints.esp 29 1d Snazzy Furniture and Clutter Overhaul.esp 30 1e 3DNPC.esp 31 1f Book Covers Skyrim.esp 32 20 BetterQuestObjectives.esp 33 21 MajesticMountains.esp 34 22 LWPlayerHeadTracking.esp 35 23 dD - Realistic Ragdoll Force - Realistic.esp 36 24 AMB Glass Variants Lore.esp 37 25 Differently Ebony.esp 38 26 EEKs Whiterun Interiors.esp 39 27 SoundsofSkyrimComplete.esp 40 28 SFCO - LotD Patch.esp 41 29 no interior fog ussep.esp 42 2a Helgen Reborn.esp 43 2b Undeath.esp 44 2c Weathered Road Signs.esp 45 2d skyBirds_SSE.esp 46 2e BirdsOfSkyrim_SSE.esp 47 2f RealisticNeedsandDiseases.esp 48 30 SGEyebrows.esp 49 31 Hothtrooper44_Armor_Ecksstra.esp 50 32 LightngDuringStorm.esp 51 33 WondersofWeather.esp 52 34 Dolomite Weathers.esp 53 35 TrueStormsSE.esp 54 36 BlendedRoads.esp 55 37 Beards.esp 56 38 Brows.esp 57 39 NB-Scars.esp 58 3a The Eyes Of Beauty - Elves Edition.esp 59 3b Babette.esp 60 3c RUSTIC SOULGEMS - Unsorted.esp 61 3d AKSkyrimUnderground.esp 62 3e MoonAndStar_MAS.esp 63 3f Hothtrooper44_ArmorCompilation.esp 64 40 aMidianborn_Skyforge_Weapons.esp 65 41 Populated Lands Roads Paths Legendary.esp 66 42 Holidays.esp 67 43 Kato's Falkreath.esp 68 44 SkyrimsUniqueTreasures.esp 69 45 Inconsequential NPCs.esp 70 46 BirdsAndFlocks_SSE.esp 71 47 JKs Whiterun.esp 72 48 JK's Riverwood.esp 73 49 Run For Your Lives.esp 74 4a Cloaks.esp 75 4b RiversideLodge.esp 76 4c Inigo.esp 77 4d Dawnstar.esp 78 4e Cloaks - Dawnguard.esp 79 4f Cloaks - USSEP Patch.esp 80 50 DBM_HelgenReborn_Patch.esp 81 51 Artifacts.esp 82 52 MajesticMountains_Moss.esp 83 53 Swamp - Poison bloom.esp 84 54 Populated Cities Towns Villages Legendary.esp 85 55 Shor's Stone.esp 86 56 SkyrimImprovedPuddles-DG-HF-DB.esp 87 57 Bloodworm.esp 88 58 Weathered Road Signs - CRF.esp 89 59 Solitude Skyway SE.esp 90 5a Frostfall.esp 91 5b Ivarstead.esp 92 5c Vigilant.esp 93 5d DBM_Skyway_Patch.esp 94 5e ImperialDragonKnightArmory.esp 95 5f DBM_BeyondReach_Patch.esp 96 60 RabbitsOfSkyrim.esp 97 61 Provincial Courier Service.esp 98 62 Kynesgrove.esp 99 63 Skyrim Flora Overhaul.esp 100 64 Soljund's Sinkhole.esp 101 65 Karthwasten.esp 102 66 Eli_RiverwoodShack.esp 103 67 Eli_Routa.esp 104 68 Storefront.esp 105 69 DBM_MAS_Patch.esp 106 6a Convenient Horses.esp 107 6b Veydosebrom - Grasses and Groundcover.esp 108 6c SRG Enhanced Trees Activator.esp 109 6d 1nivWICCloaks.esp 110 6e WetandCold.esp 111 6f GamEngagementrings.esp 112 70 dD-No Spinning Death Animation.esp 113 71 FNIS.esp 114 72 Modern Brawl Bug Fix.esp 115 73 XPMSSE.esp 116 74 StormcloakArmorRevival_GuardFix.esp 117 75 GQJ_DG_vampireamuletfix.esp 118 76 Painkiller's_Hrothmund's_Axe.esp 119 77 JS Armored Circlets SE.esp 120 78 DeadlySpellImpacts.esp 121 79 SparklesSE.esp 122 7a DustEffectsSSE.esp 123 7b Dragon Bridge.esp 124 7c notice board.esp 125 7d SFCO - CRF Patch.esp 126 7e WheelsOfLull.esp 127 7f ForgottenCity.esp 128 80 TowerAsada.esp 129 81 StagPrinceBow.esp 130 82 Viking's Longhouse.esp 131 83 Inconsequential NPCs - CRF Compatibility Patch.esp 132 84 moonpath.esp 133 85 JRMoonpathPatch.esp 134 86 Prometheus_BeastSkeletons.esp 135 87 Landscape Fixes For Grass mods - Cutting Room Floor Locations.esp 136 88 DBM_VigilantPatch.esp 137 89 PrvtIRoyalArmory.esp 138 8a DBM_Undeath_Patch.esp 139 8b DBM_CRF_Patch.esp 140 8c JKs Whiterun exterior.esp 141 8d The Paarthurnax Dilemma.esp 142 8e BetterQuestObjectives-PaarDilemmaPatch.esp 143 8f BetterQuestObjectives-CRFPatch.esp 144 90 PilgrimsDelight.esp 145 91 AHZmoreHUD.esp 146 92 RichMerchantsSkyrim_x10.esp 147 93 Unique Uniques.esp 148 94 SoS_TrueStorms_Patch.esp 149 95 SoS_DolomiteWeathers_Patch.esp 150 96 ISC Enhanced Blood Patch.esp 151 97 VioLens SE.esp 152 98 VioLens SE - Book Menu.esp 153 99 DBM_NoticeBoard_Patch.esp 154 9a EmbersHD.esp 155 9b Shadowmarks.esp 156 9c FNISspells.esp 157 9d IceBladeOfTheMonarch.esp 158 9e Ravengate.esp 159 9f Real Solitude Rocks.esp 160 a0 Shadowmourne SE - Johnskyrim.esp 161 a1 Apocalypse - Magic of Skyrim.esp 162 a2 WeaponsOf3E_SSE.esp 163 a3 Chesko_WearableLantern.esp 164 a4 83Willows_101BUGS_V4_HighRes.esp 165 a5 dynamic fires.esp 166 a6 Dead Body Collision.esp 167 a7 Gray Fox Cowl - Alternative Start.esp 168 a8 Gray Fox Flora Overhaul.esp 169 a9 EEKs Whiterun Int - Holidays patch v1.3.esp 170 aa EEKs Whiterun Int - JS Armored Circlets patch v1.esp 171 ab Elemental_Staffs.esp 172 ac Realistic Melee Range.esp 173 ad attack commitment movement speed fluid 3.esp 174 ae Dodge Mod.esp 175 af KS Hairdo's.esp 176 b0 FloraRespawnFix.esp 177 b1 ImmersiveSpells.esp 178 b2 Hammerfell Armory SE.esp 179 b3 Armour_of_Yngol.esp 180 b4 DBM_RND_Patch.esp 181 b5 chocoyum.esp 182 b6 BeandBarbSpecials.esp 183 b7 Moniko.esp 184 b8 Men of Winter.esp 185 b9 Rise of the Legend - Ysgramor.esp 186 ba StormcloakHeroGear.esp 187 bb buttreplace.esp 188 bc homeymealyum.esp 189 bd imperialshield.esp 190 be Civil War Cleanup.esp 191 bf Inconsequential NPCs - Enhancement.esp 192 c0 DragonBoneEbonsteel.esp 193 c1 AknWarCoat.esp 194 c2 SommerRay.esp 195 c3 Solitude Skyway SE - Realistic Solitude Arch Patch.esp 196 c4 TheEyesOfBeauty.esp 197 c5 THMeeko.esp 198 c6 Vigilant Voiced.esp 199 c7 MoonAndStar_ImmersionPatch.esp 200 c8 AetheriumSwordsnArmor.esp 201 c9 ThaneWeaponsReborn.esp 202 ca SMIM-Bruma-Patch.esp 203 cb CH Bruma Patch.esp 204 cc DBM_RoyalArmory_Patch.esp 205 cd DBM_IA_Patch.esp 206 ce DBM_Bloodworm_Patch.esp 207 cf DBM_SkyrimUnderground_Patch.esp 208 d0 DBM_Cloaks_Patch.esp 209 d1 DBM_StagPrinceBow_Patch.esp 210 d2 DBM_ISC_Patch.esp 211 d3 DBM_MenofWinter_Patch.esp 212 d4 Men of Winter - Compatibility Patch.esp 213 d5 1nivWICSkyCloaksPatch.esp 214 d6 Immersive Citizens - AI Overhaul.esp 215 d7 ELFXEnhancer.esp 216 d8 SoS_ELFX+Enhancer_Patch.esp 217 d9 EEKs Whiterun Int - ICAIO patch v1.3.esp 218 da Darkwater Crossing.esp 219 db Whistling Mine.esp 220 dc RealisticWaterTwo.esp 221 dd SoS_ImmersiveCitizens_Patch.esp 222 de SFCO - Immersive Citizens Patch.esp 223 df Immersive Citizens - ELFXEnhancer patch.esp 224 e0 RealisticWaterTwo - iNeed.esp 225 e1 RWT Lod Fix.esp 226 e2 Weathered Road Signs - Whistling Mine.esp 227 e3 SFCO - Arthmoor's Villages Patch.esp 228 e4 Alternate Start - Live Another Life.esp 229 e5 Landscape Fixes For Grass Mods.esp 230 e6 Landscape Fixes For Grass mods - Alternate start Locations.esp 231 e7 SFCO - Alternate Start Patch.esp 232 e8 EEKs Whiterun Int - Alternative Start patch v1.3.esp 233 e9 Bruma - Alternate Start.esp 234 ea BijinAIO_SSE-3.1.1-SV.esp 235 eb Bashed Patch, 0.esp
  19. In the Creation Kit, there is a count column for every resource. I can right click a form, select "Use Info", and a window pops up listing the cells where the references are located in the vanilla game. I can click on anything in the list, and that specific reference will load in the render window. So... the game (at least the Creation Kit) knows how many instances / references are tied to each form and where they are. In fact, I've seen this in FO4Edit too, as "Build Reference Info". My question is... can I replicate that result in Papyrus? I am working on a teleport mod that finds statics or furniture, moves a marker to there with offsets, moves marker to navmesh, then moves player to that marker. So far, the categories have been a little tedious to create, but not overwhelming. There are 20 Red Rockets (including filling station remnants and gas prices signs), and there are 13 power lifts on overpasses or tall buildings. Unfortunately, there are 60 bus stop shelter benches and 43 Pulowski preservation shelters. That's a lot of refs to click, load in the render window, and force to a specific ref alias in each refquest. I'm probably going to select a handful and ignore the rest. But what if a function automagically listed the 60 refs? My existing code could import them and the mod would be done within a week. I've seen requests for Find All References (not just of type or within distance) and I guess that's what I'm looking for too. Only it would be both loaded and unloaded refs. Does Papyrus have an obscure function that mimics CK's Use Info feature? If not, guess I will keep selecting refs by hand in the render window, but 80% of available options are going to be ignored due to time/work constraints. Here's a video of my WIP: https://www.youtube.com/watch?v=2oXbgoB4SZ8
  20. Hi all, In the mod I'm developing, I have a "melee" weapon that launches a spray of projectiles (think simulated concentration spell from skyrim vis-a-vis ballistic fist from FNV). Everything works wonderfully, except that because it's classified as a melee weapon, VATS only works within melee range. I've tried altering "reach" and "range" in the form, but neither have worked. I looked into Perk Entries, but the only relevant entries I saw for VATS were hit chance and Blitz, but I don't want to "teleport" in VATS as with Blitz, I want to stay where I am, like when shooting a gun. Is there a way to modify the melee VATS range without "teleporting" into VATS melee range? (Preferably a method that can be restricted with a keyword so as not to affect vanilla melee)
  21. Does anyone know how to use this function properly? https://www.creationkit.com/fallout4/index.php?title=RemoveAllItems_-_ObjectReference It says that with this function, you can remove all items from a container then transfer it to another container. Doesn't matter what i do, it doesn't work properly for me, the items gets removed but it doesn't transfer to the other container. Basically what I'm trying to do is removing all items from dead npcs and then transferring them to a special chest. This is my code: int index = 0while(index < GangDisciplesColl.GetCount()) Actor AllActor = GangDisciplesColl.GetAt(index) as Actor if (AllActor.isDead()) ; Transfer all items to a box AllActor.RemoveAllItems(ItemsLocker.GetRef(), false) AllActor.Disable() AllActor.Delete() endif index += 1endwhile Any help please? thanks
  22. Does anyone know if non-player actors are still unequipping items when changing cells (OnUnload) without sending OnUnequipped event? It has been fixed in Fallout4, I'm curious about Special Edition?
  23. Many Modders have been wanting to make completely new skill trees without using or modifying existing ones. I have wanted to create a few but have been unable to. Does anyone know where to start? For example, where the script for the newer vampire or werewolf perk trees are. My first thought is if I can figure out what command changes the level menu and added those perk trees to the game, then maybe its possible to command the game to go to a different custom perk tree menu at will. In other words is there some line of code that is along the lines of Game.OpenMenu(MyCustomPerkTreeMenu) or something like that. This would be a great place to start, and i have checked the papyrus scripting reference, but nothing. Short of this, the fallback plan would be to simulate the menu. My way of doing this would be to create a new worldspace, set the skybox to sovengard or something, and place activators that look like stars or lights in a constellation pattern. To navigate i would enable flying camera or something similar, and disable player movement and crosshairs. After I would add some sound effects and limit the camera movement so you can't turn around 360 degrees if possible. Maybe someone can find where the perk tree related scripts are located in the skyrim or dawnguard data folders. Or if not, is there anyone that could make a uitility for the rest of the modders to use?
  24. I'm in some vampire cave, I forget the name but there's a master vampire who resurrects a giant frostbite spider when the fight begins. During the fight, I always get a CTD without any kind of error message. I enabled papyrus logging but I don't know what the log itself means. Mod load order in LOOT: 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 5 5 Unofficial Skyrim Special Edition Patch.esp 6 6 SMIM-SE-Merged-All.esp 7 7 RLO - Interiors.esp 8 8 Reverb and Ambiance Overhaul - Skyrim.esp 9 9 Immersive Sounds - Compendium.esp 10 a dD - Enhanced Blood Main.esp 11 b dD-Medium Script Range.esp 12 c RealisticWaterTwo.esp 13 d RLO - Exteriors.esp 14 e Hothtrooper44_ArmorCompilation.esp 15 f TreasureHunter.esp 16 10 HiddenCityTreasures.esp 17 11 Hothtrooper44_Armor_Ecksstra.esp 18 12 RLO - Effects.esp 19 13 RLO - Illuminated Spells.esp 20 14 TrueStormsSE.esp 21 15 WetandCold.esp 22 16 beltfastenedquivers.esp 23 17 DiverseDragonsCollectionSE.esp 24 18 icepenguinworldmapclassic.esp 25 19 ISC Enhanced Blood Patch.esp Papyrus log: [12/01/2017 - 05:33:18PM] Papyrus log opened (PC) [12/01/2017 - 05:33:18PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 2000.000000ms) [12/01/2017 - 05:33:18PM] Memory page: 128 (min) 512 (max) 153600 (max total) [12/01/2017 - 05:33:20PM] Cannot open store for class "DLC1TestPhilAtronach", missing file? [12/01/2017 - 05:33:20PM] Cannot open store for class "SKI_ConfigBase", missing file? [12/01/2017 - 05:33:20PM] Error: Unable to link "SKI_ConfigBase" - the parent of "Ecks_IAConfigMenu". [12/01/2017 - 05:33:20PM] error: Failed to find variable ::ModName_var used in Ecks_IAConfigMenu.OnConfigInit() [12/01/2017 - 05:33:20PM] error: Failed to find variable ::Pages_var used in Ecks_IAConfigMenu.OnConfigInit() [12/01/2017 - 05:33:20PM] error: Failed to find variable ::Pages_var used in Ecks_IAConfigMenu.OnConfigInit() [12/01/2017 - 05:33:20PM] error: Failed to find variable ::Pages_var used in Ecks_IAConfigMenu.OnConfigInit() [12/01/2017 - 05:33:20PM] error: Failed to find variable ::Pages_var used in Ecks_IAConfigMenu.OnConfigInit() [12/01/2017 - 05:33:20PM] error: Unable to bind script Ecks_IAConfigMenu to IAAdminQuest (0E014836) because their base types do not match [12/01/2017 - 05:33:20PM] error: Failed to find variable ::ModName_var used in _wetskyuiconfig.OnConfigInit() [12/01/2017 - 05:33:20PM] error: Failed to find variable ::Pages_var used in _wetskyuiconfig.OnConfigInit() [12/01/2017 - 05:33:20PM] error: Failed to find variable ::Pages_var used in _wetskyuiconfig.OnConfigInit() [12/01/2017 - 05:33:20PM] error: Failed to find variable ::Pages_var used in _wetskyuiconfig.OnConfigInit() [12/01/2017 - 05:33:20PM] error: Failed to find variable ::Pages_var used in _wetskyuiconfig.OnConfigInit() [12/01/2017 - 05:33:20PM] Cannot open store for class "SKI_PlayerLoadGameAlias", missing file? [12/01/2017 - 05:33:20PM] error: Unable to bind script _wetskyuiconfig to _WetSKConfigQuest (1501BCA8) because their base types do not match [12/01/2017 - 05:33:29PM] error: Unable to bind script SKI_PlayerLoadGameAlias to alias PlayerAlias on quest _WetSKConfigQuest (1501BCA8) because their base types do not match [12/01/2017 - 05:33:29PM] error: Property _WetSKConfigQuest on script _wetquestscript attached to _WetQuest (15000D63) cannot be bound because _WetSKConfigQuest (1501BCA8) is not the right type [12/01/2017 - 05:33:29PM] VM is freezing... [12/01/2017 - 05:33:29PM] VM is frozen [12/01/2017 - 05:33:29PM] Reverting game... [12/01/2017 - 05:33:29PM] error: Unable to bind script _wetskyuiconfig to _WetSKConfigQuest (1501BCA8) because their base types do not match [12/01/2017 - 05:33:29PM] error: Unable to bind script Ecks_IAConfigMenu to IAAdminQuest (0E014836) because their base types do not match [12/01/2017 - 05:33:32PM] Loading game... [12/01/2017 - 05:33:32PM] error: Unable to bind script SKI_PlayerLoadGameAlias to alias PlayerAlias on quest _WetSKConfigQuest (1501BCA8) because their base types do not match [12/01/2017 - 05:33:33PM] error: Property _WetSKConfigQuest on script _wetquestscript attached to _WetQuest (15000D63) cannot be bound because _WetSKConfigQuest (1501BCA8) is not the right type [12/01/2017 - 05:33:33PM] Cannot open store for class "_WorldMap_MapSettingsQuest", missing file? [12/01/2017 - 05:33:33PM] warning: Unable to get type _WorldMap_MapSettingsQuest referenced by the save game. Objects of this type will not be loaded. [12/01/2017 - 05:33:33PM] Cannot open store for class "_WorldMap_SetMapOnLoad", missing file? [12/01/2017 - 05:33:33PM] warning: Unable to get type _WorldMap_SetMapOnLoad referenced by the save game. Objects of this type will not be loaded. [12/01/2017 - 05:33:33PM] warning: Could not find type _WorldMap_MapSettingsQuest in the type table in save [12/01/2017 - 05:33:33PM] warning: Could not find type _WorldMap_SetMapOnLoad in the type table in save [12/01/2017 - 05:33:33PM] warning: Function fxDustDropRandomSCRIPT..OnLoad in stack frame 0 in stack 6157 doesn't exist in the in-game resource files - using version from save [12/01/2017 - 05:33:33PM] warning: Function fxDustDropRandomSCRIPT..OnLoad in stack frame 0 in stack 4132 doesn't exist in the in-game resource files - using version from save [12/01/2017 - 05:33:33PM] warning: Function fxDustDropRandomSCRIPT..OnLoad in stack frame 0 in stack 4139 doesn't exist in the in-game resource files - using version from save [12/01/2017 - 05:33:33PM] warning: Function fxDustDropRandomSCRIPT..OnLoad in stack frame 0 in stack 4146 doesn't exist in the in-game resource files - using version from save [12/01/2017 - 05:33:33PM] warning: Function fxDustDropRandomSCRIPT..OnLoad in stack frame 0 in stack 4137 doesn't exist in the in-game resource files - using version from save [12/01/2017 - 05:33:33PM] warning: Function fxDustDropRandomSCRIPT..OnLoad in stack frame 0 in stack 4144 doesn't exist in the in-game resource files - using version from save [12/01/2017 - 05:33:33PM] warning: Function fxDustDropRandomSCRIPT..OnLoad in stack frame 0 in stack 4143 doesn't exist in the in-game resource files - using version from save [12/01/2017 - 05:33:33PM] warning: Function fxDustDropRandomSCRIPT..OnLoad in stack frame 0 in stack 4128 doesn't exist in the in-game resource files - using version from save [12/01/2017 - 05:33:33PM] warning: Function fxDustDropRandomSCRIPT..OnLoad in stack frame 0 in stack 4145 doesn't exist in the in-game resource files - using version from save [12/01/2017 - 05:33:33PM] VM is thawing... [12/01/2017 - 05:33:33PM] [12/01/2017 - 05:33:33PM] =====Wet and Cold is refreshing itself and searching for addons. Any errors below are harmless.===== [12/01/2017 - 05:33:33PM] [12/01/2017 - 05:33:33PM] error: File "Unofficial Skyrim Legendary Edition Patch.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [uSLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 29 [alias Player on quest USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6 [12/01/2017 - 05:33:33PM] error: File "Unofficial Skyrim Patch.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [uSLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 33 [alias Player on quest USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6 [12/01/2017 - 05:33:33PM] error: File "Unofficial Dawnguard Patch.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [uSLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 37 [alias Player on quest USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6 [12/01/2017 - 05:33:33PM] error: File "Unofficial Hearthfire Patch.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [uSLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 41 [alias Player on quest USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6 [12/01/2017 - 05:33:33PM] error: File "Unofficial Dragonborn Patch.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [uSLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 45 [alias Player on quest USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6 [12/01/2017 - 05:33:34PM] error: File "Wyrmstooth.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [_WetQuest (15000D63)]._wetquestscript.Maintenance() - "_WetQuestScript.psc" Line 544 [alias Player on quest _WetQuest (15000D63)]._wetplayeralias.OnPlayerLoadGame() - "_WetPlayerAlias.psc" Line 6 [12/01/2017 - 05:33:34PM] error: File "Chesko_Frostfall.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [_WetQuest (15000D63)]._wetquestscript.Maintenance() - "_WetQuestScript.psc" Line 552 [alias Player on quest _WetQuest (15000D63)]._wetplayeralias.OnPlayerLoadGame() - "_WetPlayerAlias.psc" Line 6 [12/01/2017 - 05:33:34PM] error: File "Campfire.esm" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [_WetQuest (15000D63)]._wetquestscript.Maintenance() - "_WetQuestScript.psc" Line 562 [alias Player on quest _WetQuest (15000D63)]._wetplayeralias.OnPlayerLoadGame() - "_WetPlayerAlias.psc" Line 6 [12/01/2017 - 05:33:34PM] error: File "iNeed.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [_WetQuest (15000D63)]._wetquestscript.Maintenance() - "_WetQuestScript.psc" Line 569 [alias Player on quest _WetQuest (15000D63)]._wetplayeralias.OnPlayerLoadGame() - "_WetPlayerAlias.psc" Line 6 [12/01/2017 - 05:33:34PM] error: File "getSnowy.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [_WetQuest (15000D63)]._wetquestscript.Maintenance() - "_WetQuestScript.psc" Line 574 [alias Player on quest _WetQuest (15000D63)]._wetplayeralias.OnPlayerLoadGame() - "_WetPlayerAlias.psc" Line 6 [12/01/2017 - 05:33:34PM] error: File "Immersive Citizens - AI Overhaul.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [_WetQuest (15000D63)]._wetquestscript.Maintenance() - "_WetQuestScript.psc" Line 585 [alias Player on quest _WetQuest (15000D63)]._wetplayeralias.OnPlayerLoadGame() - "_WetPlayerAlias.psc" Line 6 [12/01/2017 - 05:33:34PM] error: File "EFFCore.esm" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [_WetQuest (15000D63)]._wetquestscript.Maintenance() - "_WetQuestScript.psc" Line 598 [alias Player on quest _WetQuest (15000D63)]._wetplayeralias.OnPlayerLoadGame() - "_WetPlayerAlias.psc" Line 6 [12/01/2017 - 05:33:35PM] [12/01/2017 - 05:33:35PM] =====Wet and Cold is finished refreshing itself and searching for addons!===== [12/01/2017 - 05:33:35PM] [12/01/2017 - 05:33:36PM] error: Object reference has no 3D stack: [ (0001E68C)].Sound.Play() - "<native>" Line ? [ (000B77B7)].fxDustDropRandomSCRIPT.OnLoad() - "<savegame>" Line ? [12/01/2017 - 05:33:50PM] error: Object reference has no 3D stack: [ (0001E68C)].Sound.Play() - "<native>" Line ? [ (000B77B4)].fxDustDropRandomSCRIPT.OnLoad() - "<savegame>" Line ? [12/01/2017 - 05:33:53PM] error: Object reference has no 3D stack: [ (0001E68C)].Sound.Play() - "<native>" Line ? [ (000B77B5)].fxDustDropRandomSCRIPT.OnLoad() - "<savegame>" Line ? [12/01/2017 - 05:33:55PM] error: Object reference has no 3D stack: [ (0001E68C)].Sound.Play() - "<native>" Line ? [ (000B77B8)].fxDustDropRandomSCRIPT.OnLoad() - "<savegame>" Line ? [12/01/2017 - 05:33:56PM] error: Object reference has no 3D stack: [ (0001E68C)].Sound.Play() - "<native>" Line ? [ (000B77B9)].fxDustDropRandomSCRIPT.OnLoad() - "<savegame>" Line ? [12/01/2017 - 05:33:58PM] error: Object reference has no 3D stack: [ (0001E68C)].Sound.Play() - "<native>" Line ? [ (00029BFC)].fxDustDropRandomSCRIPT.OnLoad() - "<savegame>" Line ? [12/01/2017 - 05:33:59PM] error: Object reference has no 3D stack: [ (0001E68C)].Sound.Play() - "<native>" Line ? [ (000B77B6)].fxDustDropRandomSCRIPT.OnLoad() - "<savegame>" Line ? [12/01/2017 - 05:34:04PM] error: Object reference has no 3D stack: [ (0001E68C)].Sound.Play() - "<native>" Line ? [ (000B77B2)].fxDustDropRandomSCRIPT.OnLoad() - "<savegame>" Line ? [12/01/2017 - 05:34:09PM] error: Object reference has no 3D stack: [ (0001E68C)].Sound.Play() - "<native>" Line ? [ (000B77B1)].fxDustDropRandomSCRIPT.OnLoad() - "<savegame>" Line ? [12/01/2017 - 05:34:10PM] error: Object reference has no 3D stack: [ (0001E68C)].Sound.Play() - "<native>" Line ? [ (000B77B8)].fxDustDropRandomSCRIPT.OnLoad() - "<savegame>" Line ? [12/01/2017 - 05:34:13PM] error: Object reference has no 3D stack: [ (0001E68C)].Sound.Play() - "<native>" Line ? [ (000B77B7)].fxDustDropRandomSCRIPT.OnLoad() - "<savegame>" Line ? As far as I can tell, it seems like the Unofficial Patch is causing trouble but I don't know how to fix it. Any assistance would be greatly appreciated!
  25. Update: Solved. I deleted all scripts and activators pertaining to this error and remade them. No error now. Edit: ugh....typo in topic name. Meant skinny-dipping. This post is about this skinny-dipping tutorial: https://forums.nexusmods.com/index.php?/topic/1081510-tutorial-by-subtanker-on-how-to-make-npcs-go-skinny-dipping/ I use this in my mod Elysium Estate, in three activators at spas that remove NPC clothing when they walk into the spas, and re-dress them when they leave. However, I do get Papyrus log errors and I was hoping to get help with getting rid of them. I follow the above tutorial without changing anything (except putting EE_ in front of the names of scripts so i can find them easier). Everything works fine. Except for the many many papyrus errors. Here are the errors. I am pulling these from Tes5Edit (which pulls them from the Papyrus log, just makes them easier to find). error: Cannot cast a spell from a None sourcestack:[ (080C57A6)].SPELL.Cast() - "<native>" Line ?[ (080CF9C3)].EE_LVENakedActivator.OnTriggerEnter() - "EE_LVENakedActivator.psc" Line 10 error: Cannot cast a spell from a None sourcestack:[ (080C57A6)].SPELL.Cast() - "<native>" Line ?[ (080CA8BD)].EE_LVENakedActivator.OnTriggerEnter() - "EE_LVENakedActivator.psc" Line 10 error: Cannot call IsInCombat() on a None object, aborting function callstack:[ (080CA8BD)].EE_LVENakedActivator.OnTriggerEnter() - "EE_LVENakedActivator.psc" Line 8 warning: Assigning None to a non-object variable named "::temp2"stack:[ (080CA8BD)].EE_LVENakedActivator.OnTriggerEnter() - "EE_LVENakedActivator.psc" Line 8 error: Cannot call IsInCombat() on a None object, aborting function callstack:[ (080CF9C3)].EE_LVENakedActivator.OnTriggerEnter() - "EE_LVENakedActivator.psc" Line 8 warning: Assigning None to a non-object variable named "::temp2"stack:[ (080CF9C3)].EE_LVENakedActivator.OnTriggerEnter() - "EE_LVENakedActivator.psc" Line 8
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