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Posts posted by luthienanarion
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Those are DirectX files, and they don't exist on your system. See if you can guess why and what you can do to fix it.
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You can install any adult hair pack, and the child races will be able to use whatever hairstyles their corresponding adult races can use.
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anyone else having issues with the armor swapper dll not firing with the new skse release? I can't have all these kids running around in their underwear but I can't go back to vanilla potato kids either and there's no room for another .esp in my load order
I tested it with 1.7.3, and there is no difference from 1.7.2 or 1.7.1.
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There are still people who refuse to install NVSE, citing various half-baked reasons, but I think most of them are just too lazy to install something that isn't a one-click process in NXMM.It's also astronomically faster.
I use it on getgameloaded on a mod, god I can't really notice the load difference with or without the mod.
Now we only need a function that calms down users and convince them that installing an extension won't destroy their life.
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It's also astronomically faster. Before I delved into writing my own script functions, I once wrote a script similar to the one above that took 20 minutes to generate a list of all weapon forms in a load order comprised only of the DLCs. (FormIDs are not necessarily contiguous, so you must attempt to build a reference to all 16.7 million possible values for each plugin.)I see, I wasn't aware such a function existed. I haven't kept up to date with that plugin. Been too busy with a lot of other stuff. Regardless, that will make it a lot easier to retrieve, instead of having to iterate through a bunch of lists to get everything. Thanks.
GetLoadedType and GetLoadedTypeArray instead iterate over an already-existing linked list in the game's memory containing the necessary data and return a result in mere milliseconds.
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That particular armor set is indeed meant to be worn all at once. The chest armor does not have arms or legs:
Also, the gloves include the left hand, which may look weird when playing a child character:
I cannot reproduce any errors regarding the boots, which show up just fine on my test character:
Make sure that you are using the new build of Skykids en_hawk linked to a few posts earlier: https://mega.co.nz/#!Dc0iUaDI!qZWSDAwEkUQG-KCtWPtSkbkc9bVPDQQdlkyIuhns148 (Install it over the old Skykids.)
I added a fix to the code regarding ARMA priority settings in that build, which may help with items that go missing when you equip additional armors.
In other news, I have a routine in my internal build that mirrors the racial abilities and powers of the vanilla races onto their Skykids counterparts. This should enable compatibility with mods such as EnaiSiaion's Imperious - Races of Skyrim or Skyrim Redone's race module without needing a patch. If we don't discover any errors in testing, that functionality may be included in the next update.
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Dunno if it's an issue with the new patcher or what, but after setting it up, equipping my body armor makes my gauntlets disappear. At least, the part of it attached to the arm does. Hand pieces remain intact.
What armor and gauntlets are you wearing when this happens?
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GetBaseForm can be used in place of GetBaseObject in all other circumstances. Unless you specifically want to retrieve the leveled list an actor was generated from, just use GBF.
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On another technical note, the SKSE plugin also scans loaded BSA archives for swap meshes. That means you can have your swap meshes contained in a BSA and they will still work.
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It only removes the need for the Java patcher.
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I'm working on some speed improvements. Naturally, it will take longer the more records it has to process, but I can probably optimize the parts of the code that are run tens of thousands of times in my own (very) modest load order.
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By default, Skyrim autosaves before each loading screen and after a set length of time whenever you open the menu, and it keeps a rotation of three such saves. CASM was created because the autosave system was buggy in Fallout and produced corrupted save files; the same doesn't appear to be true for Skyrim, eliminating the need for such a mod.
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Let me know how well this thing works or if you encounter any bugs.
I found a bug!
(Just kidding.)
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You can't add NPCs in an ESP, or you'll encounter this issue. Convert it to an ESM.
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Scn SexoutOffSpring0RenameTokenScriptref rPlayerref rMsgAref rMsgBref rTargetint bMenuint sAddedint iRemovingBegin OnAdd Set rTarget to GetContainer Set rPlayer to PlayerREF Set rMsgA to SexoutOffSpringNameMsgA Set rMsgB to SexoutOffSpringNameMsgB SetNameEx "%n" rPlayer rMsgA SetNameEx "%n" rTarget rPlayer GetPlayerName Set sAdded to 1EndBegin GameMode if (0 == sAdded) Return endif if (1 == bMenu) && iRemoving < 1 SetNameEx "%n" rPlayer rMsgB rTarget.SetActorFullName SexoutOffSpringNameMsgB PlayerREF.SetActorFullName SexoutOffSpringNameMsgA rTarget.NX_SetEVFo "SOF:rOffSpringName" SexoutOffSpringNameMsgB RemoveMe Set iRemoving to 1 endifEndBegin MenuMode 1051 Set bMenu to 1End
Here's the original version of that script (with comments intact) from my Renamer Rifle mod:
scn lutRenamerTokenOSref playernameref itemname1ref itemname2ref actornameshort namemenushort invalidrefshort removeshort removedbegin gamemode if(remove) ; Prevent RemoveMe being called more than once. if(removed) else set removed to 1 removeme endif endif if(invalidref) ; Abort the script and set the token for removal if the target is invalid. set remove to 1 return endif if(namemenu == 1) ; Wait for the text input to close before renaming actors. setnameex "%n" playername itemname2 ; Copy the new player name to the "name" of MSG2. actorname.setactorfullname lutRenamerMSG2 ; Set the actor's name to the "name" of MSG2. player.setactorfullname lutRenamerMSG1 ; Set the player's name back to what we saved in MSG1. set remove to 1 ; Set the token for removal. else set playername to player set itemname1 to lutRenamerMSG1 ; SetNameEx requires a ref variable for input, while SetActorFullName requires a MESG object. set itemname2 to lutRenamerMSG2 ; Point our ref variables to our MESG objects. set actorname to getcontainer ; Get the actor the token is on. if(actorname) if(gettype actorname != 42 && gettype actorname != 43) set invalidref to 1 ; Don't rename non-actor containers. return endif setnameex "%n" playername itemname1 ; Copy the player's name to the "name" of MSG1. setnameex "%n" actorname playername ; Copy the actor's name to the player so that GetPlayerName shows the name of the actor. getplayername ; Open the player-name input box. This uses MenuMode 1051 endif endifend ; gamemodebegin menumode 1051 ; "Text-Edit" mode used by GetPlayerName. set namemenu to 1end ; menumode 1051
It could probably be simplified, but it predates NVSE4. The player's name displayed in the Pip-Boy stats menu is updated by GetPlayerName but not by SetActorFullName; that's why the displayed name changes until the game is reloaded. (SetActorFullName is used instead of SetNameEx for renaming the actor because the change is permanent.) The correct name is used everywhere else. The extra guard against calling RemoveMe twice is included because an object script that calls it may or may not run an extra time and hit the RemoveMe call again, which crashes the game.1 -
I have used the "inv" console command on her, and quite frankly, the output puzzles me...
Here is the entire output:
inv
Sofie (05004031) has 5 items:
143 - Flower Basket (000D955A)
1 - Child's Clothes (0703C819) (100,100.00%)
---> BAD EDITOR ID (0703C816)
---> BAD EDITOR ID (BE00178E)
1 - Shoes (0703C81A) (100,100.00%)
---> BAD EDITOR ID (0703C818)
---> BAD EDITOR ID (BE003322)
6 - Septim (0000000F)
Thos "arrow" symbols are ARMA (armature) records attached to the ARMO (armor) form shown above them. They show as "BAD EDITOR ID" because they don't have real names and the game doesn't load EditorID data. The fact that they show up in the console output is simply stupidity on the part of Bethesda, and they are not errors at all. Similarly, the console also shows the health of ARMO forms (the "100" and "100%" values) , even though such data isn't used at all in Skyrim.
If Dragonborn is at index 07 in your load order, that output only signifies that the "Child's Clothes" item is from the Dragonborn ESM and that it has two armatures: one from the Dragonborn ESM, and one from another plugin loaded at index BE (the armor patch ESP). The same goes for the "Shoes" item.
If an NPC tends to wear its default clothing instead of items you gave them in the CK, they probably have one or more "outfits" defined. Delete those, and the NPC should stop questioning your fashion sense. You'll likely have to remove any existing copies of those items in their inventory if you've already encountered that NPC in a save.
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LutanaNVSE v11 does indeed contain functions to read/write numeric or string values from custom INI files. I should have it ready to upload fairly soon.
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Thank you so much. I have the script already done, in case you'll want an extra test from me
I sent a PM with a link to an early build you can test with.
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The error was on my end, actually. I changed the method I used to set the value of the map marker name, and it's working now in testing.
It seems that I already had an IsMapMarker function defined but forgot to register it, so that'll be in v9 anyway.
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Thank you very much Luthien, I really missed that one.
I take the occasion to ask you about another of your functions.
I solved all the other issues and only remains the SetMapMarkerName, I can't make it work
rMarkerREF.SetMapMarkerName "something"
rMarkerREF.SetMapMarkerName something
rMarkerREF.SetMapMarkerName sMyStringVar
rMarkerREF.SetMapMarkerName $sMyStringVar
They all compile, but noone gives a result in game, GetMapMarkerName returns empty everytime. The marker passes from having a name (the one I decided prior) to be empty, on the map it appears as çZ or something like that.
The issue is surely in the syntax, the variables are all fine.
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Sorry, it looks like it has been overlooked. Looks easy to add though.
It makes me feel guilty... but yeah if it was possible it would be wondrous

I also checked all the Actor Values in NVSE documentation but the aggro radius seems really unexistent, except maybe when it comes of package functions
My NVSE plugin has actor.LNGetAggroRadius and actor.LNSetAggroRadius if you need them for something before NVSE adds them.
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A curiosity about declaring variables inside dialogue result scripts, since some time ago this came out.
I just found a vanilla example of it.
...
As you can see it declares a float.
I've been declaring local variables in dialogue results and quest stages for years now. I never knew the possibility was in question.
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Speaking of cleaning up the wiki page, does anyone know if this still applies, or ever has:
- GetSelf will return 0 if called on a reference that has been created dynamically (for example, created via PlaceAtMe, or dropped from an inventory into the game world).
I have no idea, but it sounds bogus, like much of what's been copied over from the oblivion wiki.
In my experience, this is correct: GetSelf will not return a dynamically-generated reference. However, PlaceAtMe returns a reference to the created object. In order to do something with a PlaceAtMe-created object:
let refVar := someRef.PlaceAtMe someObject 1
This is outlined in the wiki page, as I recall.
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[WIP] Skykids - Child races & other technical goodies - No more armor patcher! New CotS R2 Race!(6/22/15)
in Downloads - Skyrim Non Adult Mods
Posted
The DLL does more than just make armor equippable; it builds the armature records from scratch with modified mesh paths based on existing replacement meshes for each racial configuration and attaches them to the armor records from all loaded plugins.
The source code for it will not be made available, as the entire point of replacing the cumbersome SkyProc patcher was to remove one of the hurdles to using SkyKids instead of another child race mod.