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hafertaler

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  1. Just wanted to say, that Scaled Armor (Heavy Hide Armor) causes a CTD on equip, even for NPCs. I'm using the files linked in OP. I was able to pinpoint it by sheer coincidence, when travelling to High Hrothgar. On the way it kept crashing, I disabled the replacer, travelled ahead and killed the woman in the vicinity (tablet nr 4) , took her armor, saved, reactivated the replacer and loaded again. On equipping the armor it crashed. Took a look in the CK, nothing there, but in OS I saw, that two bodies were integrated into the outfit. I made a new version of the armor (basically just deleting the two integrated bodies and importing the HDT UUNP body on save) and now it works fine. So that's something to keep in mind. I attached my version, it will most certainly clip in certain configurations, but you can fix that if you want to. You can find it in BS with the name "Heavy Hide Armor NEW". ShinShi_HeavyHideNew.7z
  2. @Cercis01: while I don't have CTDs entering the stairwell, Rivet City looks exactly the same, like someone broke the "portals" or whatever the visual connection between rooms are called. But I can kind of point my fingers at the "Citadel fixed" esp of NVAC. I didn't use it in the beginning and Rivet city looked just fine with the unfixed NVAC esp, but once I came to the Citadel and had to look for a fix, I used the fixed esp and Rivet City suddenly looked exactly like that.
  3. That did the trick, Selecting her in the console and "Say FBJI04Conversation". Thanks for the help!
  4. So I tried it, if I use the command to trigger the dialog before I enter the Triggerbox, it also stops after the fourth line of dialog. In addition to that the Triggerbox is still active so I get Controls revoked as soon as I come to close. When I trigger the box, wait for the dialog to get stuck and then enter the command, nothing happens. I still don't have controls and I can wait for ages but she won't say anything else and they just awkwardly stare at each other. Anyway, thanks for your help, I appreciate it.
  5. Well I keep being stuck without playercontrols, so I can't speak to anyone or do anything. Enabling player controls through the console at that point doesn't help either since Bourne(?) and Jade both don't have their usual dialog tree at this point (which makes me think that the scene gets stuck) but block dialog (smaller talk still works though), aside from the options added by other mods. And I don't know how I would be able to force her to speak the next line to be honest. Anyway, since I am currently able to circumvent getting stuck by simply not getting too close to them, it's fine. I just assume, that I have to wait for the next time of Jade suddenly popping up, like when I finally travel to Mojave or something like that.
  6. Thanks for the quick response. I didn't have general subtiltes enabled and now I can see, that they start talking to each other. But after 4 lines it always stops: "If not for the Brotherhood what else is keeping you here" <- something like that. After that they stop talking to each other and I'm stuck. I tried 4 times and once I simply waited for 5 minutes after they stopped talking to each other, but still nothing. Now I can simply quick travel or run around the trigger box, but I don't know if this won't come back to bite me later, if I simply ignore the scene.
  7. Just wanted to let you know, that there's another time, where the Jade add-on completely breaks progression/gets you stuck without being able to move, when she's not currently your companion. When you don't have her accompanying you and you start Broken Steel, she's standing at the entrance of the Citadel training ground with the Brotherhood of Steel woman (can't remember her name, the mother of the girl you have to search for during an earlier quest) and as soon as you get close enough (I assume a trigger box) your controls get removed. As far as I can tell nothing happens, no scene gets triggered and they just stand there looking at each other and the player can't move anymore.
  8. I downloaded the esp and can at least confirm that I am now able to proceed with the pitt. Now more getting stuck without having player controls.
  9. Even though I didn't have her as an active companion in Point Lookout, Jade suddenly showed up and the "Look for Jade" quest started and is present in the quest log. Although you can't finish the quest, since she is still in Rivet City. Other thing is: I started the Pitt and didn't take her with me and after a few steps into the steel yard to get the ingots, you disabled player controls and Jade suddenly shows up, shoots around, but it breaks progression, since I never get player controls back. I literally waited 10 minutes for something to happen, but nothing. Also her quest doesn't progress any further for me, when I'm supposed to take her to the spot with the grave up north I think. I'm supposed to go to a certain spot, but when I'm there nothing happens or gets triggered.
  10. No, that file works with 0.3 or 0.31 and will continue to work as long as you don't change the call completely or the bits around. Still updated it though because you integrated the reset to default behavior, since I don't have to call it anymore.
  11. Hmmm... seems the lack of animations already categorized is the only thing holding this back as of now ^^ But that can only get better I assume! I'll share my testmod here, because it has basically no point. Adds a dialog option (for everyone) that will guide you through a few selections of options to combine a few of them. First the stance: like standing, laying etc. Second the facing direction: normal or opposite Third the "emote": I bundled the rest together here. After every selection you can either add another one or say it's enough. Things like Sub - Dom, Yes - No, neutral with things like Sub, Dom etc. are all not possible. I don't know if this is correctly set up, but easily tweakable, so if someone finds combinations that don't make sense, but are still possible, just tell me. In the end you can start the animation, either at the end of the dialog or during a few words that are spoken. Nothing more, it's just to showcase what the Idler has to offer. And if you chose combinations that currently don't have animations, you will get a message in the upper left corner that tells you so, when you try to play the animation. Edit: Updated to remove the reset of actor to default behavior because this is now integrated in the Idler function IdlerTestDialog.7z
  12. Alright, that makes sense. To test I made another version with Idler as Master and it works fine. Will you add a function to "reset" actors to their previous state so they stop the last pose assigned to them or is there already a preferred function in Skyrim to do that?
  13. I'd be totally willing to play around with this : ) Like creating some kind of mod just to test it out a bit. Now why I'm so interested in this is to try it out instead of the idleanims you can use in dialog. There's just such a limited variety and they get old really quick. So removing the exe should be enough to avoid any problem I assume. Oh and thanks for answering my questions : ) Edit: Ok I tried to make a little test mod using the soft dependency option, but it seems, that: Form frmExternal = Game.GetFormFromFile(0x00183D, "Idler.esp") As Form doesn't work. That or the: if (frmExternal) does somehow deliver false : (
  14. This sounds very promising Just to get a better understanding a few questions: - will the idles be played for a defined duration or is this dependent on the idle itself? Like some being 2 seconds and others 5 seconds long? - are these intended to be used instead of the "UseIdles" in dialogs? Do they "play nice" when I call them in a begin script of a response from a npc? - do you intend to maybe make a video or something like that to showcase it in action, or will I have to see it in your mods? - will the different attributes get extended? With that I mean "yes", "no", "neutral" and so on, will there come more options? Edit: Alright, I saw in the posted script, that there may come more categories later and in the download I took a look at the excel file and saw that at least one idle has a duration defined (2 secs). So I assume the animation duration will differ from animation to animation. But another question popped up, don't know if you can answer: - How does it get handled when I try to play several idles like one after the other? will I have to know how long the animations will be that will get triggered to be able to chain them together, with wait() in between or something like that or does the animation call play the animation from start to end and then execute the next chained idle right afterwards? Don't know if you already tested that or not or if there's even something in idler already or planned to handle that if necessary.
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