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This is the most actual stability guide that will help you to fix known crashes, technical problems, bugs and improve overall gaming experience as much as the old 32-bit game engine allows. Philosophy of Crashes Complete text TL;DR Part I - Memory Patches Skyrim's memory model was designed to work with fixed sized memory blocks. There're a lot of memory blocks in the game process, but we're insterested in 2 main blocks. These blocks hold dynamic in-game data such as NPCs, quests, items and models of everything you see in the game toget
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I'm hoping to make a mod adding custom expressions and I've tested them in game by replacing a few included in racemenu. When it comes to making them appear papyrus / scripting wise I'm stuck. I know about SetExpressionOverride and MFG console's SetPhenome but the documentation on them both doesn't include anything on creating new moods / mouths. I'm looking for two solutions to help out. A. Manipulating racemenu sliders in game using papyrus. (I'd have to follow a tutorial to add these sliders which'll have my expressions) B. Adding a new mood that I can use with SetExpr
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All the programs I'm using is the latest available. I followed the tutorials exactly, tried reinstalling everything and going through the internet to see if i can find a solution that works... but nothing. https://i.imgur.com/fn9UlM4.jpg currently papyrusutilVR is the only thing providing papyrusutil.dll, I deleted logs, reinstalled in different orders, the only thing I wasn't able to do was change papyrus mod load order, since there's no esp or esm, if anyone can tell me how to do that, that'll be much appreciated. I spent 12 hrs trying to get this to work, but now im
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sexlabquestregistry compiling issues
syco87 posted a question in Technical Support - SexLab Framework
so i was editing a script in sexlabquestregisrty in creation kit because i wanted to make a couple of custom animal followers sexlab compatible and was following this guide i found https://www.loverslab.com/topic/65158-how-to-make-an-animal-companion-sexlab-compatible/, and i followed the steps and added the followers i wanted but when i tried to recompile the scripts every single one failed to compile not just the one script i was editing, and also in the papyrus compilation status screen a bunch of scripts were being repeated and it took a very long time to compile i don't know if this is n -
Hello all, so after giving up on sexlab se light i was recommended to use the framework,...but the animations dont trigger, no voices either, characters dont undress, nothing, they just continue doing whatever they intended to do. among a lot of other mods I have installed SL SE framework + requirements (skyui, skse, fnis etc etc) i am using the sexlab matchmaker spell to test the animations, I tried several other SL SE mods which yielded the same result. Below a screenshot of ingame command box and the output from papyrus log, a
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- sexlab framework
- special edition
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Help a Papyrus Noob - Cast on ReferenceObject
Next_To_Nothing posted a question in Skyrim Technical Support
Just fair warning, I'm trying to get my feet wet with Papyrus trying to make personal changes to some mods and I'm having difficulty wrangling it. I'm trying to compile the modified script below from the Radiant Prostitution mod and having no luck. ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 3 Scriptname mf_simplerjobgiveitemsuccess Extends TopicInfo Hidden ;BEGIN FRAGMENT Fragment_2 Function Fragment_2(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE SatiatedSpell.cast (theClient) ;END CODE EndFun -
PSA: When GetSex() fails...
Papitas posted a question in Technical Support - Skyrim: Special Edition
This is not a question, but rather something like a solution I found for a problem. I put it here because I couldn't find the answer with any search engine, so I expect people find this post that way... and maybe some of you know why this happens? GetSex() always returns 0 I wanted to do this: bool Function IsFemale(Actor akTarget) Global return akTarget.GetActorBase().GetSex() == 1 EndFunction But it was always false because GetSex() always returned 0. It was quite easy to find that doesn't work. You need to use GetLeveledActorBase() because "somet -
Things in the Dark could have been one of the greatest LL quest mods ever. Unfortunately, it has a lot of bugs. The "modified" version fixes some of them, making it sort of playable. Almost every quest in TitD is a broken progression blocker. Why does TitD have so many bugs? Why does Delzaron consistently make mods that have so many faulty quests? To be fair to Delzaron, he's not the only modder with this problem, he's just the most prolific. I could name a few other authors, with buggy mods, who script their quests in exactly the same way. When tr
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THE ISSUE OF THIS TOPIC WAS: I have a mod with an MCM menu, but the toggle buttons would not toggle when pressed. It didn't work because I was asking papyrus to read a string as a bool incorrectly, in a way that always returns true. Thanks to Teutonic for figuring out the issue~ SOLUTION and LESSON LEARNED: If you tell papyrus to read a string as a bool, the string will always return bool=true unless the string contains nothing, like so: "". (IE: Absolutely nothing, not even a space.) if !RandomString -DO STUFF- else -DO OTHER STUFF- endif If RandomString holds anything at
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A lot of mods that have soft-dependencies have all kinds of nasty cross-mod issues that cause a CTD at game start, or simply break other mods that are involved in the mess. Often, the problems only manifest when three or more mods are involved. The way to avoid these problems completely is quite simple. The problem is created by a handful of bad patterns, and there is nothing mysterious or magical about it. There is a solid reason for why it happens, and why it can sometimes be quite complex to reproduce, or for a player to fix when setting up a new LO.
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- modding help
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Oldrim crashing the place like a grown man
christiansatanist posted a question in Skyrim Technical Support
So after playing my test character for extensive time adding and removing mods and testing. Yes i know it screws my saves. It was to see if mods actually work, i never intend a test character save to last ever. Now that all of it is done i start a new character and upon first try of loading the NEW savegames with my NEW character i get all these CTD's that i partially solved by removing enchanced character edit(realised racemenu already has it built in) removing some mihail creature mods and other little things i could afford to get rid of. Yet the problem -
Problem 1: I have a formlist which contains keywords. I am looking for a way how I could extend add more keywords to that formlist and do this by a script. (opposed to: click it in the CK) I am pretty sure there is a way, though I havent found it yet by looking through other mods as examples. An example or a pointer to a mod with sources would be nice. Problem 2: I want to extend add keyword to this formlist that were defined in another mod. But I don't want the hard dependency and don't want to have the other mod as a mandatory master. So basi
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Greetings, using papyrus viewer, I cannot seem to find the issue. I have a character that her saves load, and sometimes don't. For Niooverride fix I have iLoadMode=1 [from 0] to load overlays first, I have load game CTD fix, using FNIS XXL, under 500 anims loaded in SLAL. Here's load order. I recently added, I know.. bad...bad! The Death cam, between TES5Editmerge.esp and BASHED, as when I die, and the game loads the save... I CRASH 90%. Attached my papyrus log LanternsOfSkyrimELFXpatch.esp, LOS ELFX Consistency Patch.esp are NOT loaded. Papyrus.0.log
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This is a little snippet of code, that I've written in C and C++ before. This time it's for papyrus. It's a ticket-based spinlock. For those with a comp-sci background, known as a ticket lock (Communicating Sequential Processes - C.A.R.Hoare, Chapter 6.6 Scheduling). So what does it offer: it's a spinlock (i.e. a form of mutex) it's fair (the thread that waits the longest for the lock is the one that will acquire it next). It provides 3 functions: Function lock() locks the resource (blocking) Function unlock() unlocks the resource (non-blocking) bool Function trylock()
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Version 0.3.0
78 downloads
Nosis' Locks: Arbitrary Read/Write Locks "Protects your code against CTDs better than Trojan protects against STDs" v0.3.0 Description NosLocks gives you an generic read/write locking mechanism to use as you see fit. It abstracts out the GotoState() paradigm of Papyrus effectively allowing a single script to have multiple states at the same time (via semaphore barriers). This library provides classic read/write locking capabilities: many readers and zero writers, or one writer and zero readers. WARNING Semaphore barriers are dangerous if you aren't careful with them. Only you ca -
Can someone tell me what causes my game to crash? I can start the game fine but when it loads scripts it eventually crashes, what mods can cuase this Papyrus.0.log
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Hi, I was wondering whether it is possible to have the Papyrus logging enabled while disabling its output on screen (but keeping file logging active) with an ini setting. So I can enable it and disable it at will with different ini files. I have a mod manager which supports custom game settings. So for beta mods or if I need technical support request which requires a screenshot with on screen output then the ini file or ini settings can be altered for that profile specifically as needed. If anyone can please specify the specific setting and its attributes that will very
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Let's compare different ways to do things in scripting
coldloc posted a question in Skyrim Technical Support
Sometimes papyrus Api document may contain lot of functions look similar. or can achieve certain game effect via many approaches , and different methods used may have pros and cons. ( usability and reliability etc. ) I would like to start a thread on brain storming ideas on achieving certain basic effects in game. Example Topic 1: Don't let an Actor move ( Actor movement toggle ) below are some available methods and ideas: setDontmove Flags this actor as "don't move" or not. setRestrained Flags this actor as restrained -
Quick qualifier: While I am not new to programming in general, I have very limited experience with papyrus, so sorry for what I am sure are going to be a lot of nonsensical questions. In short, I have a script from one mod that has an internal function (non global), I would like to add a call to that function inside a script from another mod. But they are scripts working on very different things, so I'm at a loss as to how to get started. The first is the supporting script from Ousnius's weightmorphs mod, which adjusts the player model based on what the player eats. It
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now I'm rightfully totally confused or over my head about what's wrong with my game this time. I had just fixed the fxDustDropRandomSCRIPT Helgen01 bug and coc'ed to Tamriel 0 0 then saved and exited to main menu but now I can't reload back into the game there w/o CTD. I think Papyrus is showing me nonsense since I use Usleep.esp; which to my knowledge is a replacement for all the DLCs esp.'s plugins. Can someone tell what I supposed to do next to stabilized my game's functionability into a playable game once again? My mod list is intentionally kept under 200 to compe
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My NPCs stand around nude while the sound plays. When I looked at my Papyrus logs, whoo boy, what a mess. Need a little help here, please. Papyrus.0.log Papyrus.1.log
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So I decided to being modding on a whim and now I realize why the creation kit sucks. I fixed all of my pathing issues (my skyrim was installed on a seperate drive S:) and fixed the ini settings so the CK would load. I loaded LAL (Alternate start - live another life) after ESMifying it and set out the dialogue for my new start, basing it off of the pre-existing starts. I then went to tie in the quest so that the main quest would begin (its what points you to helgen w/ rumors and the bit of text to set up background info, etc.). So i tried to open the script file for the quest of a pre-existing
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Does anyone know how it would be possible to (with papyrus coding) check if an armor/clothing/weapon has an enchantment on it? I do not need to know what the enchantment is, merely if there is an enchantment at all. I'm thinking it could be done with the GetEnchantement() command, but the wiki states that it'll check the base object and not the object reference, meaning that player-forged and mod-added enchantments would seemingly slip through the cracks of such a check.
- 3 replies
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- papyrus
- enchantment
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CTD a few minutes after starting a new game
Guest posted a question in Technical Support - Skyrim: Special Edition
Seems like I need to either cut a mod or change order, but cant make any sense of the Papyrus logs. Can someone who is familiar with the logs take a look and let me what it indicates, if anything, may be the problem? Papyrus.0.log Papyrus.1.log Papyrus.2.log Papyrus.3.log -
Hi everyone. So recently Ive started a new Skyrim playthrough due to the fact my pervious Char save was too far gone in corruption. I'd CTD randomly, games would load and my char would be doing some strange things while he floats off into the great beyond, and 90% of the time my game would crash on loading so i would have to load a known good older save then load my most recent save to continue the playthrough. after enough CTD's i decided enough was enough and started a new playthrough. My new playthrough is 100% smoother and the fluidity of the scripts and how they play out feel good but i s