supercats Posted September 25, 2020 Posted September 25, 2020 (Posted to the wrong category) So I know Estrus is on Nexus but hopefully someone here stumbled across the same problem as me and found a fix... I was using Estrus-undress to futz around with pickpocketing in Riverwood when I missed...and hit a kid. The damn spell still worked. I don't even want to try the rest of the Estrus spells but I would imagine if one worked the rest of them would. Is there a way I can go into the Estrus files and maybe set a flag that blocks it on kids or something? Or would I have to inform whoever's maintaining Estrus on Nexus? Because if not then I'm sure as hell never using the explosion spells in a town or village, and more likely will just uninstall the whole damn thing.
Seijin8 Posted September 25, 2020 Posted September 25, 2020 6 minutes ago, supercats said: Is there a way I can go into the Estrus files and maybe set a flag that blocks it on kids or something? Add a condition to the spell that checks for "IsChild == 0"
supercats Posted September 25, 2020 Author Posted September 25, 2020 4 minutes ago, Seijin8 said: Add a condition to the spell that checks for "IsChild == 0" Thanks - fairly stupid question though; how do I do that? I'm right clicking it's various items in MO, but can only seem to open it's location in the MO folder of Windows. In there, I tried opening the .esp and "zzEstrusInitCoreScript.pex" in Notepad++, but they both seem to be compiled and/or not text files (N++ threw up a see of NULLs).
Seijin8 Posted September 25, 2020 Posted September 25, 2020 18 minutes ago, supercats said: Thanks - fairly stupid question though; how do I do that? I'm right clicking it's various items in MO, but can only seem to open it's location in the MO folder of Windows. In there, I tried opening the .esp and "zzEstrusInitCoreScript.pex" in Notepad++, but they both seem to be compiled and/or not text files (N++ threw up a see of NULLs). Right... yeah, I'm not investing that kind of time into something like this. Use Google. This is basic modding, but modding Bethesda games -- even when basic -- can take a long time to understand. You would use either the CK or xEdit to do this, and you would be messing with the Spell data and the attached Magic Effect. Given that you've listed uninstalling the offending mod as an option, go with that.
supercats Posted September 25, 2020 Author Posted September 25, 2020 7 minutes ago, Seijin8 said: Right... yeah, I'm not investing that kind of time into something like this. Use Google. This is basic modding, but modding Bethesda games -- even when basic -- can take a long time to understand. You would use either the CK or xEdit to do this, and you would be messing with the Spell data and the attached Magic Effect. Given that you've listed uninstalling the offending mod as an option, go with that. Fair enough. I'll look into those two and if they're too absurd then just go with removing it. Thanks for the advice.
core99 Posted September 25, 2020 Posted September 25, 2020 I've recently been digging around in Estrus's scripts and I can tell you there are a lot of them and they are complicated and there are zero notes. Even if you want to learn how to create patches this is not where you need to start. If you like Estrus, just don't use the spells, use addon mods instead. Estrus Addon - Nexus (same page you get Estrus) Estrus Mimics - Nexus Estrus Chaurus - Lovers Lab Estrus Spider - Lovers Lab
Seijin8 Posted September 25, 2020 Posted September 25, 2020 3 minutes ago, core99 said: I've recently been digging around in Estrus's scripts and I can tell you there are a lot of them and they are complicated and there are zero notes. Even if you want to learn how to create patches this is not where you need to start. If you like Estrus, just don't use the spells, use addon mods instead. Estrus Addon - Nexus (same page you get Estrus) Estrus Mimics - Nexus Estrus Chaurus - Lovers Lab Estrus Spider - Lovers Lab The issue has nothing to do with scripts, and while you could fix the problem by editing the scripts, that would be an overly complicated way to do it. Just making the spells fail on a condition (before they ever call up the script) would do the trick, no recompiling needed. A condition on the spell itself that checks against the actor would halt everything before it ever checked the Magic Effect (which is what would fire off the script).
supercats Posted September 26, 2020 Author Posted September 26, 2020 On 9/25/2020 at 3:50 AM, Seijin8 said: The issue has nothing to do with scripts, and while you could fix the problem by editing the scripts, that would be an overly complicated way to do it. Just making the spells fail on a condition (before they ever call up the script) would do the trick, no recompiling needed. A condition on the spell itself that checks against the actor would halt everything before it ever checked the Magic Effect (which is what would fire off the script). I did some digging and found how to set the "IsChild" in xEdit; thanks for that!
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