Pamatronic Posted March 10, 2021 Author Posted March 10, 2021 On 3/8/2021 at 10:05 AM, belegost said: Is there a way to display an already dead actors? Say, I'd snatch Susanna the Wicked's body from the crime scene and would like to put her body on the display in my lair. You´d have to resurrect her to make her do anything. There is no way in this game to pose a dead actor, unfortunately.
Pamatronic Posted March 10, 2021 Author Posted March 10, 2021 4 hours ago, Chosen_One said: Hi, just passing by to ask if you remember what bodyslide preset you used when took screenshots for that mod. Thanks in advance Youd´d have to specify. Everyone in the screenshots uses a different one.
Chosen_One Posted March 10, 2021 Posted March 10, 2021 3 hours ago, Pamatronic said: Youd´d have to specify. Everyone in the screenshots uses a different one. Oh, I thought it's the same preset with different weight values. So, it's mainly about Lydia then, but I'll be glad to know about Carlotta and Ysolda too.
MatinZ Posted March 15, 2021 Posted March 15, 2021 Hi Can we use Zaz 7.0 instead of Zaz 8.0? if we can't, can we use Zaz 8.0plus or we only must use Zaz 8.0? And I have Zaz 7.0 installed, do I need to make a clean save for updating to 8.0 or just delete 7.0 and install 8.0?
Pamatronic Posted March 17, 2021 Author Posted March 17, 2021 On 3/10/2021 at 4:17 PM, Chosen_One said: Oh, I thought it's the same preset with different weight values. So, it's mainly about Lydia then, but I'll be glad to know about Carlotta and Ysolda too. Ok, found it. This is the one i used for Lydia: Custom_Thick_godess.xml keep in mind that this is a very old Preset and doesn't work on more modern bodies like the 3BBB ones. Carlotta and Ysolda are using the default body which comes with the Bijin series mod. If you want that preset, you´ll have to ask their Autor.
Pamatronic Posted March 17, 2021 Author Posted March 17, 2021 On 3/15/2021 at 11:43 PM, MatinZ said: Hi Can we use Zaz 7.0 instead of Zaz 8.0? if we can't, can we use Zaz 8.0plus or we only must use Zaz 8.0? And I have Zaz 7.0 installed, do I need to make a clean save for updating to 8.0 or just delete 7.0 and install 8.0? The mod just uses the .nif Files for the Crosses from Zap. I don't think they are included in Zap7, but you can just try this yourself. Use the construction Spell and see if the Crosses appear. If they don't, you need to upgrade to Zap8. Zap8+ is an extension of Zap8, therefore using Zap8+ is preferable For this mod, making a clean save after upgrading Zap is not required, but you might have other mods installed which are more sensitive to this, so i cant give you a definitive answer. Usually, I only do a clean save if stuff doesn't work. 1
Chosen_One Posted March 18, 2021 Posted March 18, 2021 On 3/17/2021 at 9:12 PM, Pamatronic said: Ok, found it. This is the one i used for Lydia: Custom_Thick_godess.xml keep in mind that this is a very old Preset and doesn't work on more modern bodies like the 3BBB ones. Carlotta and Ysolda are using the default body which comes with the Bijin series mod. If you want that preset, you´ll have to ask their Autor. Thanks and sorry for disturbance
bytorredoubt Posted April 18, 2021 Posted April 18, 2021 quick question about this and creation kit... is there something special I need to do in order to place them in CK to make them work and stay? I'm having this weird issue where if I place them in creation kit they show up in the render window just fine, I can move them around, light interacts with them for shadows etc... but when I save and reload either the game or CK they have vanished! All the other changes made in that session are there but the crosses are not. For example, I placed one, decorated it with a deer skull and saved. Boot up the game, the skull is there just floating in space. Boot up creation kit again, and again the skull is there just floating in space. Its also not just hidden or something as it doesn't show up in the list in the "cell view" window anymore either. I can work around this given time, as long as I don't ever need to start a new game or load an earlier save... but it seems fishy that its happening. Any thoughts or advice? I have to assume there's something I'm overlooking...
Pamatronic Posted April 19, 2021 Author Posted April 19, 2021 On 4/18/2021 at 9:15 AM, bytorredoubt said: quick question about this and creation kit... is there something special I need to do in order to place them in CK to make them work and stay? I'm having this weird issue where if I place them in creation kit they show up in the render window just fine, I can move them around, light interacts with them for shadows etc... but when I save and reload either the game or CK they have vanished! All the other changes made in that session are there but the crosses are not. For example, I placed one, decorated it with a deer skull and saved. Boot up the game, the skull is there just floating in space. Boot up creation kit again, and again the skull is there just floating in space. Its also not just hidden or something as it doesn't show up in the list in the "cell view" window anymore either. I can work around this given time, as long as I don't ever need to start a new game or load an earlier save... but it seems fishy that its happening. Any thoughts or advice? I have to assume there's something I'm overlooking... Mhhh.... thats weird. Did you make an edit to the original esp, or did you create a new one?
timazeezee Posted April 19, 2021 Posted April 19, 2021 "I want you to witness the fate of the town of Riften, to memorize every detail. And then, when you move on? I want you to teach everyone you meet the lesson that the Imperial Legion taught here, especially any Stormcloak troops you run across."
bytorredoubt Posted April 19, 2021 Posted April 19, 2021 2 hours ago, Pamatronic said: Mhhh.... thats weird. Did you make an edit to the original esp, or did you create a new one? I think your question prompted me to come up with the answer on my own, but I'd appreciate the peer check. I edited what I consider my "primary mod" which is where I've built my custom house, edited breezehome etc. I tried to place the assets from your mod just like I would any zap asset... but your mod isn't a master (unlike zap) which is what is causing my issue isn't it? So I'd either need to merge your mod with my "primary mod" or make yours a master. Probably the latter since you're still updating. Looking forward to the updates btw!
hierophant1985 Posted April 20, 2021 Posted April 20, 2021 If i use the option to remove the dead body from the cross it just remove its clothes, the bodie stands in the cross naked. Cross functions dont work anymore. I disabled the cross, it dissapeared but the body still remains there floating. Any idea how to fix this?
Pamatronic Posted April 24, 2021 Author Posted April 24, 2021 On 4/20/2021 at 3:58 AM, hierophant1985 said: If i use the option to remove the dead body from the cross it just remove its clothes, the bodie stands in the cross naked. Cross functions dont work anymore. I disabled the cross, it dissapeared but the body still remains there floating. Any idea how to fix this? Please use the Diagnostic Function as described on the Frontpage.
Pamatronic Posted April 24, 2021 Author Posted April 24, 2021 On 4/20/2021 at 12:17 AM, bytorredoubt said: I think your question prompted me to come up with the answer on my own, but I'd appreciate the peer check. I edited what I consider my "primary mod" which is where I've built my custom house, edited breezehome etc. I tried to place the assets from your mod just like I would any zap asset... but your mod isn't a master (unlike zap) which is what is causing my issue isn't it? So I'd either need to merge your mod with my "primary mod" or make yours a master. Probably the latter since you're still updating. Looking forward to the updates btw! Yup, it seems you found the answer. I wasn't aware that a file has to be master file in order to serve as a dependency, but a quick google search confirms this. Thanks for this input
olonolo Posted April 25, 2021 Posted April 25, 2021 Papyrus Extender states as a requirement: " Visual C++ Redistributables 2019 Do I need that file in order for this mod to work? (I have no idea what that's for)
Pamatronic Posted April 27, 2021 Author Posted April 27, 2021 On 4/25/2021 at 10:43 PM, olonolo said: Papyrus Extender states as a requirement: " Visual C++ Redistributables 2019 Do I need that file in order for this mod to work? (I have no idea what that's for) They are library functions which C++ applications (like SKSE-Plugins) might require to function properly. You you will likely have those installed anyways since they are included in many other games and Applications. You can just try and run the mod. It will show a notification about the extender not working if there´s a problem.
Argetlam123 Posted June 6, 2021 Posted June 6, 2021 I'm having trouble placing npcs on the crosses. I use the spell to order them to get on the cross but nothing happens. Do you have any solutions for that?
Pamatronic Posted June 6, 2021 Author Posted June 6, 2021 10 hours ago, Argetlam123 said: I'm having trouble placing npcs on the crosses. I use the spell to order them to get on the cross but nothing happens. Do you have any solutions for that? Please refer to Frontpage
stillnofunnylogin Posted June 10, 2021 Posted June 10, 2021 So, I seem to be a magnet for problems that no one else ever sees. What would you need to troubleshoot this? Can you troubleshoot this? I set up two crosses inside Dragonsreach, by Jarl Balgruf's throne. Now, I can't get close to the throne without a crash in HDT, crashing the game Problem signature: Problem Event Name: APPCRASH Application Name: TESV.exe Application Version: 1.9.32.0 Application Timestamp: 51437ce5 Fault Module Name: hdtPhysicsExtensions.dll Fault Module Version: 0.0.0.0 Fault Module Timestamp: 53108655 Exception Code: c0000005 Exception Offset: 0000ef30 OS Version: 6.1.7601.2.1.0.768.3 Locale ID: 1033 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789 Read our privacy statement online: http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x0409 If the online privacy statement is not available, please read our privacy statement offline: C:\windows\system32\en-US\erofflps.txt
Pamatronic Posted June 12, 2021 Author Posted June 12, 2021 Oh Boy. I afraid this is beyond me. sorry. Only thing I can say that that scenario works fine with me, and i have hdt installed as well (duh...)
bytorredoubt Posted July 16, 2021 Posted July 16, 2021 So, I just thought I'd share some results of playing around with this. I ran into some trouble with having crosses in Whiterun, as even though it's technically several cells... you can see into 2 (sometimes 3 or 4) cells at a time. NPCs that were supposed to be dead were A-posing inside crosses, others were long distances from their cross, etc. so 7 crosses spread between 2 cells, that you could see all at once, was resulting in a lot of weirdness. I found that if I increased the number of available aliases in the search for crux on load quest, the corpse handler quest, and the number of corpse return aliases. (as well as updating the numbers in the scripts to match) that I'm able to significantly increase the number of cruxes with dead NPCs in a cell. I did some "stress-testing" using a cleaned out Drelas Cottage and was able to stuff 35 such cruxes with dead NPCs in the cottage with "almost" no issues. I have a single crux that keeps giving me trouble, no matter how many times I destroy it and rebuild it, reset the handler, reset the spinlocks, or reload the cell. I'm not sure if it has to do with the location I'm placing it or the NPCs I'm sticking in it. All of them are custom NPCs... so I'm thinking this is the issue. I should really just try stuffing a vanilla actor in it. Very much a "user error" issue I think (IE: don't stuff essential/protected NPCs in it). Stuff does seem to start breaking once the number of cruxes equals the number of aliases. I expected that exceeding the aliases would cause it, but weird things started happened even at the equal mark... people floating off into space, A/T posing inside the cross, getting off the cross immediately once the "favor quest" ends, people falling through floors, vanishing, Pama's combination crucifixtion/impaling combo, all sorts of weird things. Between the number of cruxes and the number of custom NPCs in such a small area it DOES take a few seconds to process once the game loads. there's a solid 5-10 seconds where empty crosses are slowly filled one by one on the cell load. But given what I'd asked it to do and what the mod was originally written to support, that seemed like a fair trade off to me. Note #1: I'm not advocating for Pama to increase the number of aliases in the mod. They have better things to do with their time... and it's a relatively simple (though a bit monotonous) process to go through. This is more of an FYI for those people that are somewhat familiar with creation kit and are running into issues due to the "5 cruxes per cell" restriction. Note #2: I have NOT tested this on live victim cruxes. My understanding based on Pama's messages earlier in the thread lead me to believe they'd tried more than the 5 live aliases and ran into issues. It makes sense to me that more living NPCs is harder on the system so I didn't bother.
nisaacs1 Posted July 27, 2021 Posted July 27, 2021 i dont know what the problem is here but could i get some help the cross wont even go up for me is that cause im doing something wrong and if so how do i fix it
Pamatronic Posted July 28, 2021 Author Posted July 28, 2021 On 7/27/2021 at 6:46 AM, nisaacs1 said: i dont know what the problem is here but could i get some help the cross wont even go up for me is that cause im doing something wrong and if so how do i fix it Probably a faulty/outdated version of Zap
Pamatronic Posted July 28, 2021 Author Posted July 28, 2021 On 7/16/2021 at 9:49 PM, bytorredoubt said: Between the number of cruxes and the number of custom NPCs in such a small area it DOES take a few seconds to process once the game loads. there's a solid 5-10 seconds where empty crosses are slowly filled one by one on the cell load. But given what I'd asked it to do and what the mod was originally written to support, that seemed like a fair trade off to me. Thats actually more of a system limitation, rather than a mod specific limitation. That lag is caused by the game re-loading the actor specific meshes/textures. I too did notice that actors with custom bodys/textures are specifically difficult for the system to handle. On my System, about 5 was the maximum before any noticable lag would occur. And I would consider my system to be lower-Midline, So i thought this would be a safe maximum for most users. On 7/16/2021 at 9:49 PM, bytorredoubt said: Stuff does seem to start breaking once the number of cruxes equals the number of aliases. I expected that exceeding the aliases would cause it, but weird things started happened even at the equal mark... people floating off into space, A/T posing inside the cross, getting off the cross immediately once the "favor quest" ends, people falling through floors, vanishing, Pama's combination crucifixtion/impaling combo, all sorts of weird things. Can only guess here, but did you maybe make an error when changing the ArrayLimits? If you have 35 Aliases, the Arrays would only go up to 34, because they start counting at 0.
bytorredoubt Posted July 30, 2021 Posted July 30, 2021 On 7/28/2021 at 7:41 AM, Pamatronic said: Can only guess here, but did you maybe make an error when changing the ArrayLimits? If you have 35 Aliases, the Arrays would only go up to 34, because they start counting at 0. It's possible, I made aliases for 0 through 35 but I don't remember now what I did with the ArrayLimits. I'll hunt it down eventually.... assuming it ever bothers me enough to warrant it. But I figured I should share my results with you and everyone. I'm running an I7-9700k w/32gb of ram and a 2080ti. It's something that I would have considered high end maybe 2 or 3 years ago, maybe mid to mid high now. At this point I'm starting to feel like the 32 bit nature of the LE version might be the more limiting factor, after all there are only so many computer resources that the program will actually allow you to use.
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