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Posted

Honestly while this is great work I think it should also recognize the Baka keywords. Yes those might be overly complicated, but there are lots of patches and mods out there that already implement them. From a user perspective, there comes the point where you don't care if this or that solution is superior, if the superior solution means more hassle, one might just bypass it. Or in other words, backward compatibility, even with the 'products' of others is key. No one would even think of using Apples Pages or LibreOffice or OpenOffice if those couldn't open M$Word documents. Same here, I think adoption could be helped a good deal if you implemented at least the most important Baka keywords.

Posted
17 hours ago, Talesien said:

Honestly while this is great work I think it should also recognize the Baka keywords. Yes those might be overly complicated, but there are lots of patches and mods out there that already implement them. From a user perspective, there comes the point where you don't care if this or that solution is superior, if the superior solution means more hassle, one might just bypass it. Or in other words, backward compatibility, even with the 'products' of others is key. No one would even think of using Apples Pages or LibreOffice or OpenOffice if those couldn't open M$Word documents. Same here, I think adoption could be helped a good deal if you implemented at least the most important Baka keywords.

I will probably make an xEdit script to apply keywords based on bakas.

Posted
9 hours ago, SkyLover37 said:

I will probably make an xEdit script to apply keywords based on bakas.

Might work, but does add some extra hassle. Also what file would it modify? I never modify a mods esp itself unless I absolutely can't help it. I always try to copy the entry in question into one of my override files and make all changes there. That way I can easily revert changes as well as update a mod without losing my changes. Your xEdit script probably should do something similar. Create an override file, rather than directly editing two dozen esp's from other mods, that would be a receipt for disaster IMHO.

  • 2 weeks later...
  • 2 weeks later...
Posted
4 hours ago, jperrins66 said:

So do I need to add your transparent keyword to armours or am i OK to stick with baka transparent keywords ?

Your fine just using Bakas.

 

1 hour ago, fahrockza said:

How fix error 
image.jpeg.4936c661b049236f395a0738d844007e.jpeg

The error can be ignored, I'll fix the check so it doesn't produce an error message, but nothing is broken if you see it.

Posted

I just want to say how glad I am to see a system like this be introduced, there's been so much confusion around how to handle this. I hope to see more mod makers integrate with it in the future!

Posted
1 hour ago, fahrockza said:

image.jpeg.bc51229e155d860990175f5cfe801e6e.jpegHow to fix this in lastest version?

If no one else has reported this error, it is probably something wrong with your load order of MCM Helper. But, in case it the problem is SoD, please attach the log file found in MyGames/Skyrim SE/SKSE/MCMHelper.log

Posted
3 hours ago, SkyLover37 said:

If no one else has reported this error, it is probably something wrong with your load order of MCM Helper. But, in case it the problem is SoD, please attach the log file found in MyGames/Skyrim SE/SKSE/MCMHelper.log

Ok, when you asked for mcmhelper, I checked, finally I realized I installed the wrong version of mcmhelper. 

Sorry for wasting your time

Posted

Hi,

 

it would be possible to add modevent when something changed in player apperance? Like clothing, dirt etx, so it would be possible to listen to it?

Posted
10 hours ago, Koozie said:

Hi,

 

it would be possible to add modevent when something changed in player apperance? Like clothing, dirt etx, so it would be possible to listen to it?

It does already :P.

RegisterForModEvent("SoD.stateUpdate", "equipStateChanged")
event equipStateChanged(Form actorForm)
	if actorForm
		Actor akActor = actorForm as Actor
		;code
	endif
endevent

I'll put into the OP, as I dont think I did.

  • 2 weeks later...
Posted (edited)

Hi, I'm having a really hard time uninstalling this mod from my load order and I was wondering if there's any extra steps I should take? So far I've narrowed it down to just this mod, and if I try to disable the esp. and reload my save I get an infinite loading screen, but there doesn't seem to be any missing dependencies from other mods requiring this one. I'm wondering if it's maybe one of the quests running in the background, or perhaps the armor keywords bugging out? (Although, they're supposed to be applied at every boot?)

 

Any help would be appreciated, thanks.

Edited by tallman
Posted
14 hours ago, tallman said:

Hi, I'm having a really hard time uninstalling this mod from my load order and I was wondering if there's any extra steps I should take? So far I've narrowed it down to just this mod, and if I try to disable the esp. and reload my save I get an infinite loading screen, but there doesn't seem to be any missing dependencies from other mods requiring this one. I'm wondering if it's maybe one of the quests running in the background, or perhaps the armor keywords bugging out? (Although, they're supposed to be applied at every boot?)

 

Any help would be appreciated, thanks.

I'll add an uninstall button to shut everything down in next update.

 

For now use these console commands:

Help "SoD actor Tracker SPID"

Player.Dispel {FormID of the spell from above command}

StopQuest _SoD_Main

Posted
9 hours ago, SkyLover37 said:

I'll add an uninstall button to shut everything down in next update.

 

For now use these console commands:

Help "SoD actor Tracker SPID"

Player.Dispel {FormID of the spell from above command}

StopQuest _SoD_Main

Thank you. I finally got the save to load!

 

Quick note, I had to disable both the _SoD_Main quest as well as the _SoD_Updater for the save to be able to load, just FYI.

  • 3 weeks later...

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