[WIPRELz] PISE - Pluto's Improved Skyrim Experience Thread #

Post » Wed Jun 20, 2012 1:33 am

I would, but I don't really know the scripting language. If someone doesn't beat me to it, I'll see if I can check in the next few days.
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Albert Wesker
 
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Post » Tue Jun 19, 2012 5:45 pm

Thank you so much. You're giving me hope T_T.
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Tarka
 
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Post » Wed Jun 20, 2012 1:37 am

Thank you so much. You're giving me hope T_T.

At least I got the process up there. Should just be a matter of putting it together with the language features now. ^^
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lillian luna
 
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Post » Tue Jun 19, 2012 9:18 am

www.creationkit.com. :wink:

http://www.creationkit.com/AddItem_-_ObjectReference
http://www.creationkit.com/RemoveAllItems_-_ObjectReference
http://www.creationkit.com/RemoveItem_-_ObjectReference
http://www.creationkit.com/OnLoad_-_ObjectReference

Simple: create a leveled item list with the items to add, remove any items you want (or all items), and add the leveled list of items (make sure it has the use all flag). Set the event OnLoad(), or something similar.

http://www.creationkit.com/ObjectReference_Script

Using something like this;
http://www.creationkit.com/OnUpdateGameTime_-_Form
or this;
http://www.creationkit.com/OnUpdate_-_Form

You could register the script for updates, and have it update periodically however you'd like with new items, and use a check in the event to make sure the initial OnLoad only occurs once.

If you are lost here - start with the papyrus primer and tutorials to get ya started. :smile: Look at other scripts for examples after you've done that, and try to piece together how stuff is done.

I could probably write the script, it's not too complex, but I think it'd be better in the long run if you figured it out - it'll be that step in to figuring out how to do more with it.

Here's some examples of two of my scripts;
http://dl.dropbox.com/u/56852942/cleanUpIS.psc
http://dl.dropbox.com/u/56852942/varietyScriptSize.psc
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Michelle Smith
 
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Post » Tue Jun 19, 2012 1:26 pm

Just poking my head in to say that increased spawns and increased variety seems to be working.

http://cloud.steampowered.com/ugc/486625304097470677/D4F65414315C79C544E969F28FF83FC4D54741D0/
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LADONA
 
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Post » Tue Jun 19, 2012 7:16 pm

Not sure if this was mentioned -- I ran into a problem where the AI stopped responding (Wasn't even that many on screen that I could see, was a pack of 5 wolves or so that this happened to)

So I went in and changed a few GMSTs for Max AI. There was one for "complex scene" and one for "max AI in combat with player" -- I doubled both of these and it seems to be working now *knock on wood*.

Sorry I don't have the exact GMSTs on hand right now, on a different PC.
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meghan lock
 
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Post » Tue Jun 19, 2012 9:19 pm

Yeah, that's a PC/Skyrim issue.. a limit on the concurrent AI's running at the same time. Not sure if I should edit that.. Could possibly edit it based on the ini setting themselves, but I'm not sure at this point.
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Janine Rose
 
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Post » Tue Jun 19, 2012 11:23 pm

Yeah, that's a PC/Skyrim issue.. a limit on the concurrent AI's running at the same time. Not sure if I should edit that.. Could possibly edit it based on the ini setting themselves, but I'm not sure at this point.
Could you just add a setting to the ini so that we can choose what to set it to (along with some recommended values, perhaps)?
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JaNnatul Naimah
 
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Post » Tue Jun 19, 2012 6:32 pm

Not atm, but later yeah. Need to add in GMST's to SkyProc. No idea what would be recommended, though, I could tell you approximately what would work for what settings, but what is actually recommended depends on the PC in question. >.<
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Tamara Primo
 
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Post » Tue Jun 19, 2012 10:40 pm

Not atm, but later yeah. Need to add in GMST's to SkyProc. No idea what would be recommended, though, I could tell you approximately what would work for what settings, but what is actually recommended depends on the PC in question. >.<
Yeah, I guess that's pretty subjective.
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JUan Martinez
 
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Post » Tue Jun 19, 2012 4:25 pm

Checked out the ASIS had fun with it fighting mini-me bandits :smile: seems to work well. I thought I`d mention you might be able to trick the encwolf by adding a dupe race. This is actually how I finally got health regen for all NPC`s without scripting (and without screwing up the game..so far) since the only way you can make NPCs regen in combat is by removing the `playable` race flag in the race edits and a little bit of tinkering in the presets (so you can still select a race in game).
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Mimi BC
 
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Post » Tue Jun 19, 2012 11:06 am

www.creationkit.com. :wink:

http://www.creationkit.com/AddItem_-_ObjectReference
http://www.creationkit.com/RemoveAllItems_-_ObjectReference
http://www.creationkit.com/RemoveItem_-_ObjectReference
http://www.creationkit.com/OnLoad_-_ObjectReference

Simple: create a leveled item list with the items to add, remove any items you want (or all items), and add the leveled list of items (make sure it has the use all flag). Set the event OnLoad(), or something similar.

http://www.creationkit.com/ObjectReference_Script

Using something like this;
http://www.creationkit.com/OnUpdateGameTime_-_Form
or this;
http://www.creationkit.com/OnUpdate_-_Form

You could register the script for updates, and have it update periodically however you'd like with new items, and use a check in the event to make sure the initial OnLoad only occurs once.

If you are lost here - start with the papyrus primer and tutorials to get ya started. :smile: Look at other scripts for examples after you've done that, and try to piece together how stuff is done.

I could probably write the script, it's not too complex, but I think it'd be better in the long run if you figured it out - it'll be that step in to figuring out how to do more with it.

Here's some examples of two of my scripts;
http://dl.dropbox.com/u/56852942/cleanUpIS.psc
http://dl.dropbox.com/u/56852942/varietyScriptSize.psc

If you have the time or desire to do so, and could write the script it'd help a lot with getting it out there A large reason my mod isnt released is because of this problem =/.

I work best by example, but I'll try to see what I can do with this too. Thanks so much! I feel a lot less sad now.
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Dalton Greynolds
 
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Post » Tue Jun 19, 2012 2:56 pm

Any reason why this might be causing non-aggressive draugr to spawn in odd places in the wilderness?

I also ran across a group of 3 assassins chilling with a forsworn warrior... nowhere near the rift. All were passive... o.0

Not sure what's going on. Trying a clean reinstall of the mod on this save and re-patching.

EDIT - Removing ASIS.esp and loading the save got rid of the strangely passive draugr I saved in front of, so definitely is caused by this.

Re-created the patch, added it back in, and loaded back up again (I saved after loading without the patch) and the draugr were gone. I wandered around for a bit and everything seemed normal again, lots of goats, foxes, etc. had terrible luck and didn't find one single "random" aggressive spawn to test on, but that was just poor luck.

I'm guessing these passive draugr were supposed to be bunnies or foxes or other passive creatures and somehow it was spawning the wrong thing. No idea.
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jason worrell
 
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Post » Tue Jun 19, 2012 8:44 pm

I did a proper clean install this time for the version two posts up and enemy names were all messed up. I saw two trolls fighting each other, both named master necromancers. Then I conjured a familiar and the extra wolf spawn was named bandit thug.
Same issue here. I used the plugin (first time ASIS user). I'll be trying the patcher now.
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Sammie LM
 
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Post » Tue Jun 19, 2012 8:16 pm

That's probably the clean-install part. :/

Anytime a mod changes stuff at all, and you re-patch, you'll need to do a clean-install, unfortunately. I don't think there's any way around that due to how specific the script access is.

galacticninja; that the fault of me not uploading the right strings files. :tongue: That should be fixed in the plugin. I entirely recommend the patcher - just remember it needs a clean install (after installing, go to an interior and wait 30 ways).

Someone mentioned just changing the cell reset time - the problem is that the hoursToCleanUp is 30 days by default. You'd have to change that, which then involves another clean-re-install. So imo, set timescale to 20000, hit t every few seconds, and have 30 days pass by. Takes just moments, but it saves a lot of trouble.

If you have the time or desire to do so, and could write the script it'd help a lot with getting it out there A large reason my mod isnt released is because of this problem =/.

I work best by example, but I'll try to see what I can do with this too. Thanks so much! I feel a lot less sad now.

If I had the time, I'd set you up with at least an intro. Working today, no time right now :P
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Roy Harris
 
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Post » Tue Jun 19, 2012 10:54 am

If I had the time, I'd set you up with at least an intro. Working today, no time right now :tongue:

Guess I'll see if I can take a stab at it in a couple hours.

Famous last words, "How bad can it be?" :P
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Darian Ennels
 
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Post » Tue Jun 19, 2012 7:11 pm

I had an odd occurrence while using this mod. I was doing Meridia's daedric quest, and, as expected, ASIS spawned additional corrupted shades to fight me. These shades worked perfectly well except for one room, in which I found them fighting each other instead of fighting me. Any ideas what could have caused this?
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Rex Help
 
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Post » Tue Jun 19, 2012 8:15 pm

I had an odd occurrence while using this mod. I was doing Meridia's daedric quest, and, as expected, ASIS spawned additional corrupted shades to fight me. These shades worked perfectly well except for one room, in which I found them fighting each other instead of fighting me. Any ideas what could have caused this?

Not at all. I had an issue with that with dogs, so I excluded them. I'll be trying to resolve whatever that issue is.. once I find it! :P
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Shianne Donato
 
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Post » Tue Jun 19, 2012 10:46 pm

Not at all. I had an issue with that with dogs, so I excluded them. I'll be trying to resolve whatever that issue is.. once I find it! :tongue:

The room that they didn't work correctly in was the first room you enter after going through the balcony while clearing out the sanctuary (I forget the name of the cell). It was version 1.0 of the patcher. Other than this isolated incident, though, I have not experienced any bugs with this mod!

My load list (for if any of these could also be causing it):

Spoiler
00  Skyrim.esm01  Update.esm02  HighResTexturePackFix.esp03  SoS - The Dungeons.esp  [Version 1.10]04  SoS - The Wilds.esp  [Version 1.0.1]05  Crafting300.esp06  ValsCraftingMeltdownAlpha.esp07  Smithing Perks Overhaul - Balanced.esp08  Weapons and Armor fixes.esp09  Weapons and Armor fixes - Hacks.esp0A  Complete Crafting Overhaul.esp0B  PISE.esp0C  DeadlyDragons.esp0D  DeadlyDragonsEF.esp0E  Proudspire Manor - Dragonborn Edition.esp0F  posesivecorpses.esp10  More Visible Soul Trap Effect.esp11  Balanced_Alteraton.esp12  Balanced_Conjuration.esp13  Balanced_Destruction.esp14  Balanced_Illusion.esp++  Balanced_Magic_Adept.esp15  Balanced_Restoration.esp++  Skyrim 3 Day DeadBody Timer.esp++  Skyrim 3 Day Respawn.esp16  Bashed Patch, 0.esp17  ASIS.esp
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Solène We
 
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Post » Tue Jun 19, 2012 9:52 pm

How do I add Modded conjurations spells to the exclutions to increased spawns, love this pacther but am get frustrated that i'm not able to use it with magic mods because it breaks their spells.
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Franko AlVarado
 
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Post » Tue Jun 19, 2012 9:53 am

Guess I'll see if I can take a stab at it in a couple hours.

Famous last words, "How bad can it be?" :tongue:
Does the console command ResetInventory work? If that's not an option in a script you might want to ask the SKSE guys to implement it. Console commands are relatively easy according to Ian.
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Stephani Silva
 
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Post » Wed Jun 20, 2012 1:42 am

Does the console command ResetInventory work? If that's not an option in a script you might want to ask the SKSE guys to implement it. Console commands are relatively easy according to Ian.

Never tried it, but the notes say it puts the inventories back to the default. In this case, that doesn't sound like it's what we're looking for since he wants to upgrade selective pieces of gear on NPCs. Going to need to think some on this, though. Might be in another hour before I get there, but I should get to thinking about it and doing the detailed research before the day is over.
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Melly Angelic
 
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Post » Tue Jun 19, 2012 7:41 pm

Never tried it, but the notes say it puts the inventories back to the default. In this case, that doesn't sound like it's what we're looking for since he wants to upgrade selective pieces of gear on NPCs. Going to need to think some on this, though. Might be in another hour before I get there, but I should get to thinking about it and doing the detailed research before the day is over.
If you're giving/removing stuff using an esp file it should work. I'm gonna test it out right now, just to make sure I'm not talking out of my ass.

EDIT: So I gave Balgruuf a full set of Dragon Armor in my esp file, and he had it before and after I used the resetinventory function. He wouldn't equip it though. :shrug:
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Karen anwyn Green
 
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Post » Tue Jun 19, 2012 9:16 am

If you're giving/removing stuff using an esp file it should work. I'm gonna test it out right now, just to make sure I'm not talking out of my ass.

EDIT: So I gave Balgruuf a full set of Dragon Armor in my esp file, and he had it before and after I used the resetinventory function. He wouldn't equip it though. :shrug:

In this, case you'd use the function to equip a specified item. On initialization, you'd get a list of equipped items and add them to an array or something. If the specified condition is met, you change the gear of the NPC with the first function. You can use the function to unequip items to do just that or you could replace them.

I just did a quick run through the wiki, so it could be a bit off. Might help, though. :)
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xemmybx
 
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Post » Tue Jun 19, 2012 11:09 pm

How do I add Modded conjurations spells to the exclutions to increased spawns, love this pacther but am get frustrated that i'm not able to use it with magic mods because it breaks their spells.

How is it breaking their spells? It should work WITH the magic mods, adding them. Do you mean the custom conjurations are spawning multiples? In this case, realize that this is a beta, not a release. In a release, I'll be adding more specific information on working it in with the other mods. In the meantime, the focus is on it working by itself.
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Ellie English
 
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