Fixing Nirnroot

Post » Tue Jun 19, 2012 10:03 pm

Like many other folks, I get annoyed at the accumulation of Glow FX at Nirnroot sites, as these stack to the point where there are multiple suns dotting the waterline. Now, I'm running a personal-use Alchemy mod, and would like to add said fix to it, however I'm not sure how to go about doing so. I have looked at the activator's script, and see two possibilities:

1) alteration of said script such that it doesn't keep placing the FX
2) writing of an additional script keyed to disabling the extra references

but am at a bit of a loss as to how to proceed without screwing up. That being the case, I would be most appreciative if someone who has done such a fix would be kind enough to bestow his or her knowledge upon me, that I might make use of it and rid myself of this nuisance.
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Bad News Rogers
 
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Post » Wed Jun 20, 2012 1:50 am

You might want to take a look at Mart's Savegame De-Bloatifier, which includes this fix.

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Valerie Marie
 
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Post » Tue Jun 19, 2012 6:06 pm

I assume by that you mean DLing it and examining the changes? While that's not a bad idea, at that point it would make more sense to just use the mod since the change would already be there. Which I may end up doing anyway, but I was hoping someone would be willing to show me how it's done; both for the fix itself, and as an insight into the workings of Papyrus scripts in case I decide to do something more complex.
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Myles
 
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Post » Wed Jun 20, 2012 1:50 am

There are two mods doing this: http://skyrim.nexusmods.com/downloads/file.php?id=4528 and http://skyrim.nexusmods.com/downloads/file.php?id=8216 . Both include source codes.

Both use pretty complex scripts already as the problem was really complex, but the source codes in both cases are commented.

EDIT: The scripts that you may want to examine in both cases are nirnrootactivatorscript.pex and defaultdeleteselfonreset.pex. In the case of the second one, I think (not sure) you need also to examine the esp.
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Justin Hankins
 
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Post » Tue Jun 19, 2012 8:07 pm

Excellent, I'll look into those. I'd already looked at the activator script, but had no idea what to change; I though of commenting out a certain line, but then realized that would prevent the light from showing up in the first place, which wasn't what I was after. It's definitely complex, as i was looking at the plants themselves as well, to see if there were additional scripts I had to alter, but wasn't seeing anything to change.
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Tiffany Castillo
 
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