[relz] Skyrim mods by kuertee (thread 1)

Post » Mon May 28, 2012 5:09 am

@kurtee

you seem quite handy with the script extender. :)

Is there anyway to make a mod that would bind the "animcam" console command to a key or the middle mouse button ? so it toggles on and off.

this would allow us to rotate the 3rd person camera around our characters while walking or fighting. I really miss oblivion and fallout's ability to do this. I used to spend a hour just walking around exploring the scenery. in skyrim i can only see the back of my character while walking :(
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Georgine Lee
 
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Post » Sun May 27, 2012 5:31 pm

@kurtee you seem quite handy with the script extender. :smile: Is there anyway to make a mod that would bind the "animcam" console command to a key or the middle mouse button ? so it toggles on and off. this would allow us to rotate the 3rd person camera around our characters while walking or fighting. I really miss oblivion and fallout's ability to do this. I used to spend a hour just walking around exploring the scenery. in skyrim i can only see the back of my character while walking :(
I just looked at what SKSE has on offer. Sadly, nothing yet in regards to calling Console commands from Papyrus. I'll keep a look out. And thanks for the heads up for this. I, too, don't like the new camera - especially during dialogue.

Hi there kuertee! I loved playing your mods in Oblvion so I'm glad you've made the switch to Skyrim. I have one request for Auto-Save and Time though, is there anyway to disable the timescale part of the mod? I use Imp's More Complex Needs which has it's own Dynamic Timescale settings that can be configured in it's own in game menu. You're current defaults would conflict with the settings I have. I know I can manually set them all with the console but that is awkward to do one line at a time. Alternatively I would be happy with an in game menu where I could easily set in game my Timescale Settings to be the same as Imp's More Complex Needs. Artorius.
Hey Artorius, unfortunately, as I mentioned above, there's still no way to execute Console commands from Papyrus. Until then, you'll need to set it manually. I noticed, in Duke's thread, the "bat" Console command for running batch commands from a text file. You can try that. Copy and paste my configuartion commands from the mod into a text file. Then from the console, type "bat [filename]". Try putting the file in the Data folder. If that doesn't work, try it in the main game folder. I don't know because I've not tried this myself. And it's not in the wiki. Sorry, that's the best I can do. And I'm not willing to create an in-game menu (yet) because I'd rather configuration work like it did in Oblivion - with INI files. (At the moment, I don't know how to execute Console commands from Papyrus.)
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Kelly Osbourne Kelly
 
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Post » Mon May 28, 2012 2:58 am

Thanks for the reply kuertee! I'll try that bat method, I think it will work since I already have one that makes various town NPCs essential to prevent them getted roasted by Deadly Dragons.
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Charlie Sarson
 
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Post » Mon May 28, 2012 3:44 am

Updated mods:
Eat and sleep http://skyrim.nexusmods.com/downloads/file.php?id=13246
0.6, 13 May 2012:
  • Tweak: Food less than 0.25 in weight is calculated at 0.25. Eg., 4 apples should sustain you for 12 hours. In
    previous versions, you'd need 10 apples.
  • Bug-fix: Drinking from rivers feature should now work. It's still not 100%, however. In previous versions, this
    feature actively monitored your proximity to water but it was never linked to the auto-drink code. Sorry for
    that. Note that almost all, if not all, of running streams in caves are part of the 3D "mesh" for that interior level
    and is not an "object reference" that can be detected. So this feature will never let you drink from those.
  • New feature: You can disable auto-eat by setting userAutoEat to False and disable auto-drink by setting userAutoDrink
    to False. Read the Details section for instructions on how to configure this mod via the console.
  • Tweak: This mod doesn't bug-out the prologue mission anymore. However, it doesn't actually start in-game until after you
    escape from Helgen.

Fight or fly http://skyrim.nexusmods.com/downloads/file.php?id=15223
0.6, 13 May 2012:
  • Tweak: Unlike in previous versions, actors who have surrendered will not reenter combat and will run away from you.
    You can still converse with them to loot them.
  • Tweak: Surrender animations during conversations.
  • Tweak: This mod doesn't bug-out the prologue mission anymore. However, it doesn't actually start in-game until after you
    escape from Helgen.
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Carys
 
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Post » Mon May 28, 2012 7:42 am

There was a small bug in the Action: Loot dialogue option in the previous version. This fixes it. Sorry.

Fight or fly http://skyrim.nexusmods.com/downloads/file.php?id=15223
0.61, 13 May 2012:
  • Bug-fix: Choosing Action: Loot from the dialogue menu was buggy in the previous version. Fixed.
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le GraiN
 
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Post » Sun May 27, 2012 6:22 pm

Hi again, kuertee!

I mentioned CASM earlier. I thought I'd elaborate and state that it was written by Cipscis. He wrote it for both FO3 and FONV, and he's also worked on other script-intensive mods such as EVE. It might be interesting to contact him and see what sort of conversation the two of you have about sophisticated scripting techniques. :P
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stacy hamilton
 
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Post » Mon May 28, 2012 7:02 am

I figured I'd ask on here, as well as nexus, as I'm on here a lot more often (and I couldn't find a thread for this on this forum):

I've recently been suffering from dragons that are scared of commitment. They'll fly around and bother things far in the distance, but they won't attack me. They do fly near, sometimes do the swooping down and hovering thing, but then fly off again, sharpish. I'm wondering if this is to do with your Fight or Fly mod? (certainly it began about when I started using it).
I don't have any other dragon mods at the moment, making it all the stranger.
All ideas will be welcomed.
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vanuza
 
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Post » Mon May 28, 2012 5:23 am

Hi again, kuertee! I mentioned CASM earlier. I thought I'd elaborate and state that it was written by Cipscis. He wrote it for both FO3 and FONV, and he's also worked on other script-intensive mods such as EVE. It might be interesting to contact him and see what sort of conversation the two of you have about sophisticated scripting techniques. :tongue:
Hey AiTenshi1, Cipscis has been a big help in the Creation Kit forums. We've been active in different threads about Papyrus when the CK first came out. And, I didn't know he had his own save mod. However, I'm still basing my Auto-save and time mod on my Oblivion version. I'm just waiting for a new SKSE that will allow me to have custom saved names - like I had in Oblivion. E.g. postCombatX, newLocationX, questCompleteX - where X is a sequential and cyclical number of the save. So like it was in my Oblivion mod, you'd be able to have 10 cyclical saves for each of the different save conditions. E.g. postCombat0 to postCombat9 along with questComplete0 to questComplete9.

My next mod is to resurrect my Vampirism Tweaks. I had to put that aside because my Actor Events library didn't really give me a good enough performance in-game. It helped with modding because it simplified the Alias generation. Then after that, I'm going to convert my Inventory is a backpack mod to Skyrim. Here's the Oblivion version: http://oblivion.nexusmods.com/downloads/file.php?id=21721. Then Alternatives to death and reload: http://oblivion.nexusmods.com/downloads/file.php?id=23862. Basically most of my Oblivion mods will make it to Skyrim: http://oblivion.nexusmods.com/modules/members/index.php?id=313054. I'm just waiting on SKSE to mature.

I figured I'd ask on here, as well as nexus, as I'm on here a lot more often (and I couldn't find a thread for this on this forum): I've recently been suffering from dragons that are scared of commitment. They'll fly around and bother things far in the distance, but they won't attack me. They do fly near, sometimes do the swooping down and hovering thing, but then fly off again, sharpish. I'm wondering if this is to do with your Fight or Fly mod? (certainly it began about when I started using it). I don't have any other dragon mods at the moment, making it all the stranger. All ideas will be welcomed.
I noticed this too but my mod doesn't touch dragons. Even if it did, it wouldn't apply it flee behaviours until the dragons health drops below 25% your health - which won't be until after you fought it. Anyway, the mod doesn't add its behaviour to any creature in the dragons faction.
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Hearts
 
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Post » Sun May 27, 2012 6:39 pm

I've released a bug-fix to Eat and sleep:
Eat and sleep http://skyrim.nexusmods.com/downloads/file.php?id=13246
0.61, 14 May 2012:
  • Bug-fix: Waiting was getting counted as sleep in previous versions. The Bethesda function IsPCSleeping () was buggy.
    This version fixes the mod.
  • Tweak: Auto-drinking was disabled because userAutoDrink defaults to False in previous versions. In this version this
    defaults to True.
0.6, 13 May 2012:
  • Tweak: Food less than 0.25 in weight is calculated at 0.25. Eg., 4 apples should sustain you for 12 hours. In
    previous versions, you'd need 10 apples.
  • Bug-fix: Drinking from rivers feature should now work. It's still not 100%, however. In previous versions, this
    feature actively monitored your proximity to water but it was never linked to the auto-drink code. Sorry for
    that. Note that almost all, if not all, of running streams in caves are part of the 3D "mesh" for that interior level
    and is not an "object reference" that can be detected. So this feature will never let you drink from those.
  • New feature: You can disable auto-eat by setting userAutoEat to False and disable auto-drink by setting userAutoDrink
    to False. Read the Details section for instructions on how to configure this mod via the console.
  • Tweak: This mod doesn't bug-out the prologue mission anymore. However, it doesn't actually start in-game until after you
    escape from Helgen.
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Hannah Barnard
 
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Post » Sun May 27, 2012 9:08 pm

I noticed this too but my mod doesn't touch dragons. Even if it did, it wouldn't apply it flee behaviours until the dragons health drops below 25% your health - which won't be until after you fought it. Anyway, the mod doesn't add its behaviour to any creature in the dragons faction.
I checked the health with the console, it was easily 10 times my current health (a level 1 char.) Interesting that you've seen it too, though, that reduces the chance of it being a conflict, and increases the likelihood of it being a Beth thing. Do you know of any mods that make dragons more aggressive/land more often?
At the moment, I have to use the console to kill it. (I was waiting outside saarthal, and certain NPCs were getting distracted by a dragon that wouldn't get close.)
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OJY
 
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Post » Mon May 28, 2012 1:41 am

I've not really had time to browse for mods so I don't know what's out there. Sorry. When I started notice it I had already killed Alduin. And since I had no mods that touched dragons, I assumed it was part of the normal game.
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Cash n Class
 
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Post » Mon May 28, 2012 7:14 am

kuertee, it's good to know that you're already talking with Cipscis! You may have come to Oblivion modding after I stopped checking for newer mods (prior to FCOM finalizing, so awhile ago, yes :) ). I usually use Bash save profiles, so I didn't really use CASM until FONV, but it worked very well there and I know many people used it for FO3, too, so that's why I mentioned it. The naming issue kind of messes up Bash save profiles, at least how I use them, so I'm ambivalent about it (that was true for CASM, too, of course).

By the way, I think there may be one thing you might want to check in your autosave mod. I have had increasing incidents of CTDs when the mod kicks in and tries to autosave when I am in a vendor menu/window. It has happened often enough that I feel pretty confident that it is caused by your mod kicking in and telling the autosave to activate, especially when I reload from the prior point and the timing works out to be very close to the point when the CTD occurred. I think it's worth investigating, at least, so I thought I'd mention it.
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Rudi Carter
 
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Post » Mon May 28, 2012 1:10 am

Thanks AiTenshi1, I'll check it out. I use Wrye now - but only in regards to load-order and mod installation/uninstalling and not "Bashing". I've not really looked into it in detail. And I used OBMM in Oblivion so I didn't get to experience the save profiles in Wrye. What problems did you experience with Bash save profiles and custom-named save files?
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Cassie Boyle
 
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Post » Mon May 28, 2012 4:39 am

Thanks AiTenshi1, I'll check it out. I use Wrye now - but only in regards to load-order and mod installation/uninstalling and not "Bashing". I've not really looked into it in detail. And I used OBMM in Oblivion so I didn't get to experience the save profiles in Wrye. What problems did you experience with Bash save profiles and custom-named save files?

The Bashed Patch for Skyrim right now is pretty simple. Just merging and leveled lists, and I'm not sure that the leveled lists actually do anything.

For custom-named saves and save profiles, it's a question of how to approach save profiling. Bash uses subfolders (which I prefer, personally). However, CASM for FONV simply tagged saves with a prefix, if I recall correctly. Therefore, if you looked at your saves folder (in Bash, for example, or Windows Explorer, etc) you'd see a messy list of save files. It would look okay in the GUI ingame, but not outside of the game. Of course, CASM didn't allow moving files from one profile to another, or at least I never tried to get that to work, whereas Bash has that function built-in.

Basically, the problem is whether or not to recognize that users use subfolders for save game profiles. If they do, any custom-named save should be in the proper subfolder rather than the default.

It isn't really a problem, per se, at least as far as whether or not custom names works (of course they do, even in the game's console save command). It's more a matter of a user wanting a clean environment inside and outside of the game when they review their data on their disc(s). :)

If you haven't used Wrye's tools for managing save game profiles, you may want to check it out. It's very simple and elegant, and offers several nice functions. Oblivion included the ability to not only transfer saves from one profile to another, but also import face settings from one save to another. That was worked on for FO3 and FONV but only as a separate, outside utility, and even then I'm not sure it fully worked. Someone (or perhaps a team) is working on the function for Skyrim, too, but again, I'm not sure how far it will progress. In Oblivion, the function worked fine even with modded characters, so it was extremely helpful for people who restart frequently (yep, that's me :) ).
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GPMG
 
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Post » Sun May 27, 2012 9:11 pm

But isn't it that no save will be made to a save game profile unless that profile is the active one when the game is running?

And yes Bash's save game profiles are the best I've seen for managing save game files.
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Cedric Pearson
 
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Post » Mon May 28, 2012 12:42 am

I've updated this mod

Fight or fly http://skyrim.nexusmods.com/downloads/file.php?id=15223
0.62, 18 May 2012:
  • Bug-fix: Werewolves will ignore those who yield. This will make C03: The Silver Hand and DA05: Ill Met By Moonlight
    compatible with this mod. Thanks magodelaoscuridad for the heads up!
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lisa nuttall
 
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Post » Mon May 28, 2012 5:02 am

I've updated this mod: Gold adjustment http://skyrim.nexusmods.com/downloads/file.php?id=13248
0.6, 18 May 2012:
  • Bug-fix: The invisible token now has no equipment slot. Previously, some NPCs would try to equip the token
    causing their heads to disappear. Thanks for the heads up, hulebjoern!
  • Tweak: This mod doesn't bug-out the prologue mission anymore. However, it doesn't actually start in-game until after you
    escape from Helgen.
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Elea Rossi
 
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Post » Mon May 28, 2012 4:13 am

I've updated this mod: Gold adjustment http://skyrim.nexusmods.com/downloads/file.php?id=13248
0.6, 18 May 2012:
  • Bug-fix: The invisible token now has now equipment slot making. Previously, some NPCs would try to equip the token
    causing their heads to disappear. Thanks for the heads up, hulebjoern!
  • Tweak: This mod doesn't bug-out the prologue mission anymore. However, it doesn't actually start in-game until after you
    escape from Helgen.
Sounds like you have made it compatible with http://www.tesvskyrim.com/skyrim-content-11-live-another-life.
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Bethany Short
 
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Post » Sun May 27, 2012 7:39 pm

Oh! I didn't realise it was incompatible with Live another Life. Until just recently, I always started from the prologue mission. And all my mods are incompatible with the prologue mission unless they are coded to not run until after Stage 5 of MQ00: http://www.gamesas.com/topic/1372016-player-alias-breaks-the-start-of-the-game. What happened in the prologue mission was that the auto-walk would fail to complete. In my tests, something would stop you from advancing to the chopping block - effectively stopping the whole game from progressing.

A comment in the script for Stage 5 of MQ00 suggested that "some things" should never happen during the prologue mission. What those "some things" are, I can guess would never be found/known. So, I added a check for Stage 5, MQ00 in my mods.
; called by MQ102 during chargen - place to put "startup" quests that can't start enabled for various reasons HousePurchase.Start()

Another poster commented that for him, the coach would simply stop before getting to the gates. And he had none of my mods.

Currently, I've only release Eat and sleep, Fight or fly and Gold adjustment with this. The others will be released along with updates to them.
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Claudz
 
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Post » Mon May 28, 2012 6:39 am

Typos galore. I've updated my post so that it at least makes a little sense:

I've updated this mod: Gold adjustment http://skyrim.nexusmods.com/downloads/file.php?id=13248
0.6, 18 May 2012:
  • Bug-fix: The invisible token now has no equipment slot. Previously, some NPCs would try to equip the token
    causing their heads to disappear. Thanks for the heads up, hulebjoern!
  • Tweak: This mod doesn't bug-out the prologue mission anymore. However, it doesn't actually start in-game until after you
    escape from Helgen.
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Roy Harris
 
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Post » Mon May 28, 2012 7:59 am

I've released another update to Fight or Fly. My previous fix for the werewolves quests didn't really work. It worked when I first tested it but not after.

Fight or fly http://skyrim.nexusmods.com/downloads/file.php?id=15223
0.63, 18 May 2012:
  • Tweak: Folowers (including your last ridden horse) will attack again IF they flee to you. Previously, they only
    attacked again after their 10 seconds of fleeing is over - even if you are nearby.
  • Tweak: NPCs will not flee against those who have less than 25% of their health. Thanks for the suggestion, Leeira!
  • Tweak: NPCs that yielded to non-players will now act like those that yielded to the player. Previously, they were
    different AI code. But the behaviour for those that yielded to non-players didn't really work. In this version,
    they will act as if they yielded to you. They will get the Action: Loot dialogue option.
  • Bug-fix: My previuos bug-fix for werewolves didn't really work. In this version, no one will ever yield to a
    werewolf. It's not ideal but it's the only way to keep the werewolves attacking. Some missions (particularly
    C03: The Silver Hand and DA05: Ill Met By Moonlight) required the werewolves to kill everyone. However, they
    only attack those that are attacking them. So those that yielded to werewolves tend to stay living and so
    prevented the mission from progressing. In this version, actors attacking werewolves will never yield.
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Kerri Lee
 
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Post » Sun May 27, 2012 7:10 pm

I figured I'd ask on here, as well as nexus, as I'm on here a lot more often (and I couldn't find a thread for this on this forum):

I've recently been suffering from dragons that are scared of commitment. They'll fly around and bother things far in the distance, but they won't attack me. They do fly near, sometimes do the swooping down and hovering thing, but then fly off again, sharpish. I'm wondering if this is to do with your Fight or Fly mod? (certainly it began about when I started using it).
I don't have any other dragon mods at the moment, making it all the stranger.
All ideas will be welcomed.

This could be happening for a couple of reasons.

1. (most likely) I read somewhere (cant find source sorry) If you kill a certain number of dragons within a set number of days, then the game is scripted to prevent any more dragons spawning (or perhaps attacking). I guess this is to prevent players from accumulating 1000 or so dragon souls etc.

2. Could possibly be a bug ewith Deadly Dragons (if you run it) I was using deadly dragons and was encountering the dragon not attacking problem for over 3 weeks!. I was planning to install another dragon mod anyway so I uninstalled DD and waited for cell respawn in breezehome and then installed the new dragon mod. Hey presto ! the dragons attack again ! (I cant be sure it was deadly dragons that caused the problem... maybe just waiting for cell respawn fixed what ever glitch i was experiencing)
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Gisela Amaya
 
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Post » Mon May 28, 2012 12:43 am

From a thread discussing http://www.darkcreations.org/forums/topic/1281-relz-economics-of-skyrim/page__st__100#entry97019 on Dark Creations about compatibility with Helgen vanilla quests.


"I think you may need to suspend initialization until after Helgen is complete. Or at the very least until after MQ101 reaches a minimum stage that's beyond the race menu selection. This mod's initialization takes so long that it caused a CTD two times in the 10 or so I was poking around in LAL today.

I suspect the vanilla Helgen sequence will not appreciate having this interrupt it either since that's pretty sensitive."
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Jah Allen
 
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Post » Sun May 27, 2012 10:00 pm

This could be happening for a couple of reasons.
Thanks for the hand, LeapingLizard2!
From a thread discussing http://www.darkcreations.org/forums/topic/1281-relz-economics-of-skyrim/page__st__100#entry97019 on Dark Creations about compatibility with Helgen vanilla quests.
Thanks, Ysne58! Will continue this conversation in that thread. EDIT: Oh! Too late. That comment was a few days old and has been buried already in that thread.
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Nicole Elocin
 
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Post » Sun May 27, 2012 7:33 pm

Feel free to look at the http://www.darkcreations.org/forums/forum/131-programming-scripting/ subforum and maybe start a new thread there if there isn't one already.
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Gill Mackin
 
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