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About dAb

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  • Birthday 04/08/1974

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  1. Then I guess players will have to live with this.
  2. Found it. I told you there was something wrong with those specific 4 guys, they were broken. Wanna laugh? I AM THE ONE WHO BROKE THEM: I have no idea where these edits come from. Only thing that comes to mind, they may be old UP records that I've carried over and didn't remove upon further UP updates. At any rate I have now removed them, no need anymore to add that ability conditions and everything works flawlessly. One way or the other, the UP are always to blame edit: no, wait, I got it all wrong. Those edits appear there when I add the conditions to the ability. Aaargh I give up on trying to understand how this thing works. Whatever. Conditions are there, no more log spam, problem solved.
  3. I have this runtime patcher that changes a lot of items weights on game load, it mostly deals in *decreasing* the weights, so if you were almost overencumbered when you saved and exited the game to desktop, upon the next run you might find yourself overencumbered until the patcher has finished its task. Which is fine, but you also find out that even though you're not overencumbered anymore when the script has finished its task and the weights have been reduced, you can't run until you push the attack button [yeah, I'm serious]. Is there any way to prevent this and give the engine a "kick" so that there's no need to push the button?
  4. Thanks, saved for future reference. However, since the whole point was to avoid log spam [I like my logs clean as a whistle] the CK condition will be more than enough.
  5. That's exactly what I'm doing. Actor actorRef Event OnEffectStart(actor akTarget, actor akCaster) actorRef = akTarget *snip* Event WhateverEvent if ( actorRef != None) do stuff
  6. Actually I'm not running anything directly on those actors. My script runs on those only because it purposely runs on all NPC of their race, no exceptions [it's attached to the MGEF of a SPEL attached to the race of their base NPC]. And no, they are not properties in my script, they are untouched vanilla references.
  7. I give up. I ended up adding a condition to exclude them from being affected by the ability. Still, could have been useful knowing WTH is wrong with those guys.
  8. I have a script attached to a MGEF, which is an ability attached to humanoid races, and the following NPC ACHR [it's 4 guards in Solitude exteriors] are giving me a lot of trouble in SE: 0002A308 0002A2C4 0002A309 000FF11F I need to skip "none" actors to avoid unnecessary checks and logs spam but for some reason checking for NONE does not work at all with those 4 guards, I get lots of Unable to call blah on blah, the usual. Can anyone spot any issue with those 4 guards? I've been all over the map and no other NPC throws any error, it's only those 4 bastards. Also, the same script never gave a single problem in years in LE, it's only in SE, the source code is exactly the same. I can spot two diffrences between LE and SE in xEdit: an "Unused" flag in LE and being referenced by the Solitude LCTN in SE. Not that it helps, I can't find anything wrong. What's driving me crazy is that I'm checking for NONE so that I know when not to run anything on those "none" actors and the logs show that their form is.. none. [05/04/2018 - 11:52:28PM] Error: Unable to call GetWornForm - no native object bound to the script object, or object is of incorrect type stack: [<nullptr form> (0002A309)].Actor.GetWornForm() - "<native>" Line ? [None].YASH2_ArmorPenalties.GetEquippedBootsType() - "YASH2_ArmorPenalties.psc" Line 421 [None].YASH2_ArmorPenalties.OnEffectStart() - "YASH2_ArmorPenalties.psc" Line 229 Help?
  9. dab, where u at

  10. dAb

    [WIPz] TES5Edit

    Uh. I'm half through now but I'll certainly put your method to good use if needed again. Ty.
  11. dAb

    [WIPz] TES5Edit

    Heh. Figured as much. Expecially the 'manually' part
  12. dAb

    [WIPz] TES5Edit

    So, I have ESP A and ESP B. I need to mirror into ESP A a lot of records of ESP B, for the most part it's new perks, meaning that they are brand new records which do not exist in the game ESMs. So, I'll just have to copy them as new records. Problem is, they are either linked to each other through CK conditions or linked to vanilla perks through the "next perk" function. How do I go about properly importing everything without destroying ESP A in the process?
  13. It's back. Apparently enough complaints in the RELz thread persuaded moderators to put it back on.
  14. Don't flatter yourself, I arrived here first. [ciao ]
  15. How do you push SEQ files to XB1 using the CK?

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