I'm not sure what's going on. I have activated the SKSE version , But, When i hit any locked chest,door, etc. My frame rate drops extremely low, until i press pause and its fixes itself, but nothing opened
The french 1.3 version is being tested and is likely to be translated and uploaded next weekend if testers don't find any bug.
EDIT : bug found with the MCM version when player hasn't SkyUI 3.0 installed... I'm adding a script that cheks if the correct version of SkyUI is installed before launching the MCM script. It will be tested this evening. This will add an entry in the log if SkyUI 3.0 isn't detected. The same entry you have when it doesn't detect SEC - Skyrim Enhanced Crafting.
I'm also searching for someone to translate this mod (http://www.confrerie-des-traducteurs.fr/forum/viewtopic.php?f=208&t=14012) in english...
I installed your mod, and have gotten the lock bashing portion to work. However, the real time lockpicking is not taking effect no matter what I do -every time I try to open a lock it just uses the vanilla lockpicking process.
I have enabled the SKSE version through the spell in game, so I wonder what could be going wrong?
Also, as mentioned before, my Papyrus log is being spammed with that one message, but I think it is harmless?
Thank you I really want to use your mod.
EDIT: I got it to work, however it spams my papyrus log and has started causing CTDs. I will have to pass on this amazing mod for now (
I knew this method (I use it in a crafting mod that is here : http://www.confrerie-des-traducteurs.fr/forum/viewtopic.php?f=208&t=14012 ). I have thought using a perk but I wanted this mod to be immersive. It means that I didn't want to add menus while playing. That's why I also add the real-time lockpicking in this mod : no menu, no pause at all. The way this mod is done is very simple : every few seconds, I attach two scripts on nearest doors and containers. Those scripts are only active when you hit them (event onhit()) so it doesn't kill CPU at all. You can use 20+ quests that attach scripts without a lag.
The scripts used by my mods are partially oprimized (using an actor property instead game.getplayer() is very important for example... calling a property is 20X faster than game.getplayer()). Scripts are less FPS or CPU killers than a lot of statics or a non-optimized cells because their processing time is fixed. It's a great difference between Skyrim way of scripting and older TES games.
My PC is a mid-range one and I run a lot of scripts with Skyrim without a lag or bugs... But when a cell isn't optimized, it often lags... and it is not because of scripts... I've tested scripts with more than one thousand lines without a lag. This mod contains this kind of long scripts : http://www.confrerie-des-traducteurs.fr/forum/viewtopic.php?f=208&t=12270. No lag reported by the 10+ testers, with different configs.
My config : i5-2310, 4Go RAM and GTX 560 Ti 1Go... I use many mods and thousands and thousands of script lines are loaded without a lag. So don't worry about it except on PCs that can only run Skyrim on low settings.
Excuse me for my poor english, not my native language.
This mod won't kill your CPU or your FPS if you have a correct PC, able to run Skyrim properly.
I just wanted to notifie the mod creator that I've found a much easier and more comfortable way to use menus on lock for melting (acid) features via Perk.
Basically I just added condition checks for acid (misc item) 'GetItemCount', if 'IsLocked' (which includes all doors , containers and pretty much anything else that is locked) for the object to open. Then use 'AddActivation' inside the Perks defintion and use script fragments:
You'll need to put the property in after combiling the script fragment, ignore the error message and just safe. There's probably a way to pimp the whole thing by adding the Perk to a spell and then use the spell as transporter to add custom sounds with the PlaySound variable.
This way you can avoid using massive scripts, which, in theory, have a much greater impact on CPUs then the perk solution.
This should also work for pretty much anything else, including to force locks or any other idea you come up with.
35 comments
Cluttering of menu is not the way to go
Merci pour ce mod, tres sympa au demeurant.
EDIT : bug found with the MCM version when player hasn't SkyUI 3.0 installed... I'm adding a script that cheks if the correct version of SkyUI is installed before launching the MCM script. It will be tested this evening.
This will add an entry in the log if SkyUI 3.0 isn't detected. The same entry you have when it doesn't detect SEC - Skyrim Enhanced Crafting.
I'm also searching for someone to translate this mod (http://www.confrerie-des-traducteurs.fr/forum/viewtopic.php?f=208&t=14012) in english...
I have enabled the SKSE version through the spell in game, so I wonder what could be going wrong?
Also, as mentioned before, my Papyrus log is being spammed with that one message, but I think it is harmless?
Thank you I really want to use your mod.
EDIT: I got it to work, however it spams my papyrus log and has started causing CTDs. I will have to pass on this amazing mod for now (
I have thought using a perk but I wanted this mod to be immersive. It means that I didn't want to add menus while playing. That's why I also add the real-time lockpicking in this mod : no menu, no pause at all.
The way this mod is done is very simple : every few seconds, I attach two scripts on nearest doors and containers. Those scripts are only active when you hit them (event onhit()) so it doesn't kill CPU at all. You can use 20+ quests that attach scripts without a lag.
The scripts used by my mods are partially oprimized (using an actor property instead game.getplayer() is very important for example... calling a property is 20X faster than game.getplayer()).
Scripts are less FPS or CPU killers than a lot of statics or a non-optimized cells because their processing time is fixed. It's a great difference between Skyrim way of scripting and older TES games.
My PC is a mid-range one and I run a lot of scripts with Skyrim without a lag or bugs... But when a cell isn't optimized, it often lags... and it is not because of scripts...
I've tested scripts with more than one thousand lines without a lag. This mod contains this kind of long scripts : http://www.confrerie-des-traducteurs.fr/forum/viewtopic.php?f=208&t=12270. No lag reported by the 10+ testers, with different configs.
My config : i5-2310, 4Go RAM and GTX 560 Ti 1Go... I use many mods and thousands and thousands of script lines are loaded without a lag. So don't worry about it except on PCs that can only run Skyrim on low settings.
Excuse me for my poor english, not my native language.
This mod won't kill your CPU or your FPS if you have a correct PC, able to run Skyrim properly.
Basically I just added condition checks for acid (misc item) 'GetItemCount', if 'IsLocked' (which includes all doors , containers and pretty much anything else that is locked) for the object to open. Then use 'AddActivation' inside the Perks defintion and use script fragments:
akTargetRef.lock(FALSE)
akActor.RemoveItem(SI_AcidForLockMISC, 1)
MiscItem Property SI_AcidForLockMISC Auto
You'll need to put the property in after combiling the script fragment, ignore the error message and just safe. There's probably a way to pimp the whole thing by adding the Perk to a spell and then use the spell as transporter to add custom sounds with the PlaySound variable.
This way you can avoid using massive scripts, which, in theory, have a much greater impact on CPUs then the perk solution.
This should also work for pretty much anything else, including to force locks or any other idea you come up with.