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  1. Deazurain
    Deazurain
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    No views no news!
  2. Deazurain
    Deazurain
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    Loadout has grown so fast into a mod that achieved 'hot status' and is even featured on GEMS. An awesome experience I must say and I did not expect this. So thanks again to everyone supporting me and helping me out by reporting problems, motivating me with kind messages and all other kinds of kindness

    There are currently some major problems and I am extremely sad because I want to fix them, but I'm afraid it is not possible.

    I have confirmed that items enchanted by the player do not get activated when they are equipped through Loadout. I am looking into the SKSE c++ code to get a better idea of what is going on so I can better asses what is possible and what is not. I've found that the EquipItemEx function supplied by SKSE is basically a wrapper (to provide more control in papyrus) for the original EquipItem function provided by Bethesda. Maybe the arguments are wrong or some work can be done in there to fix the enchants problem but I fear we will have to stimulate Bethesda to fix it.

    Wish me luck on my quest!
    1. Deazurain
      Deazurain
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      Did it, I emailed the SKSE team:

      Hey there SKSE team,

      I'm working on a mod called Loadout (http://skyrim.nexusmods.com/mods/34593/) that serves as an addition or alternative of the favorites system in skyrim by saving and restoring complete outfits. I know I'm not the first doing this but I decided to make it for fun and now I've gotten a whole lot of people encouraging me to improve it.

      There are several problems, of which one can be solved with papyrus completely, that I've encountered during the making of Loadout. I'm sure you are aware of the Actor.equipItem(Form f) problem (I noticed Armor.getEnchantment() fails to return player enchantments as well). I'm interested in how Skyrim saves enchanted items and how this problem can be tackled but in this email I'd like to focus on isKeyPressed.

      IsKeyPressed did not work for me for the gamepad. I've currently solved this by listening to these keys using the OnKeyDown/Up events and keeping track of the state myself. I think the problem lies in that in Hooks_DirectInput8Create.h:

      kFlag_DefaultBackCompat =kFlag_GameState,

      Set the default flag for input to GameState and in Hooks_DirectInput8Create.cpp

      if(flags & kFlag_RawState)result |= info->rawState;

      this condition never becomes true when it is called from

      bool DIHookControl::IsKeyPressed(UInt32 keycode, UInt32 flags)

      which is called from (I believe) PapyrusInput.cpp

      bool IsKeyPressed(StaticFunctionTag* thisInput, UInt32 dxKeycode)
      {
      return DIHookControl::GetSingleton().IsKeyPressed(dxKeycode);
      }

      If that is not the problem then I don't know what is, but its definitely a problem.

      So that is the main issue I wanted to address, it is not that important to fix though as it can be circumvented.

      For the equipItem and getEnchantment problem, what efforts have been made to solve this?

      Another thing is that there is no way to get an equipped torch. There is a getEquippedShield, getEquippedSpell, getEquippedWeapon but no getEquippedTorch. The only way I know of is iteratively searching through the inventory to see if they have a torch equipped but this takes incredibly long (In the order of quarter minutes for 150 items)

      Thanks in advance for reading, I hope something can be done because I want to make Loadout extremely easy to use and extremely functioning-like-it-should.

      With kind regards,

      Deazurain
  3. Deazurain
    Deazurain
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    Posting news here.