Okay, to check - is this now the main/easiest way to fool with the lighting, or should I still use Cobb Positioner? I have squirrelly lighting in Breezehome due to a mod that I REALLY like, and just want to fix that (my guess is they have too many lightbulb things).
If the problem is with placed light emitters, then Cobb Positioner handles that out of the box. If the problem is with ambient lighting, then Cobb Positioner can handle that if this mod is installed.
Basically, CobbAPI isn't strictly a "mod" with "features;" it's more a collection of functions that other mods, including Cobb Positioner, can make use of. There are some things (like changing interior ambient lighting properly) that are difficult to coordinate among multiple mods; it's better if only one thing actually makes the changes, with everything else just asking it to do so.
Ah darn, I had remembered there being a decapitate function but couldn't for the life of me remember where it was from, turns out its from here. Unfortunately I'm working on SE only these days, glad I found it anyway as it was driving me up the wall.
Great work here, hope to see some of it over in SE one day.
Haven't had a chance to install this yet. Would this mod allow one to physically move the load door spawn markers for, say, one of the in-game player homes like Breezehome or Lakeview Manor ingame when coupled with your positioner? I can move the structure easily enough, and the door for that matter, but I've found no way short of using the CK to move the enter/exit spawn points for vanilla/DLC buildings. Does this mod allow manipulation of those otherwise invisible markers ingame?
CobbAPI uses the same code as Cobb Positioner to work with load doors. That code should work on vanilla doors; I tested it on a few during its initial development. If there are doors that CobbPos is failing on, can you get me specific repro steps, expected outcomes, and actual outcomes for the issue?
Cobb Positioner does not work on Lakeview/Heljarchen/Windstad load doors, nor does it recognize all the components of the HF houses, even with "safe" changed to "all" in the MCM menu, making it impossible to select them all with multi-mode and store in inventory. Some assets, are selected just fine, such as the core small house, some of the walls, etc, but others like the doors, the roof, the exterior beams and the tower structures cannot be selected).
Vanilla houses/load doors can be picked up and moved, but after placement, going inside the house then back out (or to any other zone and back) results in the loss of the house exterior forever, presumably because it was never supposed to be moved to another cell /shrug. (it also leaves an ugly seam where it was originally located, i.e. invisible ground, and very strange asset/LOD loading behavior, presumably because the engine is acting as if the house is still there and disappearing assets that would not be visible if the house where still there, then popping them back in after, but that's probably an engine issue and there's nothing to be done for that).
When I get home I'll attempt to see if I can select those assets with Jaxonz (99% sure I can, but AFAIK you can't move/pick up multiple objects at the same time with Jaxonz). I'll also try just picking up the load doors with Cobb Positioner and making a copy of the exterior with Jaxonz to pick up and place somewhere else. Both mods are fully compatible with each other with a gamepad anyway.
On a completely unrelated note, in your opinion, do you think SKSE plugins can route animation events to papyrus? Possible at all?
What I meant is that as you can see in the Creation Kit's animation graph that the game engine will send various animation events to the animation engine (such as attackStart). Papyrus scripts can RegisterForAnimationEvent to catch the events sent back to the game engine, but never the initial event that was sent to the animation engine.
Would a SKSE plugin be able to sent the initial event to papyrus script along with sending to animation engine?
Apologies in advance about asking something completely unrelated to your mod, but knowledgable and active plugin modders are hard to find nowadays.
Not anytime soon, and almost certainly not in its entirety. CobbAPI represents the sum total of almost everything I've discovered while reverse-engineering Skyrim Classic over the last few years. Everything's gonna be in different places in Skyrim Special, researched through somewhat different means, so if I ever reverse-engineer that game (I really want to!), I'll be starting from scratch.
The MCM should only appear if you installed both the main file and the demo; it's part of the demo and uses the functions offered in the main file. If you've installed both files and it's not appearing, please send me a full Papyrus log via Pastebin.
Amazing and understandable documentation, and thanks for sharing the files on github. The majority of the functions you implemented were the very things I had been trying to achieve in the game.
This looks very cool. Any possibility of a function to remove a single script-added form from leveled lists? SKSE only gives the option to remove ALL script-added forms at once, which makes creature configuration extremely difficult. It'd be even better if we could remove non-script-added creatures too, but that might not be possible.
I'll add that idea to my to-do list, though I'm (always) juggling multiple projects. I can look into it the next time CobbAPI gets a turn.
Removing non-script-added forms probably isn't possible. My assumption is that leveled lists and form lists only write scripted additions to the savedata, and not the base contents or a list of removals.
So if I understood correctly, I could make actor X completely neutral to everybody? As in they just pretend he isn't there? If yes then this is absolutely useful to me, so thanks either way!
Sure. I'm not bothered by sex or kink mods, though they're not my thing personally. I can't reasonably limit who uses the resource anyway, since you don't actually have to include my files in a mod (and in fact, shouldn't include them) for that mod to take advantage of them.
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Basically, CobbAPI isn't strictly a "mod" with "features;" it's more a collection of functions that other mods, including Cobb Positioner, can make use of. There are some things (like changing interior ambient lighting properly) that are difficult to coordinate among multiple mods; it's better if only one thing actually makes the changes, with everything else just asking it to do so.
Great work here, hope to see some of it over in SE one day.
Cheers!
Haven't had a chance to install this yet. Would this mod allow one to physically move the load door spawn markers for, say, one of the in-game player homes like Breezehome or Lakeview Manor ingame when coupled with your positioner? I can move the structure easily enough, and the door for that matter, but I've found no way short of using the CK to move the enter/exit spawn points for vanilla/DLC buildings. Does this mod allow manipulation of those otherwise invisible markers ingame?
Vanilla houses/load doors can be picked up and moved, but after placement, going inside the house then back out (or to any other zone and back) results in the loss of the house exterior forever, presumably because it was never supposed to be moved to another cell /shrug. (it also leaves an ugly seam where it was originally located, i.e. invisible ground, and very strange asset/LOD loading behavior, presumably because the engine is acting as if the house is still there and disappearing assets that would not be visible if the house where still there, then popping them back in after, but that's probably an engine issue and there's nothing to be done for that).
When I get home I'll attempt to see if I can select those assets with Jaxonz (99% sure I can, but AFAIK you can't move/pick up multiple objects at the same time with Jaxonz). I'll also try just picking up the load doors with Cobb Positioner and making a copy of the exterior with Jaxonz to pick up and place somewhere else. Both mods are fully compatible with each other with a gamepad anyway.
What I meant is that as you can see in the Creation Kit's animation graph that the game engine will send various animation events to the animation engine (such as attackStart). Papyrus scripts can RegisterForAnimationEvent to catch the events sent back to the game engine, but never the initial event that was sent to the animation engine.
Would a SKSE plugin be able to sent the initial event to papyrus script along with sending to animation engine?
Apologies in advance about asking something completely unrelated to your mod, but knowledgable and active plugin modders are hard to find nowadays.
I suppose that wouldn't be a bad thing for me to research in the future, though...
Any possibility of a function to remove a single script-added form from leveled lists? SKSE only gives the option to remove ALL script-added forms at once, which makes creature configuration extremely difficult.
It'd be even better if we could remove non-script-added creatures too, but that might not be possible.
Removing non-script-added forms probably isn't possible. My assumption is that leveled lists and form lists only write scripted additions to the savedata, and not the base contents or a list of removals.
If yes then this is absolutely useful to me, so thanks either way!