Skyrim Special Edition

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Jebbalon

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Jebbalon

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About this mod

Stuff I want to share with the community

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Jebbalon's Stuff

Just some stuff I want to share with the community.

Links to important or interesting stuff....
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AFK Mods - Home to Arthmoor and the Unofficial Patch team - lots of good info there.

Creation Kit Wiki - Great resource although not perfect in its search capabilities. The place I spend most of my time is the Papyrus Scripting Reference page. Scroll to the bottom of that page and every function is linked.

Nexus Wiki page for formatting BBcode - Commenting with links and spoilers is very useful here on the Nexus. That page has instructions.

Skyrim Map on UESP - Very handy map for pointing to locations for your mod. Find your site then click Link To Current Map for copy paste link.

SoT Realms - Home of TonyCubed2's Sands of Time community. Lots of great info ... and if you like scary stuff try the Anthology of Horror!

Thuum.org - If you are at all interested in the Dragon Language of Skyrim this page has everything you need. Translators, dictionary, and lessons.


Hanged Man Example
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Vanilla skyrim includes a failed attempt at hanging NPCs. I've corrected that.

ChrisKley uploaded the mod Gallows of Skyrim which adds gallows to the cities of skyrim. Because the vanilla scripts for hanging npcs is not finished/tested/usable he made the corpses just static. This forum thread has some discussion on the topic.

With my example mod I modified the script to be able to have a ragdoll body hanging from a rope that will act more realistically.

There is also a script that will make the body sway. It is sort of a proof of concept - on how to manipulate a corpse using the RigidBodyDummy moveable static that the body attaches to.

There is a Werewolf ( TreasCorpseWerewolfHanging [NPC_:0010F509] in  GallowsRock01 "Gallows Rock" [CELL:00015273] ) (a silver hand fort) that is hanging by his hand. Looking at the script attached to him ( DefaultWerewolfAttachPointSCRIPT.psc ) helped me with this hanged man script.

Things to keep in mind when using these scripts...

- The rope must not have collision in its mesh. In vanilla there is an Activator rope called hangedManRopeTRIG [ACTI:00035328] has collision and will not work. The rope I used in example is DockColStrSignRope01 [STAT:00093480] which has no collision.

- The script HangedManScript_Corrected.psc gets attached to the corpse. The old script was being attached to the activator rope. The script then attaches the neck of the corpse to the dummy node.

- The script HangedMan_SwayingScript.psc gets attached to the rigidBodyDummy [MSTT:000D19BA], a moveable static object with only one 'bone' or node. This script will slightly translate the node back and forth to simulate the body swaying on the rope.

- Both scripts have comments in them to help understand what is going on.

Here is AFKmods post that explains a little more with the scripts in text as well.


My Ring of Non-Detectability
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I do a lot of work on the bandit mod OBIS - while testing the mod, sometimes I want to turn off AI detection (~ tdetect) This works if all I need to do is see if the bandits look ok or are patrolling where they should. But, having detection off doesn't let them detect each other or creatures and so on. It's not 'natural' behavior.

So I developed a Ring to wear that provides everything needed to stay hidden and not have to use the console at all.

It provides 5 magic effects...
- Invisibility
- Muffled sound
- Sneak skill boost of 100
- Nice bright light and...
- Movement Speed boost of 250

There is a script for the speed boost to take effect. It adjusts the carry weight by 0.1 and back. This is needed for the speed modifier to activate. Speed returns to normal when ring is removed using same method. Bottom of this Creation Kit Wiki page has this info.

It's a great and powerful tool - don't abuse it please :)


My Tips for xEdit
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- There is a setting to force Building Reference Info on Skyrim.esm. This is off by default, mainly because it takes long time (2+min) There are times though you will want this on. If you are looking at records and see at the bottom Referenced By with a number that is other records that reference this record. Without Building Reference Info for Skyrim.esm that number will not include records in Skyrim.esm that reference the one you are looking at. This can get confusing when you know it should be.
Right-Click in the Left pane and choose Other/Options/Reference Building and make sure Skyrim is not on list. (xEdit version 3.2.1 (SSEedit))

- Hidden features in xEdit...

- NumPad * and NumPad - will expand and collapse the left pane tree branches.
- Select Multiple records of the same type then right click and select Compare Selected. This will display them side by side for you.
- Right-Click in the Right hand pane viewing a record will have menu where you can Hide No Conflict Rows and Stick to a Row. These help when records are long and only have few changes.
- Click and Drag is your friend!
- For record elements with text in them... Use Double-Click to open the text in a view window. Shift-Double-Click to open in Editor Window. Very useful to copy form IDs and then paste into comments on nexus (ex. Player "Prisoner" [NPC_:00000007] )


More later.....


Let me know in comments if you have any questions!