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Noah

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NoahBoddie

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63 comments

  1. Primaris82
    Primaris82
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    were do i turn this on?
     The editor ID tweak MUST be enabled for this mod to function
    1. NoahBoddie
      NoahBoddie
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      po3 tweaks, the mod right next to that text
  2. HighTotally420
    HighTotally420
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    do i have to get skse64 for this to work because it is a very convoluted install process that forces me to use a different launcher and is just a headache. im having to download 50 other mods just for a freaking quickstart
    1. NoahBoddie
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      All skse mods require skse64. You also don't need to use the installer, it's literally a drag and drop process. Just drop the entirety of skse files into the main skyrim directory, above data. That's it. You can use the installer but honestly I've never seen the need
  3. GennyWoo
    GennyWoo
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    My friend had a crash and I think Perk Entry Point Extender was referenced in the log
    1. NoahBoddie
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      Unlikely, that crash logger seems to have suggestions on what the problem is so maybe it's one of those?
    2. GennyWoo
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      MB didnt see I had one here too

      https://drive.google.com/file/d/11dSJlwmpQqRBLZ_TwnTkRwPMA6psxlrY/view?usp=sharing
    3. NoahBoddie
      NoahBoddie
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      cant access
    4. GennyWoo
      GennyWoo
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      Dang il try to fix it soon my bad

      EDIT: Yeah I think I lost the file
    5. NoahBoddie
      NoahBoddie
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      Welp, it's likely it isn't. I know of one situation where a crash can happen if the perk is broken but if the crash was simply in the call stack that is unlikely to have caused a crash since I don't edit anything with my hooks. If you ever get a crash log I'd be glad to read it though just to make sure
    6. GennyWoo
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      Ya sorry for this haha I was trouble shooting multiple crashes but yeah il let you know if it happens again my guess was maybe a broken perk was trying to be distributed to an npc? I got no clue but thanks again!
  4. AIyues
    AIyues
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    Help! it seems the spell cause some problem whis ths mod

    https://pastebin.com/GaNJGL4S
    Game plugins
    https://pastebin.com/ZxAhLCsy
    1. NoahBoddie
      NoahBoddie
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      That just passes through this function, it doesn't cause the crash. I'd probably look at the actual spell that's being evaluated, as it's using an EP function and using those incorrectly can cause a crash. As is though, there is nothing to show that this is a problem caused by PEPE or one that I could fix
    2. AIyues
      AIyues
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      Ok.Thanks! :>
  5. sorry do i read this wrong? *not compatible with scrambledbugs?*
    1. NoahBoddie
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      Technically no, but it's just specifically the multiple spell patch, and only if someone is actually aiming to use those perk entry points. I should preface them not being compatible with that lack of compatibility being aimed at authors not users
    2. so is it compatible with scramble bugs then? 
    3. NoahBoddie
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      Since no mods currently use those, yes.
    4. okay thanks
    5. DaveMeyhem
      DaveMeyhem
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      @Noah what about the spell mods by Darenii? They require to enable perk entry points: apply multiple spells.
    6. NoahBoddie
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      The answer remains true, since no one uses the entry point it's compatible.
    7. DaveMeyhem
      DaveMeyhem
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      Aight, thank you!
  6. HDMFanatic
    HDMFanatic
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    There's a bizarre crash issue I've found using the combination of this mod and OStim On Demand. When going through the dialogue for the "Drink at the Tavern" scenario my game always crashes at the "Toast" dialogue.

    Here's my crash log:
    https://pastebin.com/T9B9KpqY

    Though maybe I just need to download an earlier version of PEPE to work with 1.5.97?


    Edit: Turns out the crash occurs regardless of whether or not this mod is installed, so it's probably just a OOD related crash. You can disregard this.
    1. NoahBoddie
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      Did you uninstall an enchantment mod recently? Or a mod that had enchantments that you can put on an item? Because the crash seems to be happening because it's reading a dynamically made spell. If it's missing magic effects, that might cause a crash. I was experimenting with what would happen if I uninstalled enchantment mods mid way through a save and the address is exactly the same.

      Tldr, might be a mod you uninstalled, it can't find a magic effect for a made enchantment, results in a crash when trying to do something like get the cost of the enchant

      If this is the case, that save might be fucked, because reinstalling it likely won't fix it if you've already saved over the removal. But maybe ask around on that.
    2. HDMFanatic
      HDMFanatic
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      Turns out my problem was to do with Various Dialogue Tags' OStim On Demand module. Given that OOD has been updated a couple times since the tags were made for it. OStim On Demand applies a magic effect during the particular scenario I mentioned, and the tags edit messes up the system causing a crash.
  7. Huglarh
    Huglarh
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    So, with this PEPE installed, this just expands Creation Kit's overall list of Entry Points to use?

    I am looking to create an entire new Entry Point that works similarly to modifying Armor Weight values - but instead it's for Weapons, Ingredients, Potions, Consumables and Miscellaneous items.

    Is there a particular tool I will need to view and to create a new Entry Point? How far can I go in creating a new Entry Point without the CK or the game itself hitting a limitation or breaking on me?

    I'm entirely new to this sort of thing and I'd LOVE to learn how it works, and to be able to play around with what I have to work with to learn new things!
    1. NoahBoddie
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      You only need CK/xEdit for the making of a plugin that uses the entry point, however you'd still need to make an skse plugin to do that. Just to make sure there's no confusion, i code perk entry points don't do anything. They're more like a function that mutates an input depending on what perk entries someone has. They have to be manually by someone somewhere, and that's the only way they can do anything. If this was already understood forgive my clarification
    2. Huglarh
      Huglarh
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      You're entirely fine! I wanted to ask to see if it was entirely doable, and if something like this mod already did it. But I think it doesn't - it just brings the Entry point coding for perks up to where they likely more easily accessible.

      I thought I'd ask incase there was a way to create an entirely new Entry Point for perks to use.

      For now, I'll have to keep searching and see if it's doable.
    3. NoahBoddie
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      Yeah it's certainly doable. It would take hooking through an skse plugin but it'd be doable. Chances are you wouldn't even really need this plugin to do it either, just let it consider forms that aren't armor. But you'd have to hunt down the address of where it handles that
  8. vsky1
    vsky1
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    I'm trying to get the Modify Skill Use perk entry to work. I've called it like so:
    RE::HandleEntryPoint(RE::PerkEntryPoint::kModSkillUse, player, &skillImprove, "", 0, std::vector<RE::TESForm*>{});
    Or as
    RE::HandleEntryPoint(RE::PerkEntryPoint::kModSkillUse, player, skillImprove);

    But I keep getting an error return of 2(UnmatchedArgs). I'm clear on what args I'm supposed to pass to this since I can see in the Rested perk it can just flatly apply to the perk owner that is already being passed in. I tried adding in player in the array too as an arg, but that still didn't work. Which arg am I missing?
    1. NoahBoddie
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      You still have to submit arguments even if the perk entry doesn't use it. You're submitting no arguments for an entry point that requires them, thus mismatched arguments. Additionally, you'd need a category, that's the string that is empty, otherwise it will just run on every perk with the same base entry point. It also needs a channel, that's the 0 there, needs to be either 255 or a specific number corresponding with the rank of the expected perk entry (255 means it doesn't care about what's used).
    2. vsky1
      vsky1
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      In the use case I wanted I wasn't aliasing the perk entry with any that I made. I wanted the normal entry point, hence no category or rank.

      Looking through the source I found that here is where you determine expected arg count.
      You're missing kModSkillUse from this function.
      I rebuilt from source the PEPE plugin in debug and confirmed that the issue is it doesn't have any expected arg count for the Mod Skill Use perk entry. Got this in the PerkEntryPointExtender.log:
      EntryPoint.h(467): [debug] unmatching args 0 vs -1 (22)
       
      I added the missing kModSkillUse to the 0 arg return switch case, rebuilt and confirmed that it now works. Added the Rested spell to the player and confirmed the entry point picks up on it.
      You just need push an update with kModSkillUse in the GetEntryPointTargetCount.
    3. NoahBoddie
      NoahBoddie
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      if you're not using a category, you don't need to use the API for that as there's no merit to do so. You're right, I didn't put it in the list. I'll update that later
  9. vsky1
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    Hey I was looking to make my own perk entries. I was hoping to make one to force a stagger or knockdown. Currently such effects have to be handled by applying a combat hit spell, which a big reason why so many perk mods have to play around the one spell per hit limitation, so having its own entry to cause a stagger or knockdown on hit would be much cleaner.

    I can't seem to figure out how to for example implement a new perk entry with GROUP=Stagger Catergory=1 that replaces Mod Attack Damage and the recieved magnitude is the amount seconds until the affected actor can stagger again.

    In addition, could I replace the Adjust Limb Damage perk for some hyper armor perk implementations where actor is immune to stagger from weapons of without particular material keywords, or do I have to replace fully implemented perks entries?

    I've been looking through the code and have plenty of C++ experience, but I'm new to SKSE plugin development and it's surprisingly hard to find good API documentation. If you have any discord links or can offer any other resources I'd appreciate it.
    1. NoahBoddie
      NoahBoddie
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      It would be better to view a perk entry as something that mutates a given value rather than something that really does anything. Whatever you do with the value is ultimately going to be the project you use, the part my project does is just allow reuse of them. So actually using the categorized perks outside of papyrus is not entirely something I've documented.

      But the gist of it is you need the API header from the github, and to use the non-templated functions (the template ones are sort of broken and endlessly call themselves). From there you just need:

      "RE::HandleEntryPoint(RE::PerkEntryPoint::WhateverEntryPoint, whatever_actor, &the_float, "NameOfTheCategory", the_uint8_channel, { forms_for_conditions, ... } )"

      If that example makes sense.
    2. vsky1
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      Ah I understand. We aren't actually hooking in to where the game currently uses those perk entry functions to hijack those events, were just defining our own entry point we can test when we want to do something. I managed to get a plugin working that listens to hit events and then uses to the PEPE entry point call to check if I should apply the knockdown or stagger.
    3. NoahBoddie
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      Yeah basically, the hooks are in the conditions not the calls to the handle themselves
  10. ScornfulPrawn43
    ScornfulPrawn43
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    can you make vr version
    1. NoahBoddie
      NoahBoddie
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      I'll enable VR it and some of my other mods. I disabled them for a while because I don't have VR and can't really explore any issues exclusive to it, but 1.5.97 mostly have the same offsets so they should probably work. Still, use with caution