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tunaisafish

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tunaisafish last won the day on March 29 2012

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About tunaisafish

  • Birthday 11/18/1969

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  1. Good to have you on the site, where learning and make friends happens daily. If you need a friend to start with, pick me, pick me, pick me.

  2. You're on the right track, but each script has its' own variables (so you'll have 3 different 'count' values). The easiest way for the 3 items to share the count value is to use a global. Then add this script to each of your 3 secret objects. Scriptname ObjectCountScript extends ObjectReference {Script to keep track of # of objects discovered} GlobalVariable Property MyCounter Auto ;You need to create the Global and assign it to this property in the CK auto State waiting Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) if (Game.GetPlayer() == akNewContainer) ; the player has picked up the object GoToState("inactive") ; Ensures this only ever happens once Int count = Mycounter.Mod(1.0) As Int ; Add 1 and then fetch the total if count == 3 ; Woohoo! endif endif EndEvent EndState State inactive EndState
  3. @LeeCarter, I looked at your Papyrus scripts. I couldn't find any effects being applied to weapons either, only Actors. If you're not doing this already, make sure that you're testing with a clean save. ie. your savegame has never seen your mod before. To test if the sword is actually persistent, then add some events & debug.notification lines to it. The one that is persistent should have a valid 'self', the one that isn't will show None. Yeah, sorry that's not clear. By Active I should have said currently loaded. The swordRef 'should' be persistent by virtue of the Property alone. Before I confuse the issue even more though it's best to get the info direct from Beth's notes A quest with an Alias can be used to make one instance of the weapon temporarily persistent. ie. as long as the quest is running and the Alias points to a Ref. So crafting several is possible, and it's possible to keep track of one of them with an Alias. Fiddly though, as you may have to drop it first. BTW, I've never used shaders before. Maybe they just don't work on equipped items period. The above test script should reveal if that's the case.
  4. Objects inside inventories (containers or npc's) don't have object references, unless they happen to be persistent for some reason. If there's any active script with the object reference stored, or if you use the object ref to pass to a script as a 'property' in the CK, it should be persistent. So if that magic effect deals only with this unique sword, then set the property directly in the magic effect script.
  5. Thanks everyone for the warm welcome, and cookies Thinking about it, with all the horses and bears in Skyrim you'd expect.. erm still no We wouldn't dare get rid of the old Sims disks. Our daughter enjoys making a few families each week, and then starving to death
  6. The combat is controlled mainly by factions the NPCs belong to, together with the NPC Aggression and Assistance values. If you start looking into the Factions though, it's huge complicated web. Probably the easiest way is to add them to an existing faction. It depends if that will make sense for your NPCs though.
  7. Hi all, I recognise lots of friendly people here, and the site has a real sense of community spirit. I've been lurking for a few days now and getting to know what is where, and figured it's time to de-cloak. So as an intro, here's bit about the gaming/modding side of me My 1st mod (or mod attempt) was about 30 years ago. It was for a game called Return to Ganeymede II for the ZX81. I added a dog to follow me around the dungeons. I say attempt as I don't think I actually completed it (I think the dog was just bait). For me the fun was had in the modding; having the idea, getting intimate with the inner workings, solving the challenges it throws at you, and then seeing it in action. I think a lot of modders would identify with those motives today too. [OK, no more links. I got distracted by that one and took an hours break from my intro as I strolled down memory lane.] I've worked on a few OS games/projects over the years. Never in a major role though, only patches to fix or tweak. The Sims 2 A big milestone for me this one, as when I started modding it I was a confirmed bachelor in London. This was also the first game where I started getting involved with the modding communities. In one of the IRC chatrooms one day I met an Aussie modder. Long story short, I'm now an Aussie with a wife and kid. So be warned where modding games may lead you lol. I had a great time throughout that series with other enthusiasts. The early years were the best as Maxis looked on modding in a similar way to Bethesda. If EA hadn't taken over then I'd probably have stayed with it and modded TS3. Second Life This place is a modders paradise. I had the priveledge to work at one of the largest sandboxes in SL. Imagine sitting at the CK working on your own build, then being to pan around and watch other modders at work. Not only watch, but chat to the creators, share eachothers assets, test-drive their vehicles, etc... I could go on for ages about SL, so I'd better stop now. Games you all know. Fallout 3 - played. Didn't even know about the modding community then. Oblivion - played, then added a few mods. New Vegas - Played then modded. I bought all DLC etc for this but haven't played one of them them yet. RL got in the way for about 6 months. Now that things are steadier I'm working on a final release of Sortomatic. Once that's done I'll get to finish playing it... I hope Skyrim - Played vanilla, and then waited for the CK to come out to see this new fandangled Papyrus scripting engine. I think I've got a pretty good handle on that now, though my 'mods' are just scrappy proof of concept things atm. It's a big improvement over the 'legacy' scripting languages IMO. Before I use it in anger I'm waiting for the SKSE papyrus hooks to come out. I'm fairly active on the Nexus and Bethesda forums, but hardly ever this verbose you'll be glad to know Modelling/Textures I have the artistic talent of a dung beetle. I don't even attempt this at all. If anyone is in very very desparate need of a ball of crap, still don't ask me Modding for me, whatever the game, is pretty much limited to the coding side.
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