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mandilorian

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mandilorian last won the day on July 13 2012

mandilorian had the most liked content!

About mandilorian

  • Birthday December 15

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    Maryland, USA

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  1. Hey folks, my mod partner and I are currently trying to learn how to mod & script, but we ran into a problem and could use some help. EDIT: Figured it out. Scroll to the bottom for the solution. The plan is, if player has finished the MainQuest and goes back to Whiterun, a Dremora will show up with the summon effect and then the player can kill him. This is proving to be somewhat confusing though since we're still learning Papyrus. Once we added the completion part for the MQ, it stopped working. I'm not sure if we should check for a specific quest stage or what. Scriptname ubapoc_StartScript extends ObjectReference ObjectReference property ubMessenger auto ;Dremora Messenger ObjectReference property enterEffect auto ;Summon Effect Quest property MainQuest auto ; Main Quest Event onactivate(objectReference akActionRef) if (MainQuest.IsCompleted()) ; Checks to see if quest is completed, but this line doesn't seem to work ubMessenger.Enable(True) ; Makes messenger and effect enterEffect.Enable(True) EndIf EndEvent The character we're testing has definitely finished the MQ and we even tried to add: MainQuest.CompleteQuest() ; Override MQ for debugging Just prior to the if check, but it still doesn't work. Can someone give us some advice? Do we have to extend Quests maybe? If so, how do we extend both Quest and ObjectReference? Any advice would be really helpful, we've been banging our heads about this for a while and figured we should just give in and ask. Thanks for your time! EDIT: Figured it out. Hooray! I'm posting it in case it helps anyone out. Scriptname ubapoc_StartScript extends ObjectReference ObjectReference property ubMessenger auto ;Dremora Messenger ObjectReference property enterEffect auto ;Summon Effect Quest Property MQ305 Auto ; the final part of the MQ Event onactivate(objectReference akActionRef) If MQ305.GetStage() == 200 ; check stage of last step of the main quest ubMessenger.Enable(True) ;Makes messenger and effect enterEffect.Enable(True) EndIf EndEvent
  2. Thanks Lilith, that wasn't working for me, tried that earlier. I appreciate your reply though. However I figured it out through a post on the bethsoft forum just a minute ago and wanted to update it here. As I suspected, it's a setting issue in the CK. I was pretty sure my technique was solid because I was able to create a collision cube on other pcs. If you go to View -> Show/Hide Window, it should have Collision Objects checked. If not, then for some reason it will show regular collision boxes but you can't make new ones unless you copy/paste from another cell. I hope that helps others, I know it was annoying me quite a bit. Now, back to making bookshelves...
  3. I've been trying to add collision markers to one of my areas, but I'm having problems. When I click "Create a Collision Cube" and click in the render window, nothing happens. I've tried right clicking, left clicking, clicks+dragging to draw a box, but nothing shows up. Same thing for the Collision Plane and Sphere (the C buttons in the toolbar). Markers are turned on, that's the first thing I checked. I've tried closing the CK, using a new cell, etc. I can copy and paste collision boxes from other cells into my cell, but I can't seem to create new ones. I can see collision cubes in the area though, so it's not a markers issue. I can copy and paste collision cubes into my cell from other cells when needed, and that's how I've been working around it, but I'm really curious about why the button doesn't work. I have no trouble placing a trigger or a current cube either... just collision cubes. So it's weird. Any ideas?
  4. You guys are awesome, I really appreciate the help and the steps. I checked out the details list and it seems pretty straightforward. It's very good to know that it only keeps deleted records in the esp, that's a sigh of relief. Thanks!
  5. If you accidentally delete an item in the Object Window list, how can you get it back if ctrl-z doesn't work? For example, say you deleted the official bethesda Object "TreeAspen01" or something like that. Right-clicked in the Object Window, hit delete and confirmed it. Is that change ONLY recorded in the mod you just made, or can you revert to an earlier version of your mod before you deleted that object? Or do you have to reinstall the CK? I haven't actually made this mistake, but I almost did, and I was curious about how it would be resolved if I accidentally did it in the future.
  6. Aha, brilliant. Thank you, ResolveThatChord!
  7. Hi TESA folks! So, I have a bunch of lighting fx such as ambient dust beams and whatnot, but even when I hit "m" to toggle them off in the CK, I can still click on them to select them. I want to work in the area with a dust beam but I don't want to accidentally click on the dust beams, though their bounding boxes are very large and so it makes it difficult to work. Do I need to just move the beams out of the way until I'm done with clutter, or is there a hotkey that will let me hide them entirely or lock them so I can't click on them while I work on other stuff?
  8. Very awesome. Excellent job on the trailer, it's very impressive.
  9. Thanks for the warm welcome, folks! I PM'd Dark Rider and will be starting out with the CK Basics after I get home today, really excited about it.
  10. Hello TESA folks. I'm a new modder for Skyrim, though I've modded other games (DAO, Fallout, Portal). I modded Oblivion but it was quite a long time ago, so I am pretty much starting from scratch. I'm a game design student in a class this fall that plans to make a mod for Skyrim, and so I want to learn as much as I can before the course begins so I can help my classmates. I noticed you guys have a pretty cool modding tutorial series, and I'm not quite sure how to join the June-August class (or is it too late?). It says to PM the instructor, but I'm not sure if that's the person who posted or if it's someone else... I'm still trying to catch up on topics though. I'm looking forward to becoming an active and knowledgeable community member here. I really enjoy TES games, and I have waited months to begin modding (I had to finish previous projects first). So I'm eager to get started. =)
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