Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

thejadeshadow

Allies
  • Posts

    7
  • Joined

  • Last visited

Profile Information

  • Gender
    Female

Recent Profile Visitors

594 profile views

thejadeshadow's Achievements

Layman

Layman (1/11)

0

Reputation

  1. These are beautiful. Thank you!
  2. Scriptname EE_VaultChestScript extends ObjectReference ObjectReference Property EE_GoldPile01 Auto ObjectReference Property EE_GoldPile02 Auto miscobject Property gold001 Auto Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) Int myGold = GetItemCount(gold001) If myGold < 100 EE_GoldPile01.disable(); EE_GoldPile02.disable(); ElseIf myGold < 1000 EE_GoldPile01.enable(); EE_GoldPile02.disable(); ElseIf myGold < 10000 EE_GoldPile01.enable(); EE_GoldPile02.enable(); EndIf EndEvent That is my code. (I do have references filled out by the way). But nothing is happening. Nothing is enabling or disabling. I've been working on it for hours and hours. EDIT: The gold piles are enabling when I put money into the container. But when I remove the gold from the container, the gold piles don't disable. Any ideas?
  3. Here is my current script: Scriptname EE_VaultChestScript extends ObjectReference ObjectReference Property EE_GoldPile01REF Auto ObjectReference Property EE_GoldPile02REF Auto miscobject Property gold001 Auto Actor Property PlayerREF Auto Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) If akSourceContainer == PlayerREF if (Game.GetPlayer().GetItemCount(gold001) < 100) EE_GoldPile01REF.disable EE_GoldPile02REF.disable elseif (Game.GetPlayer().GetItemCount(gold001) < 1000) EE_GoldPile01REF.enable EE_GoldPile02REF.disable elseif (Game.GetPlayer().GetItemCount(gold001) < 10000) EE_GoldPile01REF.enable EE_GoldPile02REF.enable endIf endif EndEvent I am getting an error back when I compile: (12,24): disable is not a property on script objectreference or one of its parents (13,24): disable is not a property on script objectreference or one of its parents (15,24): enable is not a property on script objectreference or one of its parents (16,22): disable is not a property on script objectreference or one of its parents (18,25): enable is not a property on script objectreference or one of its parents (19,24): enable is not a property on script objectreference or one of its parents I have no idea what I am supposed to do now :S
  4. Here is what I have so far: Scriptname EE_VaultChestScript extends ObjectReference ObjectReference Property EE_GoldPile01REF Auto ObjectReference Property EE_GoldPile02REF Auto Event OnItemAdded(Form BaseItem, int ItemCount, ObjectReference ItemReference, ObjectReference SourceContainer) myGold = GetItemCount(gold) if myGold< 100 EE_GoldPile01REF.disable EE_GoldPile02REF.disable elseif myGold < 500 EE_GoldPile01REF.enable EE_GoldPile02REF.disable elseif myGold < 1000 EE_GoldPile01REF.enable EE_GoldPile02REF.enable elseif myGold < 1500 EE_GoldPile01REF.enable EE_GoldPile02REF.enable endif EndEvent I know some things are wrong.... such as I don't know how to define myGold as a property. Also, i feel I need an event (which is why i added Even OnItemAdded) but I don't think i'm defining it correctly in the script.
  5. This looks like an awesome start. I'll work on it today and let you know how it goes Thank you!
  6. Hi all! Or anyone willing or able to help! It would be appreciated. I have a house mod i'm working on. I've been working with scripts (some custom, some just edited like the claw or mask placing scripts). However, I am stumped. I have this treasure vault i'm working on. In the vault is a container chest. When the player adds say...100 gold, I want some gold coins to enable near the chest. If they player adds 1000 gold, I want even more gold to be enabled near the chest. And when the player adds 10000 gold, I want even more gold enabled (etc etc). Basically, I need a script that will automatically display gold in the vault, based on how much you put into the container. (And vice-versa...if you remove gold from the vault, the script would remove the displayed gold as well) Would I use the OnItemAdded and OnItemRemoved function? How would I set up those scripts with the container to make this work?
  7. Loved your Celtic Decor packs for Oblivion. Wish this were updated with the tapestries. But thanks anyways for this!
×
×
  • Create New...