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BlackParagon

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About BlackParagon

  • Birthday 05/28/1992

Profile Information

  • Gender
    Male
  • Location
    Germany
  • Interests
    video games: FPS, (A)(R)-RPG, MMORPG
    TESV modding

Contact Methods

  • Steam
    kasindus
  • Skype
    Goddamnedmaster

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  1. Okay so, yeah you were absolutely 100% right with your first post, of course i tried to mod a mod ^^ As I tried to reference the properties values from the perk mod over to the autoperk mod. I got it working by simply copying over the quest which has the associated scripts in it to the actual mod with the new perks and then disabled the original autoperk mod. And tada, it works ^^ Thank you very much, you helped me understand this system much better now.
  2. Hm, wait I think I got a glimpse of what you meant I didn't understand 10 minutes ago ^^ I will try something and if it still won't work, I will upload my mod somewhere and sent you a pm. Thank you very much in advance
  3. Hm, if I understand you correctly you say I can't create a mod with another mod beeing the parent of it. But thats not what I did, i modified the original AutoPerk mod directly.
  4. Hi there... I am new to scripting in skyrim, so please go easy on me. I will try to give you all the information I can, but sometimes it may take me a while to figure out what you mean ^^ So, I started with altering a script from a mod I really liked. Maybe some of you know it, it's called "Auto Perks". It essentially gives you all the perks that you meet the requirements for. My goal was to incorporate new perks from another mod I use, so they will be added automatically too. My first look at the script got me a lot of insight, as it wasn't that complex. In the original script it looked like this: Scriptname ap_autoperkscript extends Quest Perk Property MasterTrader Auto . . . Function Init() RegisterForSingleUpdate(60) endFunction Event onUpdate() Actor player = Game.GetPlayer() if(!player.HasPerk(MasterTrader)) if(player.GetBaseAV("Speechcraft") >= 50) player.AddPerk(MasterTrader) Debug.Notification("Perk Master Trader Added") endif endif . . . . RegisterForSingleUpdate(60) endEvent This seemed fairly easy to edit, so I manually removed all unused properties and added the new perks from the perk mod to the properties. I then copy-pasted the actual checks and filled them with the new information. After some typo tracking i succesfully compiled the script and got it to run. At first i thought, everything would be fine, but then i discovered that it would only work fine with all the vanilla perks and instead of adding the new perks from the other mod, trying to add them without beeing succesful every update. I tracked this down in the creation kit to the properties not beeing correctly assigned the new values of the perks. The vanilla properties are just assigned fine, but for some reason everytime i assign the modded perks to the new properties i created, they are not beeing stored, instead telling me the properties are assigned to <NULL Form> 04xxxxxx. I again have been able to track this to be a conflict with the Dragonborn DLC, which is number 04 in my load order. My conclussion is that the Dragonborn DLC overwrites/kills the aliases for some reason, but I don't know why. Both mods, the perk mod and the autoperk mod are loaded after, shouldn't they overwrite anything conflicting from Dragonborn? I have already searched for this but haven't found anything about it. Maybe someone here can help me.
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