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Walrus

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Walrus last won the day on July 17 2013

Walrus had the most liked content!

About Walrus

  • Birthday July 2

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  • Gender
    Male
  • Location
    Weird Windsor
  • Interests
    TES

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  • Website URL
    http://wallacethewalrus.ca/
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    Walrus
  • Skype
    j.g.wall

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  1. _echo, on 22 Aug 2013 - 9:08 PM, said: For starters, Mars is great for growing plants. The dirt is rich in minerals, plenty of CO2 and sunlight. It has been studied for many years, and corn is actually rather easy to grow given mars's conditions. Ya I'm going to need your sources on that _echo. Reduced pressure, reduced sunlight, radiation, micro-gravity and a different atmosphere are big problems to overcome.
  2. This would unfortunately fail simply because of the volunteer part. Astronauts train for years just to orbit the Earth a couple times. The knowledge you would need to have to run a Martian base is NOT something they are leaving to 20 yr olds found on the internet.
  3. If the system is 6 1/2 yrs old and the motherboard went... Your not going ot be able to use many components again. Hope its the PS Will
  4. I honestly don't think I've ever seen that done. I think NPC need to have something to aim at. So the mob/player/actor they are attacking feeds a x/y/z pos to them and the just cast a spell in that direction. Whereas with the player, the dot in the middle of the screen feeds the x/y/z pos into the spell. Thing to remember is that dot knows how far away the object your looking at is. The x/y/z pos it gives out is the closet object in it's path. So find a way to feed the right data into the NPC and you could get them to cast it. It would be easy for quests, and maybe if you made a new follower command? So it took your data and used it? Anyways, hope that helped a bit.
  5. So, Plan C. Here's my thinking; You want to add a Black Soul Gem to your inventory everytime you kill an NPC. For lore purposes, only people can fill Black Soul Gems right? So we track the number of people killed by the player and give them a BSG everytime it updates. Here's how I THINK the script would look like; BLAH BLAH SCRIPT NAME STUFF Function DeathTracker RegisterForTrackedStatsEvent() EndFunction Event OnTrackedStatsEvent(string asStatfilter, int aiStatValue) if (asStatFilter == "People Killed") player.additem 0002e504 1 endif endEvent This should give you a BSG everytime the People Killed Stat is updated. BUT I have never tried it and am talking out of my bytt basically. Hope it works though.
  6. What is it you want to happen when this NPC dies? How many NPCS are we talking about? If this is a boss it'd be alot easier than a faction. For instance, if it's just a single NPC or a small amount, you could just add this script to them: Event OnDeath(Actor akKiller) if (akKiller == Game.GetPlayer()) endIf endEvent
  7. OnHit() only registers when the Object IS hit. Not when the Object DOES hit someone. So no. You could attach it to yourself, and then attach the OnDeath() to the thing that hits you, but what about when you one-hit kill them?
  8. Hey! Welcome to TESA! stay awhile!
  9. Ok, it's too early to think clearly, but I believe i may have found some stuff to help you out. So, first you need to learn the OnDeath() function. Now we need to attach to every single NPC. Yay! Or we could just dynamically attach the script to any Npcs in our area. Combined with a simple check to see if the player was involved with the death using an OnHit() we can create a script to do whatever it is you want. Link to the dynamic Tuturial. Link
  10. Are you using the workshop? If yes than you'll have to wait. If your using the nexus, get the Nexus Mod Manager to help you install them. i try not to install mods directly to the data folder so I can clean it out easily.
  11. I used a completely clean install and new game. I had Skyrim the newest update and a very stripped down version of my mod. Brought it down to one room with 2 custom scripts. So it can't be a dirty save game. And yes. The mist and Water and Lock door parts all work perfectly. They never go out of sync or fire when they shouldn't. But the Disableplayer controls, Wait and Door activate do. So how is the script only running half of the things? I don't get that. Edit: I just remembered. I also set all the values to what i want on CellLoad. So all the values are reset when it loads up.
  12. Sadly i can confirm thats not it. Through testing and messing around, it seems that in the old script, ANYTIME both Values are the same, the parts about PlayerControls and Wait are run. Whereas in the new script, It seems anytime a value is changed, it runs those same parts (and sometimes the door too). But it never messes with the water plane moving up and down and the other one enabling/disabling. That only runs when its supposed to. To me, this makes no sense at all.
  13. I support this mod! The horkers look nice and wrinkly. A touch glossy, which makes sense near water, but not when I spawn them in the middle of Whiterun. All in all, a very good looking texture. Good job Hana!
  14. So some of you know I've been working on a script to raise and lower water levels with multiple activators. I had a working script, but do to some graphics glitches I had to change it. i stupidly decided to add other things in as well. Le't just say those other things don't work and I forgot to back up my old script. Yay. Now I can't get anything to work. I was hoping if you guys could look at this and tell me why 3 out of the 4 possible activator states make me lose player controls, and activate the Exit. When I run this script an turn valve 1 (value1=1) nothing happens. If i move valve1 again (value1=0), my controls are disabled for whatever amount of time the Wait is set to. When I run this script and turn Valve2 (value2=1) I am disabled again for the wait time. Same as if I turn it again after that (value2=0) Sometimes the door will unlock and open or lock and close as well, BUT the rest of it doesn't go until the valves are in the correct spots. The water only raises and lowers and switches when both valves are in the right spot. And it will come back up exactly like its supposed to after too., I do not get what is going on here. So any help would be nice. NOTE: the only difference between this code and the one I use is it's tabbed. check here for the exact script i was running: http://wallacethewalrus.ca/WMWaterlv.txt EDIT: YES! DSos, being the awesome person he is, saved my original script when I sent it to him to use. I now have a working script (beside some graphics glitches) So if anyone could tell me why this script works fine, but not the other one I will love you forever!
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