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Ghaunadaur

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Ghaunadaur last won the day on June 29 2013

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  1. Btw, you don't need to edit the .nif file to create a new static item. Let's say you want want to make a static apple... - make a duplicate of any static object by giving it a new ID, e.g. AppleSTATIC. - extract the .nif file for the apple from the Skyrim - Meshes.bsa to your data folder. In this case it should be under meshes\clutter\food\apple01.nif. - for your new static, assign the model you just extracted from the .bsa. - now you have a static apple and the loose mesh can be deleted again.
  2. Looks good, I like the design.
  3. You will need to declare a property of type Perk to check against. After you got your script to compile, open the properties window and assign a value from the dropdown list. Otherwise your script will not work correctly. Code should look like this Perk Property PerkToCheck auto Event SomeEvent() if Game.GetPlayer().HasPerk(PerkToCheck) ;do stuff endif EndEvent Always a good reference: http://www.creationkit.com/Category:Papyrus Note: SomeEvent is not a valid event, just added it as a placeholder.
  4. Firstly, you only need the ENDPROPERTY if you declare a full property. It's not needed for auto properties. Faction Property CollegeofWinterholdArchmageFaction auto GetInFaction is a condition function, the papyrus version is IsInFaction, which returns a bool, not an integer. If Game.Getplayer().IsInFaction(CollegeofWinterholdArchmageFaction) == true Hope it helps.
  5. Something like this? ScriptName _test extends ObjectReference Potion Property BYOHFoodFlour auto Ingredient Property Wheat auto Actor Property PlayerRef auto Event OnActivate(ObjectReference akActionRef) int ItemCount = PlayerRef.GetItemCount(Wheat) if akActionRef == PlayerRef && ItemCount > 0 PlayerRef.RemoveItem(Wheat, ItemCount) PlayerRef.AddItem(BYOHFoodFlour, ItemCount) endif EndEvent Note: all properties can be auto-filled.
  6. Just mentioning that there are also several quests with conditions to check for players gold, e.g. buying the player houses. You might want to register for dialogue menu too. Maybe there are more situations in game where it would be necessary to do this exchange. Every mod that checks for the players gold amount at any time in game without using one of those menus will be causing a compatibilty issue. Imho, that's begging for trouble. Your mod and your decisicion, of course.
  7. In this case you don't need the if-statement. It's equal to this Scriptname CloseMyDoorScript extends ObjectReference ObjectReference Property MyDoor auto Event OnTriggerEnter(ObjectReference akActionRef) MyDoor.SetOpen(false) EndEvent
  8. That's normal. If the base object already has a script attached, your reference will have it too. You can remove it from the reference or use a 'defaultBlankTrigger'.
  9. Hi and Hello, Kryptonian! Here's a first welcome cookie for you...
  10. This will close a door visually... Scriptname CloseMyDoorScript extends ObjectReference ObjectReference Property MyDoor auto Event OnTriggerEnter(ObjectReference akActionRef) if akActionRef == Game.GetPlayer() MyDoor.SetOpen(false) endif EndEvent If you need it to be locked you can also add the Lock command.
  11. I haven't fully analyzed your script, just one thing that catches my eyes... MyRunCheck1 + 1 ^this will not work Either use MyRunCheck1 = MyRunCheck1 + 1 or MyRunCheck1 += 1 Same goes for the other variables. Good luck!
  12. Equilibrium - Himmelsrand (Skyrim Cover) http://www.youtube.com/watch?v=q5FHdFQkK9M
  13. I'm not sure about the quest marker. I'm guessing you would need to remove the 'Target Ref' entry for this Quest Objective.
  14. The deafault script will only work on a ObjectReference. If you want to use it on a ReferenceAlias, some changes are needed. Scriptname SetStageOnOpenAlias extends ReferenceAlias import game import debug int property stage auto { stage to set} int property prereqStageOPT = -1 auto { OPTIONAL: stage that must be set for this trigger to fire } auto STATE waitingForPlayer EVENT onActivate(objectReference triggerRef) if triggerRef == getPlayer() as actor if (self.GetReference().GetOpenState() == 1 || self.GetReference().GetOpenState() == 2) ; Open or opening if prereqStageOPT == -1 || GetOwningQuest().getStageDone(prereqStageOPT) == 1 GetOwningQuest().setStage(stage) gotoState("hasBeenTriggered") endIf endif endif endEVENT endSTATE STATE hasBeenTriggered ; this is an empty state. endSTATE Don't change the default script, make a new one. EDIT...or use the script defaultSetStageActRefAliasScript
  15. What are your issues with using the functions? You need the source files to use the functions, make sure you have them. They are included in the archived version of SKSE, not in the installer version.
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