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...

Force85

Allies
  • Posts

    48
  • Joined

  • Last visited

About Force85

  • Birthday 01/27/1992

Profile Information

  • Gender
    Male

Force85's Achievements

Apprentice

Apprentice (3/11)

1

Reputation

  1. Yeah, lol. Thanks. Hopefully there won't be any other problems. I'm going to have to try and get a few beta testers for this.
  2. Never mind. The original scripter was able to help me. Just had to change one line of code.
  3. So a few months back I asked if someone could make a script that would allow for blacksmiths to improve your gear (I really need to learn this stuff) and someone did, but we had a few glitches that needed to be ironed out. The project ended up going in the closest for awhile and I found it again. And I would like someone to look over the script and help me figure out what is causing the glitch that I was experiencing. The original scripter is no longer playing Skyrim and is too busy to help right now. So that is why I came here. The mod has a MCM menu and in that menu you can select a number of options. And all but one works. The two main options is a toggle for the level lock and the second on is a toggle for an option that allows for smiths to have different levels of upgrade options. So not ever smith in Skyrim will be able to upgrade your gear to legendary status, and that is the option that is causing the problem. When the option is enabled it works, but if I try to disable it, which would allow all the smiths to have all of the upgrade options (fine to legendary) it will not work unless I first disable the level lock. So enabled it works, but disabling it won't work unless I first disable the level lock. Any ideas as to whats wrong? here is the script And here is the MCM script.
  4. Ok. Well then, what do you think is causing the glitch?
  5. Its still glitching. Maybe what I want is impossible. Do you just want me to send you my mod so you can test it out and do all the debugging?
  6. Tried the new values and I'm still getting the glitch to where if I have both the frmCopperSeptim and frmOriginalGold properties point to the same MiscObject I ended leaving with more coin then I had even if I have them point to different objects it does the same thing. I would prefer if the default coin was copper that way I wouldn't have to replace all the coins in the world space and it would be more compatible with other mods. Suggestions? EDIT: I tried your original script (the first one you gave me) and the glitch isn't in that one.
  7. So I tried it out and I rather odd glitch happened. When I have it to where my mod replaces the original gold with copper. When I purchased a few items from a merchant I ended up leaving with more coin then I started with. This happens when I have both the the frmCopperSeptim and frmOriginalGold properties point to the same MiscObject.
  8. Wow! Thanks! I will give that a shot and let you know how it works out.
  9. @Ghaunadaur: You do have a good point. This mod is definitely not perfect, and like jaxonz said. There are some challenges in modifying a core element in the game. @jaxonz: Thanks for the help. Just one more question. If I decide to just continue using the default coin as the copper coin. What would need to be changed in the script that you provided? EDIT: I tried the sctipt and it seems to have worked. The only thing I had to change in the script was Form property to Miscobject property, since under form property my coins wouldn't show up. The only thing I don't really care for is that it is still coveting the coins when I exit one of the menus in the script. So if I enter one of them with 2 silver septims and exit I will have 1 gold septim in their place. Its slightly annoying but I can live with it if it is the only way to have this work.
  10. That actually sounds like it might work. I'll give that a shot. Thanks! One question though. Is this making it to where 2 silver septims will automatically transfer into 1 gold septim like you previously suggested? And if so is there a way to make it to where it doesn't do that?
  11. I think I know what your suggestion, but even if I went with the conversion route, I'm still going to need a script to remove the new coins when you spend/drop their value in septims (gold001) other wise they will never leave your inventory. For an example, lets say you have 1 gold coin, which equals to 100 septims and you spend 100 septims your still going to have that gold coin in your inventory.
  12. I would have to see your solution in action to know what your talking about. But I want to keep the current values of 1/50/100. As it stand right now, when a player picks up one of the new coins it will add a set amount of septims to their inventory, and when they drop those coins it will remove that same amount. What I want is this. If the player drops or spends any septims the script will run and scan the players inventory to see what coins they have and them based on the amount of septims removed it will remove the correct amount in the coins based on a ranking system. If the player looses 100 septims in will scan to see if the player has gold if he\she does it will remove that. If the player doesn't it will then try and remove the amount in silver, if the player doesn't have silver or doesn't have the correct amount in silver it will then move to copper and remove the remaining amount from that. I don't know if what I want is even possible. I'm not a scripter, other wise I would have made it myself.
  13. I'm trying to update the script for my mod Coins of Tamriel. Making it to where it no longer removes the coins when you pick them, but also making it to where it tricks the player into thinking that they are spending those coins. What I want to do is have all three coins run by the script copper, silver and gold, to where when you pick them up you gain a set amount of septims (I already have this part). Now. What I need is a script that checks the coins that the player has in his/her inventory. So if the player spends septims it will then remove the correct amount of the proper coin. based on the amount removed, amount in inventory and the coin priority. Which is the following Gold Silver Copper Here is the script that I have so far. So far I have it to where if the player picks up or drops one of the new coins it will remove or add the correct amount of septims from their inventory. What I need now is that if you remove a certain amount of septims from your inventory it will remove the correct amount and the correct coin from your inventory. I'm guessing I'm going to need to have global variables. But I just don't know how to make what I want happen. I'm not a scripter. This script was created for me. I just modified it to make it to where if you drop the coins it will remove septims from your inventory. I'll try and give some examples . If player removes/spends 1-50 Septims from their inventory it will check to see if the player has either copper or silver. If the player has silver that will take higher priority over the copper and there for shall be removed, if the player doesn't have silver the script will then remove the correct value of copper. If the player removes 1-100 Septims from their inventory it will check to see if the player has either copper, silver or gold. If the player has gold that will take higher priority over the copper and there for shall be removed, if the player doesn't have gold the script will then check to see if the player has silver, if found it will then remove the correct amount. If the player does have silver but not the correct amount, like if you have 100 septims but its 50 coppers and 1 silver it will removes both the silver and the 50 coppers. Now if the player has 135 septims and the spend 100 of that, and again they don't have a gold coin or 2 silver but instead have 1 silver and 85 coppers, the script will remove the correct value from both so it will remove the 1 silver and 50 coppers while leaving 35 coppers. Now if the player has only a silver coin which equals to 50 Septims and the spend some of it, lets say 30 Septims. The game will remove the silver and then add in the correct number of copper in this case 20 to the player. Now if the player spent all of the coin then it would just remove the silver. If the player doesn't have silver but only copper it will remove the correct number of copper coins from the players inventory. Lets say the Player has 100 copper, 2 silver and 2 gold. which = to 400 Septims. And the player spends 100 Septims. The script will then check the players inventory to see what coins in needs to remove based on the amount of Septims were removed. So since the player has 2 gold coins the script will remove 1 of them. But if the player didn't have gold it would then go to the next highest item on the list which is silver and remove the correct amount there, which would be 2 silver coins. If the player only had 1 silver coin and 100 copper coins it would remove 1 silver and 50 copper. If the player didn't have any silver or gold coins it would then move to copper which the player has 100 and then would remove 100 copper.
  14. Hi guys. I could use some help with a script. schatten made a script for me for my mod Coins of Tamriel. And it works really well, but I want to expand on it. The way it originally works is that when you pick up one of the coins from my mod it will add a set amount of the default coin to your inventory while also removing the coin you just picked up To prevent spamming and another issue that I hope you guys will be able to help me with (I fixed the spamming part). Another reason I remove the coin is that the way Skyrim works is that it was only meant to have one type of coin. So you can't actually spend my coins which is why they get replaced with their value in the default coin when you pick them up. And that is where the new problem is. In the new script I found away to allow the player to keep the coin they pick up while also preventing the player from spamming the coin to get an infinite amount of coin. But I ran into another problem and that is this. Lets say you have 4 gold coins (or 8 silver coins) which equal to 400 septims. And you go and spend those 400 septims. The way it stands now your still going to have those 4 gold coins in your inventory. So somehow I need a way to have it to where if you have gold or silver in your inventory and you spend their value, they will get removed from your inventory. So if you have 4 gold coins in your inventory and you drop below that number -lets say you spend 50 septims-. It will remove one of the gold coins. So every time you drop below an even 100 number (100, 200, 300, ect) it will remove a gold coin. And if you drop below an even 50 number it will remove a silver coin. I don't know if any of this makes sense or if it's even doable. But I figured I would just ask and see. Here are both the original and the new script if that helps. The scripts are attached to a quest. Original script New Script.
×
×
  • Create New...