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Posts posted by Vain
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Even further testing... I BELIEVE I SHALL CHANGE ALL THE TREES TO FLOWERS
Scriptname Vain01AddtoForm extends ObjectReference Import Game FormList Property flPlanterPlantedFlora Auto Flora Property BirdsNest Auto ;Rock Warbler FormList Property flPlanterPlantableItem Auto Ingredient Property BirdEgg01 Auto ;Rock Warbler Message Property Vain01FormListUpdated Auto Int RunOnce = 0 Event OnInit() If RunOnce == 0 flPlanterPlantedFlora.AddForm(BirdsNest) flPlanterPlantableItem.AddForm(BirdEgg01) Vain01FormListUpdated.Show() RunOnce = 1 EndIf EndEvent
Here's the basic layout of the script now and I do believe it's going to work! If not, I'll change the ObjectReference to Form and see if that helps. The message part of the script always works so the script isn't totally garbage.
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Okay... further testing shows that tree objects can also not be added to Leveled Lists. There's a BYOHHouseIngredient<x> and there's a BYOHHouseIngrd<x>... and the Ingrd's are trees and the Ingredients are... those loose ingredients you find lying around in the houses. A few of the items are Flora objects though. Soul husks, Chaurus, Hawk, Pine Thrush, and Rock Warbler nests are Flora objects... so I should be able to test a working script with them.
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You helped plenty. I tested the variations you mentioned already
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It might help... the end goal is to create something like the add to leveled list script. Make it possible for mods that add plantables to work in concert as each uses a script to add their plants instead of each modifying and overwriting the form list manually.
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If it was the TreeObject one, it doesn't
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I didn't even know there was a list that can be user modified easily. I thought SKSE modified the Skyrim executable
As I said, I'll have to Google
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3 hours ago, ladyonthemoon said:
If Vain has it right (I cannot check right now) it should be:
TreeObject Property BYOHHouseIngrdNirnroot01 Auto
Yeah, that specifically is an SKSE addition. Without SKSE you can't use TreeObject as a property. I will continue to work on this and let you know what results I get.
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1 minute ago, ladyonthemoon said:
Create it manually.
I shall inquire of Google but this I do not know
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I hope adding the formlist with the objects works because I can't seem to add the objects directly without SKSE (arrays are the same issue) as scripts can't natively contain any TreeObject properties.
Skyrim just doesn't have TreeObject defined. Very sad.
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Yeah, I've been looking at that one.
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Scriptname AddtoForm extends FormList formlist property FormListOne auto formlist property FormListTwo auto formlist property FormListThree auto formlist property FormListFour auto Message Property FormListUpdated Auto Int RunOnce = 0 Event OnInit() If RunOnce == 0 AddformToFormlist FormListThree FormListOne FormListUpdated.Show() RunOnce = 1 EndIf EndEvent
Starting 1 compile threads for 1 files... Compiling "AddtoForm"... AddtoForm.psc(13,34): required (...)+ loop did not match anything at input 'FormListOne' No output generated for AddtoForm, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on AddtoForm
Headdesk, I can't think anymore. I've tried rephrasing it in dozens of different ways with parentheses, periods, commas, you name it. I'm going to sleep on it again...
I lied.
This compiled
Scriptname Vain01AddtoForm extends Form Import Game FormList Property FormListThree Auto Message Property FormListUpdated Auto FormList Property FormListOne Auto FormList Property FormListTwo Auto Int RunOnce = 0 Event OnInit() If RunOnce == 0 FormListOne.AddForm(FormListThree) FormListUpdated.Show() RunOnce = 1 EndIf EndEvent
In-game test shows the message is displaying at least...
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Oh I am so dense.... addFORMtoformlist... I MAKE A FORM 'CAUSE I'M A DUMMY
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Still jammed... Maybe if I set a custom keyword for the added trees so I can call use a keyword property instead of the tree property which cannot be called without SKSE
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Ah, I could kiss you. I'll experiment with this and see if it helps.
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Yeah... it's all SKSE functions I believe which won't do for my primary goal
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Well... from what I've seen no one has tried this or succeeded. Bruma doesn't even do this, it modifies the form lists directly making it compete with any other mod that adds plantable items. A modding group with that sort of manpower you'd think would look into this so it may only be possible with SKSE. The issue is that the form list governs trees. The planter script only looks at the form list, it doesn't add anything to them.
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I will look into that planter script and see if I can extend it instead of starting from scratch.
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Okay I think it is an SKSE thing I'm going to need and that's why it's not working. The planter objects are all tree objects... I will experiment further...
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For Form Lists the command is subtly different than with a leveled list. It doesn't do anything at all when done that way... but I may just need to try again.
Function AddForm(Form apForm) native
vs
Function AddForm(Form apForm, int auiLevel, int auiCount) native
So for a Form List it goes
AddForm(flPlanterPlantedFlora Nirnroot)
... maybe
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The issue is that it's a Form List. I'm attempting to make mods that add plantables to not conflict with other mods that add plantables. PLANT ALL THE THINGS
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I'll try it again... I've been doing a few permutation of that with not much luck.
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I'm trying to use a script to add objects to a FormList but Skyrim doesn't seem to recognize the AddForm command. In theory, I should be able to use a command via the in-game console but...
AddForm(flPlanterPlantedFlora Nirnroot) Script command AddForm not found flPlanterPlantedFlora.AddForm(Nirnroot) Unknown variable or function 'AddForm'. Syntax Error. flPlanterPlantedFlora.AddForm(Nirnroot) Could not parse this line. Unknown reference object 'flPlanterPlantedFlora'.
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I've got more resources to assist you with on that discord server, not the least of which is screen sharing and voice chat
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Ah you'll want https://discord.gg/ZAgDGTS
I keep meaning to make a tutorial for what you're asking but haven't found the time.
[SKY] I need help with removing the blood in Hjerim.
in Study Hall
Posted · Edited by Vain
cell object window with the cell active in the render window should show you the blood objects and you can remove them from there. You may also have to go and delete them in xEdit once you finish working with the Creation Kit as it doesn't always delete things properly.