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Showing results for tags 'location'.
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I have an ability on the player with a magic effect that does nothing except carry a script. The script is intended to detect when a location change occurs (vanilla detects this without registering for any events), then determine a bit about what location was entered based on the keywords attached. I'd like my mod to execute commands only if it is a city/town that I'm entering. The script looks like: Scriptname checkLoc Extends ActiveMagicEffect Keyword Property LocTypeTown Auto Keyword Property LocTypeCity Auto Keyword Property LocTypeHabitationHasInn Auto Keyword Property LocTypeDwelling Auto Event OnLocationChange(Location akOldLoc, Location akNewLoc) Utility.Wait(1) If akNewLoc.HasKeyword(LocTypeTown) Debug.MessageBox("Town entered") ElseIf akNewLoc.HasKeyword(LocTypeCity) Debug.MessageBox("City entered") ElseIf akNewLoc.HasKeyword(LocTypeHabitationHasInn) Debug.MessageBox("Habitation with Inn entered") ElseIf akNewLoc.HasKeyword(LocTypeDwelling) Debug.MessageBox("Dwelling entered") Else Debug.MessageBox("New Loc "+ akNewLoc+ " does not fit any keywords") EndIf EndEvent All properties have been fitted inside the CK where the script is attached to the magic effect. The Utility.Wait(1) was just thrown in there to see if the game needed a little time to get its facts straight (it didn't help). Testing this on the WhiterunLocation (Form ID: 00018A56), it gives me the last messagebox that says nothing fits (When actually LocTypeCity and LocTypeHabitationHasInn both apply). I also ran to Riverwood to see if it'd identify the town, but it also said nothing fits. Even going in houses/interiors that should be dwellings also say nothing fits. Is there a special way to detect keywords on locations or does HasKeyword not work on locations? Maybe there is another, easier, way to detect whether we've just entered a town or city? I also tried referencing the PlayerRef property, fitting the PlayerRef property in CK, and calling PlayerRef.GetCurrentLocation() to test for the keywords, but that failed to even call a location. It always returned "None". Its odd, because the HasKeyword CK webpage includes an example that detects the keyword on a location: https://www.creationkit.com/index.php?title=HasKeyword_-_Form Any help would be appreciated. I'm stumped.
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Unique Locations ------------------------------------------------------------------------------------------------------------------- I thought I would open a thread for my current WiP Mod Unique Locations. You may know already my pics I post about the Mod. The intention of this thread is to get more ideas what exactly I should do with my locations or where to build new ones. And when it would be time to release it. I am working also on other Mods or Homes I try to refurnish or clutter up. Today I thought why not making a thread where people (who would like) could contribute their ideas. I just finished another unique location yesterday and today was comming the next one into my mind. The mod will feature new Unique Locations spread all over the map of Skyrim. This mod currently only depends on Skyrim.esm and also Update.esm. I think that I will also stay that way and not include the DLCs, as not everybody has them or likes them. At the time my mod was growing I asked myself a few questions about the sense and the direction. I have to say that I personally use the mod for claiming different artifacts I downloaded. Well now I would like to ask you some questions: Should it be just a mod which adds several places to explore ? Would it be good to leave some locations unmarked on the map ? (for example the Mammoth Ribcage) Should every location be ownable by the player ? (currently most locations hold inhabitants like Summoners or Thiefs you can kill) What should you get from the location ? (place there Weapons and armors from Modders ?) What ideas you got for new locations? Where would you like to see new locations ? (I always search fancy new locations to place my buildings; You can also just tell me a location and I think about what fits there) If you interested or would like to put in your ideas, feel free to do so. I would be happy . Thank you very much for your attention and the time you invested to read that post . Current Locations (game ready) ------------------------------------------------------------------------------------------------------------------- Note in this section I only will post the outside of the location. You can find more pics about the location in my Gallery. Or later on than in the game. Ofc not everything the mod offers is shown in the screen shots. You should also explore it . (Excuse the long post but Thumbinals don't work) Last Updated: 03.05.2013 Old Mage Tower Mammoth Ribs Goldbrands Grave Forestking Tower Fisher Hut Fairy Wood Cave The Chill Hidden Sewer Dwemer Cabin The Battlefield The Graveyard Journeyman's Camp The Well Eremits Cave Thanks for reading and don't forget to enjoy the game !! Nahkin
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