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Dragten

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  1. A little follow up question: In my old attempts, if I were to abort a one-time dialogue (introduction), I would never be able to return to it again. Is there a way to make one-time dialogues be repeatable, if player aborts them before they are finished?
  2. Thank you very much for your response. Here are a question, before I get the chance to try it out: To set up topics that unlock after certain time of follower being with the player, what condition should I use?
  3. Hey guys, Dragten here. I am in need of help to set up custom dialogue for the character that I am making. I have the voice files and am able to set up the basic stuff, like combat shouts, greetings and goodbyes, but I cannot make the "chained" dialogue, where player can chose the options for different replies. I also would love to know how to make certain dialogue unlockable after some time. The guy that I asked for help has actually asked me to pay him for it, so I am still looking for someone friendly to guide me through the process. Best regards.
  4. Everything works like a dream. Thank you guys very much for your help. Thanks to you, I was able to update the mod on time, as promised Cheers.
  5. So just like this? Scriptname Dr_CDS_alduin extends ObjectReference miscobject property AlduinsScales auto quest property MQ306 auto Event OnActivate(ObjectReference akActionRef) if (MQ306.GetStageDone(5)) ((akActionRef as Actor) == game.getPlayer()) Debug.MessageBox("You should have gotten the scales now.") Game.GetPlayer().AddItem(AlduinsScales, 19) disable() else Debug.MessageBox("Nothing Happens") endIf EndEvent Will test it tomorrow and see if it works
  6. Amazing, thank you very much for the help, the script works now. Lvl1 Default character gets no scales, while my main character with completed main quest gets the scales. Now, another question. How can I disable the activator after it ran the script 1 time? How would I define the activator itself?
  7. Good day. I have stumbled on another problem with his wretched papyrus language. I have decided to update my Colored Dragonscale Armor mod, and the last thing I need to do is to allow players a legitimate way of getting Alduin's scales. I have decided to do it via an activator, which should check whether the player has or has not completed the main quest, and give the scales accordingly. By looking at the "Tale of the Tongues" dialog, I found out that having MQ306 quest stage above 0 means that player has killed Alduin in the final fight. So here is a little script I have put together. Sadly, absolutely nothing happens when I activate the object (tried the "default" lvl1 character you get when doing COC from main menu), and I am confused. Scriptname Dr_CDS_alduin extends ObjectReference miscobject property AlduinsScales auto quest property MQ306 auto Event OnActivate(ObjectReference akActionRef) if (MQ306.GetStageDone(5)) Debug.Trace("You should have gotten the scales now.") Game.GetPlayer().AddItem(AlduinsScales, 19) else Debug.Trace("Nothing Happens") endIf EndEvent Any thoughts on what could possibly be wrong? -----EDIT----- I know that I am missing the > in there, but I really have no idea where it should be placed in the syntax... The test was mostly to see if I can get the message from "ElseIf"
  8. By simply doing what Willie said will not help you. When you do what he told you to, you should be able to see some transparent blue boxes. Those should be deleted. If you dont see them and you have markers on... Then I do not know what may cause it. Any chance you can build a cave without actually copying anything from existing one?
  9. Here is something that can be useful: First, a mod: http://skyrim.nexusmods.com/downloads/file.php?id=11370 Second, a CK solution:
  10. I will bid you welcome as well. Looks like there is a tradition to give cookies, so please, have one on me, with some delicious, chocolate chips.
  11. Good day. It would only be fair if I, created a little topic to introduce myself to you. I got referred to TESA from Beth forums, when I was in dire need for some scripting help. After having a look around, I realized that this is a very nice and friendly community, with people who have great knowledge and are willing to share it with others. I like that very much and I wish to do it too. I have some skills in the CK, Texturing and 3d graphics. So if anyone needs an advice in those areas, you are welcome to ask. I have been working with every single "CS"-type tool since Morrowind. But I have always kept my small projects to myself. But now it has changed. With Skyrim, I have gained more confidence to show my mods to the public. I am interested in making lore-friendly, and somewhat unusual mods. Something unique. Here are some links to my works: Skyrim Nexus: Pretty much everything I have released so far, no matter how big or small: http://skyrim.nexusmods.com/modules/members/index.php?id=1486540 Steam Workshop: Only 'larger' projects for wider public: http://steamcommunity.com/id/0987654321098/myworkshopfiles/ I am looking forward to be a pert of this wonderful place.
  12. I decided to go with StartCannibal. So now, I have completed all the technical stuff.. Phew! Finally. Now I just need to do the items, new textures, a little interior and the mod will be complete! Thanks for all your help, WillieSea!
  13. Willie, I need last thing. I need to add HasBeenEaten as "true" for the corpse. The namira script/perk does not have it, so I think it is a part of StartCannibal. I have been trying to do: akTarget.HasBeenEaten true (12,9): no viable alternative at input 'HasBeenEaten' akTarget.HasBeenEaten(1) (12,0): variable akTarget is undefined (12,9): none is not a known user-defined type akTarget.HasBeenEaten = 1 (12,0): variable akTarget is undefined (12,9): none is not a known user-defined type (12,8): type mismatch while assigning to a none (cast missing or types unrelated) Do you have a suggestion for correct order or syntax?
  14. Some info on fragments. I do not yet understand 100% how they work, but here is what I have found out so far: You can have a script with several fragments. They are all numbered, like fragment_0, fragment_1 etc. Perks can have several perk entries. Each entry can call upon a certain fragment in the script. Seems like it is the "part of the script that has to be executed at the specific entry." If park entry has "Entry point" as activate (and several others, I'm guessing) you can select the script and fragment under "Advanced". You can also compile, edit and set properties under "Papyrus fragment". And I almost got everything working now!
  15. So far, so very good! I have finally made some progress, thanks to you, Willie. Working so far: Having the item equipped, and "activating" dead actor of "ABC" race, while also having items 1 & 2 in the inventory brings up a message whether I just want to loot it or to XYZ it. Now I just need to somehow make an effect of: remove item 1 & 2, add item 3, mark as eaten. I have decided to use HasBeenEaten anyway. Sure, it will be impossible to do both cannibalism feeding and XYZ, but it is a good price to pay. Besides, my mod will focus on creatures. Still not sure if I want to add the NPCs to it. Now.. back to work.
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