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ElisHere
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Posts posted by ElisHere
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Too bad the reinstall didn't fix the dual monitor bug.
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Reinstalling the CK solved the issues with using the CK for the scripts and also compiling from Notepad++. Got that working, now on to writing scripts!!
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I use the CK compiler. I have heard that some people cannot get the Notepad++ to compile scripts correctly.
On the Papyrus Manager script list, right-click on your script name and select 'Compile'.
I have gone the Script Manager route without any luck. When I create the script, it gets compiled immediately saying the file TESV_Papyrus_Flags.flg is missing. The script will not show up in the list, even after closing and reopening the window. The script file has been created when I check the script sources folder. I am uninstalling the CK and reinstalling. Maybe that will solve the problems.
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Yeah it's a config problem with your compiler, not the script itself.
Once I got all the output formatted for posting, I thought that was the case? Any ideas on correcting it? I have uninstalled the CK and am reinstalling at the moment.
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I have this simple script I am trying to compile. Most of this comes from the Creation Kit wiki. I want to start simple and just attach the script to a chest or door. All I want it to do is print a message, so I know scripts are working and the event fired.
Scriptname MyHouse extends ObjectReference Event OnActivate(ObjectReference akActionRef) Debug.Trace("Activated by " + akActionRef) EndEvent
The compiler output is below.C:\Program Files (x86)\Notepad++>"C:\Program Files (x86)\Steam\steamapps\common\skyrim\Papyrus Compiler\PapyrusCompiler.exe" MyHouse.psc -i="C:\Program Files (x86)\Steam\steamapps\common\skyrimData\Scripts\Source" -o="C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts" Starting 1 compile threads for 1 files... Compiling "MyHouse"... C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\MyHouse.psc(0,0): unable to locate script ObjectReference C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\MyHouse.psc(3,33): unknown type objectreference C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\MyHouse.psc(4,2): variable Debug is undefined C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\MyHouse.psc(4,8): none is not a known user-defined type No output generated for MyHouse.psc, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on MyHouse.psc C:\Program Files (x86)\Notepad++>pause Press any key to continue . . .
It looks to me like the environment is not completely setup. I followed the Notepad++ setup here, http://www.creationkit.com/Notepad%2B%2B_Setup. It was somewhat helpful. It would be nice to know what goes into TESV_Papyrus_Flags.flg and where it should be located if you try compiling from the CK.
Thanks
Eli
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I have more things to do than I have time for. So I am hoping this idea will appeal to someone who has the knowledge to write the script (I don't, yet) and then I can learn from what they write.
I would like to see some automatic clothes swapping done whenever the player enters or exits his home. If it works the way I think it should, it would involve a mannequin, a hidden chest, and the player-enter-exit activator (I forget the exact name). It should be written so it can be enhanced to include the player's follower, if there is one.
When the PC enters the house and the activator fires, the clothing/armor on the PC should go to the hidden chest. The clothing/armor on the mannequin would be worn by the PC, not just placed in inventory. Then the clothing/armor in the chest would be placed on the mannequin.
When the PC exists the house, then the process would reverse itself.
Does this sound doable?
[WIPz] Farmhouse Tileset - Resource
in Skyrim Mods
Posted
Meo,
Thanks for creating these tilesets. I am sure these will be a welcome addition to all the modders out there. I am even trying my had at creating a mod or two.
Eli