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lotang

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  • Gender
    Male
  • Location
    Ile de La Réunion
  • Interests
    3d modeling, texturing
    skyrim modding
    willing to learn enougth Skyrim script language & techniques to make a mod

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  1. Thanks for translating. Ok, now that I've removed the "event" stuff in the fragment code, everything works just fine. Let's get a little more complexity now... NEXT STEP is: dislaying a list of armor / clothes from the NPC's inventory (filtered) to make our choise. Click on the disired item and the NPC get equiped. ...seems to be a longer road to get there
  2. Well, now that I get more familiar with the "attach property" and the "event triggering" things, I manage to write some valid compil-able scripts! HOORAH! ...BUT as I try it in-game, nothing happens. Here is my two setups for it. First way: my "external" script is attached to a dialogue topic in a quest: Scriptname ChooseNPCOutfit extends Actor {choose NPC armor clothes default outfit} Armor property ClothesFarmClothes04 Auto Actor property akActor1 Auto Actor property akActor2 Auto Event OnStoryDialogue(Location akLocation, ObjectReference akActor1, ObjectReference akActor2) akActor2.EquipItem(ClothesFarmClothes04) Debug.Trace(akActor1 + " is talking to" + akActor2) endEvent I think these instructions are not running in-game 'cause I don't see any debug message! Second way : End Papyrus fragment of the dialogue topic (localy edited). This code do not compile: ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 5 Scriptname TIF__01088B9B Extends TopicInfo Hidden ;BEGIN FRAGMENT Fragment_4 Function Fragment_4(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE Event OnStoryDialogue(Location akLocation, ObjectReference akActor1, ObjectReference akActor2) akSpeaker.EquipItem(ClothesFarmClothes04) endEvent ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment Armor Property ClothesFarmClothes04 Auto l the compiler returns: Here I am for now, stucked with this errors that I d'on't anderstand. I can't find a way out only reading the CK online Wiki refence by myself, so I need help again.
  3. Ok, I anderstand that I have to set "ClothesFarmClothes04" or whatever object ingame as a property for Papyrus (as it doesn't know what it is) and that's why my script is actualy incomplete making the compiler to complain. I also though Papyrus could "recognise" an object by its numerical ID (e.g: 0003452E) as the ingame console does but it's not the case, right? ThomasKaira wrote: This really light my way on scripting for Skyrim, thank you. That is a basic and essential concept I wasn't aware of... I'll have a look at WillieSea script class #1 and try to go forward in making my mod with this concept in mind, then I'll be back at you. Thank you all for giving time and maintaining such a place with ressources and mutual aid
  4. Hi, I'm a complete newbie in modding and I'm trying to figure out why this simple script won't compile: AkSpeaker.EquipItem(ClothesFarmClothes04) papyrus says: After several days trying to fix this reading the docs again and again, I cant' see what I'm doing wrong, I get lost...
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