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Altrunchen

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Everything posted by Altrunchen

  1. Hello again guys, long time no see. I currently need a bit of help making a script that does the following: Activates when the player puts a piece of armor on. When activated, uses the SKSE function: SetGameSettingFloat (http://www.creationk...ingFloat_-_Game) to adjust whatever game setting I need. In this particular case it'd be the setting: fJumpHeightMin Deactivates and resets the game setting to it's original state when the player removes the piece of armor. What I need help with is how to exactly program using SKSE functions and such.
  2. Oh well thank you very much . I am fairly certain that the problem is within my own mod though, I don't know if un-installing everything is necessary just yet though...I think I'd rather rule out my mod first by checking it instead of changing everything else irrevocably only to find out that it was my mod after all. If you don't mind I'd rather send the file to you? And by the way, thank you for your support and help in this matter, it means a lot to me knowing that I can consult with such a helpful and friendly community here, you guys are awesome! EDIT: I WAS WRONG: Alright so I disabled the other mods and attempted a coc and sure enough my own mod is running just fine. I also remembered that recently I had installed both SKSE and ScriptDragon into Skyrim, AND that I had used some sort of idle generator by Fore from: http://skyrim.nexusmods.com/mods/11811#content. So I think that might have something to do with it as well. So yes, you were right and I was wrong, I am sorry. Apparently there is some kind of mod conflict.
  3. I did as you suggested but nothing changed. I really think that there is something wrong with the model, because it seems that the game crashes whenever it loads it.
  4. Yeah Skyrim updated on it's own, I may have added some new mods too, also this mod is still in development and so yes, I did change it a lot since then. By the looks of things, it seems that this could be any one thing in a sea of a ton of potential causes.
  5. Ok so I am making a dungeon that has unique items in it. Among these items is a sword called Archona. This sword is a one-handed sword that uses the nord hero greatsword model. I edited the model in Nifskope and it worked in Skyrim for a long time without any problems whatsoever. Also when I coc'd to the cell and used the item, there wasn't a problem. Now, suddenly, as soon as I equip Archona, the game crashes. As soon as I coc to MODfortuneslossb2, the game crashes. However, when I loaded up a saved game that already had Archona in it, I could equip it without any trouble. I have all the files and would greatly appreciate it if someone who knows a lot about meshes could inspect the nifs for the sword please?
  6. That was my first thought as well. But the problem with using the telekinesis spell is that it does not activate both actors and objects alike from afar, it merely picks up certain kinds of objects and either throws them away or adds them to your inventory. Basically what I am trying to do is make an enchantment that allows the player to activate anything from a door to an item all the way to an actor just like using the 'E' key up close.
  7. Hello, I am trying to make a staff that does the following: Enable the user to activate something from afar without being within normal activation range. Works when a magic effect is used, fire and forget. This would work as such: The player equips the staff. The player finds something far away to activate using their reticule. The player uses the staff while it is aimed at the object. The object is then activated. My theory is that: A script extending a magic effect could achieve this. Said script would need to somehow receive the information of what the player's reticule is aimed at. Said script would need to be versatile enough so that it could activate both an actor or an object. What I do not know is: How do I get a script to read the information that corresponds to what the player is aiming at? If I can get said information, how do I set up the script so that said information can be used to activate the target remotely? Any and all help would be appreciated.
  8. Ok so here is what I came up with: Scriptname MODTimeOfDayScript01 extends ObjectReference {A script intended to enable and disable specific linked references at certain times of the day.} GlobalVariable property GameHour auto Float property Time01 auto Float property Time02 auto Float property Time03 auto ObjectReference property subject1 auto ObjectReference property subject2 auto Event OnInit() RegisterForUpdate(18) GotoState ("ticking") EndEvent State ticking Event OnUpdate() if GameHour.GetValue() >= Time01 && GameHour.Getvalue() < Time02 subject1.enable(true) else subject1.disable(true) endif if GameHour.GetValue() >= Time02 && GameHour.GetValue() < Time03 subject2.enable(true) else subject2.disable(true) endif endevent endstate What is happening is that the first light turns off as it should but the second one doesn't turn on. EDIT: Okay so I figured using states might make things easier and I only now just set one to being an auto state, but I doubt this will work the way I want it to. This script is on a blank trap linker and the purpose is to enable and disable certain lights at certain times of the day, just in case you were wondering what this was for. Scriptname MODTimeOfDayScript01 extends ObjectReference {A script intended to enable and disable specific linked references at certain times of the day.} GlobalVariable property GameHour auto Float property Time01 auto Float property Time02 auto Float property Time03 auto ObjectReference property subject1 auto ObjectReference property subject2 auto Event OnInit() RegisterForUpdate(18) GotoState ("check") EndEvent auto State check Event OnUpdate() if GameHour.GetValue() >= Time01 && GameHour.Getvalue() < Time02 gotostate ("am") elseif GameHour.GetValue() >= Time02 && GameHour.GetValue() < Time03 gotostate ("pm") endif endevent endstate State am Event OnBeginState() if GameHour.GetValue() >= Time01 && GameHour.Getvalue() < Time02 subject1.enable() gotostate ("check") else subject1.disable() gotostate ("check") endif endevent endstate State pm Event OnBeginState() if GameHour.GetValue() >= Time02 && GameHour.GetValue() < Time03 subject2.enable() gotostate ("check") else subject2.disable() gotostate ("check") endif endevent endstate IT WORKS !!!!!!!!!!!!!!! I'm so happy, thank you so very much yet again WillieSea! Here's the working code: Scriptname MODTimeOfDayScript01 extends ObjectReference {A script intended to enable and disable specific linked references at certain times of the day.} GlobalVariable property GameHour auto Float property Time01 auto Float property Time02 auto Float property Time03 auto ObjectReference property subject1 auto ObjectReference property subject2 auto Event OnInit() RegisterForUpdate(18) GotoState ("check") EndEvent auto State check Event OnUpdate() if GameHour.GetValue() >= Time01 && GameHour.Getvalue() < Time02 gotostate ("am") elseif GameHour.GetValue() >= Time02 && GameHour.GetValue() < Time03 gotostate ("pm") endif endevent endstate State am Event OnBeginState() if GameHour.GetValue() >= Time01 && GameHour.Getvalue() < Time02 subject1.enable() subject2.disable() gotostate ("check") else subject1.disable() gotostate ("check") endif endevent endstate State pm Event OnBeginState() if GameHour.GetValue() >= Time02 && GameHour.GetValue() < Time03 subject2.enable() subject1.disable() gotostate ("check") else subject2.disable() gotostate ("check") endif endevent endstate
  9. Alright so the good news is that the AM light (subject01) was activated but it wouldn't switch over to the PM light (subject02) when the game time reached 12:00. I tried fiddling with the if statements but it still hasn't produced the results I'm looking for. I also changed the times from Int to Float because the Global Variable uses float and not int. Was this a good idea or should I have left them at int? Scriptname MODTimeOfDayScript01 extends ObjectReference {A script intended to enable and disable specific linked references at certain times of the day.} GlobalVariable property GameHour auto Float property Time01 auto Float property Time02 auto Float property Time03 auto ObjectReference property subject1 auto ObjectReference property subject2 auto Function StartChain() RegisterForSingleUpdate(1) EndFunction Event OnUpdate() if GameHour.GetValue() >= Time01 && GameHour.Getvalue() < Time02 subject1.enable() elseif GameHour.GetValue() >= Time02 subject1.disable() endif if GameHour.GetValue() >= Time02 && GameHour.GetValue() < Time03 subject2.enable() elseif GameHour.GetValue() == Time03 subject2.disable() endif endevent It occurs to me that I don't even need all those "elseifs" so I took them out, but it still isn't working, anyone have any ideas why? Scriptname MODTimeOfDayScript01 extends ObjectReference {A script intended to enable and disable specific linked references at certain times of the day.} GlobalVariable property GameHour auto Float property Time01 auto Float property Time02 auto Float property Time03 auto ObjectReference property subject1 auto ObjectReference property subject2 auto Function StartChain() RegisterForSingleUpdate(1) EndFunction Event OnUpdate() if GameHour.GetValue() >= Time01 && GameHour.Getvalue() < Time02 subject1.enable(true) else subject1.disable(true) endif if GameHour.GetValue() >= Time02 && GameHour.GetValue() < Time03 subject2.enable(true) else subject2.disable(true) endif endevent
  10. Thank you, I suppose I will just have to be more observant in the future. When I looked around I just looked at the bugs and was disheartened when I found that the one I was experiencing had no suggested solutions. Thank you again!
  11. Hello so I was trying to play the main questline when I came to the quest: diplomatic immunity. I got as far as the Thalmor Embassy. When I got off the cart and spoke to the guard, he simply just said "need something?" instead of initiating the quest dialogue. I could use the console to open up the locked door, but I remember that when I tried that that the distraction never happened even though I got through the necessary dialogue. Is there any way I can simply get into the embassy (I suppose I will have to use the 'unlock' command) and just advance the quest to the next stage? I know that there are console commands for this, I just don't know what they are unfortunately. Any help would be very much appreciated!
  12. I shut off all the other mods and to my surprise I was actually able to load up the maps using COC, I guess there were just too many mods being loaded, thank you everyone for being so helpful! If you ever need something, please just ask.
  13. Understood, and I managed to solve the problem. It turned out that the race had the "fly" ability ticked and that was the reason why the characters weren't moving, they were trying to use animations that they didn't have.
  14. Gotcha, I'll send it as soon as I can. Just as soon as I figure out how to export my mod. EDIT: esp sent
  15. Well here's something, Steam says that the creation kit is syncing so maybe the problem IS with the creation kit after all... First I want to let it sync and then I'll try to get my esp to you. Thanks for your help by the way
  16. Basically, yes. I have wondered if making it an esm would accomplish anything but right now it's just an esp.
  17. I do not think I am using SKSE, like 95% sure. The mod doesn't encompass any other mods, at least not yet, but I do have a fair bit of mods and yes there is a load order involved. I do remember that recently, I don't remember when, I downloaded BOSS and used it to modify my load order. Perhaps that has something to do with this?
  18. Sure, no problem and thank you. But I am afraid I've never uploaded a mod before so I don't really know how to compact everything and so on :L.
  19. I'm afraid not. I remember all I was working on was basic static object placement in map making, nothing too fancy really.
  20. Do you mean something like this? Scriptname MODTimeOfDayScript01 extends ObjectReference {A script intended to enable and disable specific linked references at certain times of the day.} GlobalVariable property GameHour auto Int property Time01 auto Int property Time02 auto ObjectReference property subject1 auto ObjectReference property subject2 auto Event OnUpdate(30) if GameHour.GetValue() >= Time01 subject1.enable() elseif GameHour.GetValue() >= Time02 subject1.disable() endif if GameHour.GetValue() >= Time02 subject2.enable() elseif GameHour.GetValue() >= Time01 subject2.disable() endif endevent By the way, I just found your mod "Leveller's Tower"...holy crud dude! That was mind-blowingly cool!
  21. Ok so I have been making a mod for a very long time that is an entire city for the player to explore. Before Skyrim 1.6 came out i had no problems loading this thing from coc or in game. Now, however it will not load either way. If I load a save game then I get a CTD. Coc only causes for the game to load endlessly. I am using creation kit version 1.6.89.0 Please help, I would really rather not lose this mod of mine .
  22. Hello it's me again, I am trying to make a simpler script this time and require some assistance in doing so. What I need is a script that does the following: Checks the time of day. Compares that time with user-inputted times to look for. Disables a linked reference if a certain time is reached. Enables the same linked reference if the other time is reached. The script would: Exist on an object. Run all by itself continuously. Can someone please help me with this? Here is what I have so far: Scriptname MODTimeOfDayScript01 extends ObjectReference {A script intended to enable and disable specific linked references at certain times of the day.} GlobalVariable property GameHour auto Int property Time01 auto Int property Time02 auto ObjectReference property subject1 auto ObjectReference property subject2 auto Event OnCellLoad() if GameHour.GetValue() >= Time01 subject1.enable(Fade) elseif GameHour.GetValue() >= Time01 subject2.disable(Fade) elseif GameHour.GetValue() >= Time02 subject1.disable(Fade) elseif GameHour.GetValue() >= Time02 subject2.enable(Fade) endif endevent Oh my god! I tweaked the script a little bit and I actually got it to compile all by myself ! I am so happy. Thanks for keeping this site up and helping me in the past guys! Thank you so much! If you ever want a logo or sig or anything graphical done for you (within reason) then I am your guy ^^! Scriptname MODTimeOfDayScript01 extends ObjectReference {A script intended to enable and disable specific linked references at certain times of the day.} GlobalVariable property GameHour auto Int property Time01 auto Int property Time02 auto ObjectReference property subject1 auto ObjectReference property subject2 auto Event OnCellLoad() if GameHour.GetValue() >= Time01 subject1.enable() elseif GameHour.GetValue() >= Time01 subject2.disable() elseif GameHour.GetValue() >= Time02 subject1.disable() elseif GameHour.GetValue() >= Time02 subject2.enable() endif endevent Okay so there is a problem. The objects that the script is attached to are not disabling and enabling when they should. Also, I just realized that this script only happens when the cell is loaded but probably won't refresh while the player is inside the cell. Is there anyway to make it possible for the player to watch the objects switch? Here's the code as it stands now: criptname MODTimeOfDayScript01 extends ObjectReference {A script intended to enable and disable specific linked references at certain times of the day.} GlobalVariable property GameHour auto Int property Time01 auto Int property Time02 auto ObjectReference property subject1 auto ObjectReference property subject2 auto Event OnCellLoad() if GameHour.GetValue() >= Time01 subject1.enable() elseif GameHour.GetValue() >= Time02 subject1.disable() endif if GameHour.GetValue() >= Time02 subject2.enable() elseif GameHour.GetValue() >= Time01 subject2.disable() endif endevent
  23. Hello there I would like some help with a mod that I am making, specifically with the actor design. I have made several actor types that are guards and although they can make arrests successfully, in combat they stand in one place and do not chase the player as normal guards would. I have absolutely no idea why this is true. The maps are navmeshed and work just fine with follower npcs but the guards do not move very much in combat, the actors will attack if you get close enough, but if you take several steps away they will just stay in a blocking stance until you move very far away. Does anyone know why this might be? I think it might be a problem with the AI packages but I really have no idea.
  24. I understand, I will upload it as soon as I can. Thank you again for your help.
  25. Well the script is right there and the objects I am using are as follows: Five Dwemer Buttons A Dwemer Partition Door I'm not sure if that little warrants an upload :L. I guess it never occured to me where the main script should go or perhaps the activation parts of the script are faulty somehow?
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