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TripleSixes

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Everything posted by TripleSixes

  1. Trying to make a mock version of runescape's fire making skill using scripting. The script is firing according to the logs... the Campfire is simply not being placed. Properties are set up correctly, script compiles fine, message executes cleanly alongside the exit menu function. I added some waits to see if it needed more time to place the object, but no dice. Anybody have a clue about what i'm doing wrong here? I wish moveable statics were form-types, things would be so much simpler than having to have a dumb-reference in a dummy-cell.
  2. I had no idea about this! I have never really tampered in NifSkope except to duplicate existing .nifs with replaced textures. With this is mind, I will try to figure out my issue now. Thanks Hana!
  3. I have a cape mesh that I want to use as a body-slotted armor (Basically unarmed with the cape giving the armor stats for the body armor slot). I've tried all combinations of enabled and disabled bi-ped slots. This needs to use the following bi-ped slots for the Armor entry: Body Hands Forearms Feet Calves I enabled said bi-ped slots for the cape's Armor-Addon, and it causes a CTD when equipped.
  4. as far as future hardware, you can get an Intel i5 (Sandy Bridge) for a good deal.
  5. For the area where you wish to equip a bikini, I recommend: Add Item: http://www.creationkit.com/AddItem_-_ObjectReference Equip Item: http://www.creationkit.com/EquipItem_-_Actor You will need to use a Utility.wait() between the adding and equipping of items. How does the parental control mod work? I can't find it on google.
  6. I couldn't find this page on the wiki lol. Thank you so much!!!
  7. Been away for my wedding and Honeymoon, forgot how to use an "or" comparator. What I mean is like this: Instead of && which checks to make sure both conditions are true, which checks to see if either of them are true?
  8. I figured as much, while I do know a bit about models and textures, how can I adjust the skeleton? Or should i use a humanoid skeleton?
  9. Converting a cow into a humanoid cow is the question. Are there any easy ways of going about it?
  10. I was successful in making a custom load screen. Here is a comprehensive method of how I went about it. Made a new location, just named it, and set a keyword "LocSet***" (since I want this to apply to a worldspace, I set it to LocSetOutdoor) I edited my worldspace to use my new location. Duplicated a load screen, changed the text to preferences, changed the .nif (the model that you can interact with). I used the above conditions in this method, but changed it to "GetInCurrentLoc". This seemed to be the only condition that works for load screens. More times than not, you will need to adjust the offset of your load screen nif by using the controls in the load screen window.
  11. I shall dig, and return back with my results. I haven't tried using locations, that will be my first matter of business.
  12. Hello again TESA, I am on a quest to create custom load screens! So here is where I am so far... I opened the LoadScreen CK object bracket, and duplicated a LoadScreen. I changed the text, the nif, and the conditions to: S GetRandomPercent NONE <= 15.00 AND S GetInWorldSpace WorldSpace: 'Tristram' == 1.00 OR Now if my intuition is correct, the first condition gets a random percent 0-100, and if it is less than or equal to 15, it checks the next condition (are you zoning into Tristram). I couldn't get the load screen to show in-game. I even cranked the percent to 100.00, and still no dice... There is only ONE video tutorial: The tutorial was very minimal (easy to understand, just minimal). He didn't even import some settings from other load screens so it won't work the way I want it to if I duplicated his work. The CK wiki section on this is laughable (and the link doesn't even exist to it anymore) http://www.creationkit.com/LoadScreen Any ideas on how I can get this to work, in the meantime, i will play with the conditions a little.
  13. I've seen scripts' properties set up like this in the past, never really understood if it was correct or not. Thankfully, having fixed the properties, and changed the PlaceActorAtMe function to PlaceAtMe, fixed the monster spawn issue. Thank you Willie.
  14. I just wanted dig deeper into this subject as I have been struggling with this myself. I want to make a container an activator. So i : 1. extracted the mesh and textures 2. reapplied them on the mesh in nifskope 3. edited a working activator to use the mesh. 4. attached this script 5. When i travel to the activator in-game, and activate it... the script doesn't seem to fire... I tried some messageboxes to see if it did, but no dice? Any solutions for my nooby self?
  15. I went with Hana's suggestion, had no difficulties making the changes; however... Editor Errors: --------------------------------------------------------------------------------------------------------------------------------------------------------------- Assertion: Assert File: C:\_Skyrim\Code\TESV\TES Shared\misc\BGSLocalizedString.cpp Line: 2871 LOCALIZATION: Error opening or reading strings file. Abort--Retry--Ignore (Ignored) --------------------------------------------------------------------------------------------------------------------------------------------------------------- Warning: MASTERFILE: LOCALIZATION: Zero entries or empty block size read from strings file STRINGS/Dawnguard_ENGLISH.STRINGS. Strings will be missing. "Yes to all" will disable all Warnings for this context. Yes--No--Yes to all (Yes to all taken) --------------------------------------------------------------------------------------------------------------------------------------------------------------- ... ... ... The load stagnates at 98% for Update.esm still.
  16. Thank you so much for the feedback, i will return with my results
  17. Up until now, I have been working on my mod, and all it has required is the skyrim.esm and the update.esm. Now I wish to use assets from Dawnguard (now that I have finally purchased it). When i try to load the mod, then load the dawnguard.esm, i get a bunch of errors, "missing strings", and such. Then it either crashes the CK or hangs at 89% loaded for the update.esm. Am i going about this wrong? Should I just pull the asset from my folder and use the asset in my mod separately? Seems like alot of trouble...
  18. I keep forgetting to Ctr + F and look for things on there, i stared bullet wounds into my computer monitor looking for "AutoSave""Save" and any variation.... Thank you for always being that incredibly quick and strong arrow that leads me to my goals willie
  19. Been digging on google for a while and no dice, is there any way I can trigger an AutoSave for the player as they enter a triggerbox?
  20. Touching base on this topic again, I just wanted to ask if making a leveled list a craft-able item is possible? If not, any ideas on how to emulate the same effect?
  21. you find the the actor object "Player", and add the script to it. To add the script, the script itself needs to extend an objectreference, as the event OnSpellCast() is part of the objectreference form.
  22. Sadly, Magic effects only take effect when they encounter a valid target. You'll have to do it the hard way. If you insist on having a single spell that has a varying magicka/mana cost, you will need to make a separate script to attach to the player, that contains a OnSpellCast(akSpell) event, get the restoration level in that script, and make sure it is a public variable. In the event block, provide some conditional statements such as: HarmUndead = akSpell Float mDmg01 = ;smallcost Float mDmg02 = ;mediumcost Float mDmg03 = ;largecost If rLvl >= 0 && rLvl < 33 Game.GetPlayer().DamageAV("Magicka", (mDmg01)) ElseIf rLvl >= 33 && rLvl < 66 Game.GetPlayer().DamageAV("Magicka", (mDmg02)) Else Game.GetPlayer().DamageAV("Magicka", (mDmg02)) EndIf Just an example, but if you know how to handle conditional statements, you can get quite creative with it. The downside of doing it this way is that if you make the spell cost zero to accommodate these scripts, it will show that spell has a 0 cost, but the script will see otherwise. Otherwise, you could just make each instance of the spell like BethSoft did, and vary the magicka/mana cost depending on the the equipped spell. I haven't encountered an easier way to achieve this. I ran into this a whole lot in my mod, Tristram In Skyrim.
  23. What i did was make a magic effect with the visuals that you want. Then attach a script with this: ScriptName LesserHarmUndeadSpell Extends ActiveMagicEffect {} Event OnEffectStart(Actor akTarget,Actor akCaster) Float rLvl = akCaster.GetAV("Restoration") Float dmg = (rlvl/2) akTarget.DamageActorValue("Health", dmg) EndEvent Make sure that the magic effect has a condition checking to see if the target is undead or has the actortypeundead keyword. Hope that helped
  24. I started using user-defined functions (better late than never), and had a quick question regarding them: If I make a function with a block of code in it, then call the function, will it make the script run faster than just writing out the code? How about if I were to write out the code many times repeatedly throughout the script? Would it run faster if I replaced the lines of code with the function? For example: Float StartHealth = Game.GetPlayer().GetAV("health") as Float Float StartMagicka = Game.GetPlayer().GetAV("magicka") as Float Float StartStamina = Game.GetPlayer().GetAV("stamina") as Float Float StartOneHanded = Game.GetPlayer().GetAV("onehanded") as Float Float StartTwoHanded = Game.GetPlayer().GetAV("twohanded") as Float Float StartMarksman = Game.GetPlayer().GetAV("marksman") as Float Float StartBlock = Game.GetPlayer().GetAV("block") as Float Float StartSmithing = Game.GetPlayer().GetAV("smithing") as Float Float StartHeavyArmor = Game.GetPlayer().GetAV("heavyarmor") as Float Float StartLightArmor = Game.GetPlayer().GetAV("lightarmor") as Float Float StartPickPocket = Game.GetPlayer().GetAV("pickpocket") as Float Float StartLockPicking = Game.GetPlayer().GetAV("lockpicking") as Float Float StartSneak = Game.GetPlayer().GetAV("sneak") as Float Float StartAlchemy = Game.GetPlayer().GetAV("alchemy") as Float Float StartSpeechCraft = Game.GetPlayer().GetAV("speechcraft") as Float Float StartAlteration = Game.GetPlayer().GetAV("alteration") as Float Float StartConjuration = Game.GetPlayer().GetAV("conjuration") as Float Float StartDestruction = Game.GetPlayer().GetAV("destruction") as Float Float StartIllusion = Game.GetPlayer().GetAV("illusion") as Float Float StartRestoration = Game.GetPlayer().GetAV("restoration") as Float Float StartEnchanting = Game.GetPlayer().GetAV("enchanting") as Float Float StartCarryWeight = Game.GetPlayer().GetAV("carryweight") as Float If I wrote a function containing this code, and called it in-place of the bits I replace, will the script run quicker? Or is it just an easier way to clean up the script and make changes easier to make?
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