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TripleSixes

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Everything posted by TripleSixes

  1. This is a wonderful idea IS, keep up the good work!
  2. 3. Noted, I will make sure to zone before testing AI. Also, I tested the AI over the course of 5 runs, and noticed a pattern. The first room of enemies are non-responsive, yet the other rooms have fully-aware AI. I have a feeling like I could spur all the AI into action with AI packages, and a few AI data tweaks. I'll be sure to read up on this issue as well. 5. I scoured the skyrim.ini and saw nothing that explicitly mentioned NPCs or AI, also went through the skyrimprefs.(ini?) as well. Skyrim's AI is frustrating
  3. 1. Navmesh exists, and is accurate, and finalized. 2. I will try this. 3. Consoling into the cell, or to the worldspace leading to the cell, straight from the main menu (as prisoner). 4. This better not be so, but I will remake one of the known offenders, and see if it does the trick. 5. Is there an indicator that shows me how many NPCs I can put in the cell, how would Tyrannicon do his battle videos if this were true?
  4. For some reason, my npcs in my dungeon are not responsive... this isn't a new problem, but having searched for ages, I have turned up no solutions. The memory used in the cell is 30.60% full (48.04mb/157.00mb). I don't know if it is related, but I thought that if I included it, it may help give someone a better understanding of the situation.
  5. How is that Willie always has the answers. Yes, both vendors have 3 factions: JobMerchantFaction TristramFaction (I was using this faction to tie everyone together) *NPC*Faction (NPC swapped with their name) When I removed TristramFaction (and straight up deleted it) and linked all the separate NPCFactions together (allied them). Everything worked according to plan! I cant believe the factions would conflict like that...
  6. Still having no luck with this bug... anyone ever encounter this?
  7. yes there is, http://www.creationkit.com/Notepad%2B%2B_Setup You will need to get notepad ++ and set it up properly. Alternatively you can download this mod... http://skyrim.nexusmods.com/mods/25572 You will write the script, save it (making sure the scriptname matches what you save it as), then compile it. Compiling will create a .pex file that the CK can understand. Compiling is also a good way to proof-read your scripts.
  8. Your script needs to extend a form, in this case, an activemagiceffect. Also, you need some properties for your script to work with. Lastly, I see you have duplicate "additem" functions in some of the lines of code. here is what I think you're driving towards Also, if you were using the debug.traces to debug your script, that is fine, otherwise, debug.notification would be a nice touch. Hope this helped! ScriptName SoulReaperScript Extends ActiveMagicEffect ObjectReference Property SoulGemPetty Auto ObjectReference Property SoulGemPettyFilled Auto ObjectReference Property SoulGemLesser Auto ObjectReference Property SoulGemLesserFilled Auto ObjectReference Property SoulGemCommon Auto ObjectReference Property SoulGemCommonFilled Auto ObjectReference Property SoulGemGreater Auto ObjectReference Property SoulGemGreaterFilled Auto ObjectReference Property SoulGemGrand Auto ObjectReference Property SoulGemGrandFilled Auto EVENT OnEffectStart(Actor akTarget, Actor akCaster) Int INVSoulGemPetty = akcaster.GetItemCount(SoulGemPetty) Int INVSoulGemLesser = akcaster.GetItemCount(SoulGemLesser) Int INVSoulGemCommon = akcaster.GetItemCount(SoulGemCommon) Int INVSoulGemGreater = akcaster.GetItemCount(SoulGemGreater) Int INVSoulGemGrand = akcaster.GetItemCount(SoulGemGrand) if INVSoulGemPetty >= 1 akcaster.AddItem(SoulGemPettyFilled, 1, false) akcaster.RemoveItem(SoulGemPetty, 1, true) Debug.Trace("You have reaped a soul") Elseif INVSoulGemLesser >= 1 akcaster.AddItem(SoulGemLesserFilled, 1, false) akcaster.RemoveItem(SoulGemLesser, 1, true) Debug.Trace("You have reaped a soul") Elseif INVSoulGemCommon >= 1 akcaster.AddItem(SoulGemCommonFilled, 1, false) akcaster.RemoveItem(SoulGemCommon, 1, true) Debug.Trace("You have reaped a soul") Elseif INVSoulGemCommon >= 1 akcaster.AddItem(SoulGemCommonFilled, 1, false) akcaster.RemoveItem(SoulGemCommon, 1, true) Debug.Trace("You have reaped a soul") Elseif INVSoulGemGreater >= 1 akcaster.AddItem(SoulGemGreaterFilled, 1, false) akcaster.RemoveItem(SoulGemGreater, 1, true) Debug.Trace("You have reaped a soul") Elseif INVSoulGemGrand >= 1 akcaster.AddItem(SoulGemGrandFilled, 1, false) akcaster.RemoveItem(SoulGemGrand, 1, true) Debug.Trace("You have reaped a soul") Else Debug.Trace("You cannot reap any more souls") Endif endEVENT
  9. Simplifying the situation: There once was two vendors. Each with their own containers (which are properly attached). They have their proper factions attached as well. With "Can be owner" ticked, and vendor abilities allowed with a schedule. Why is it that when I go to the potion vendor, she sells potions.... but when I go to the misc. vendor, he sells the same stuff? Anyone familiar with this? I repeat, Vendor #1 has v1's faction attached with v1's container attached. Vendor #2's faction is attached, with v2's container attached.
  10. I thought so. Thank you for the verification.
  11. Apparently you cannot have actors with scripts attached to them inside leveled character lists.... is this true? This is from my own deductions. Please tell me it isn't so
  12. I'm recreating the Diablo loot system, which means that I will have to go through thousands of weapon/armor entries, and point to themselves as the property. It's possible, but would slow me down IMMENSELY.
  13. Yes, i'm aware I was trying to enhance my mod with a "Hardcore" mode which, deletes your character if you were to die. I think looking SKSE is a valid option, thank you for the tip IS
  14. This is a pretty far-fetched notion, but there is nobody I can think of besides the TESA crew. Is there a way to delete save games via script? or could I write a custom program to handle the command, but receive the call from a script in-game? Once again, a far-fetched vision, but I was curious.
  15. Just tried as many variations I could including casting self as armor. I don't want to accept that this can't be done....
  16. I know this particular script has already been discussed in the past, but I really need to see if it is possible to eliminate the property ScriptName TIS_ArmorReq_L_25 Extends ObjectReference {Checks the player's stats to see if they meet item requirements} Armor Property ArmorProperty Auto Event OnEquipped(Actor akActor) Int Stat = akActor.GetAV("lightarmor") as Int If Stat < 25 akActor.UnEquipItem(ArmorProperty,True,True) Debug.MessageBox("You lack the required Light Armor skill level (25)") EndIf EndEvent I've tried replacing the 1st parameter in the UnEquipItem line with "Self" as this script is attached to the item, but the item is not removed... Any ideas? EDIT: Just tried this: ScriptName TIS_ArmorReq_L_25 Extends Armor {Checks the player's stats to see if they meet item requirements} Event OnEquipped(Actor akActor) Int Stat = akActor.GetAV("lightarmor") as Int If Stat < 25 akActor.UnEquipItem(Self,True,True) Debug.MessageBox("You lack the required Light Armor skill level (25)") EndIf EndEvent No dice
  17. Halo 2's soundtrack was delicious as well!
  18. I learned something new today ^^ Well, back to the drawing board on this one then.
  19. They can omit their skin object completely for a better piece of armor? I thought the skin object was constant?
  20. I tried that too, but no dice. I did fix the issue, just had to subtract 10 AR from the actor's skin object. EDIT: While also keeping the shield above 10.00
  21. [Deleted By TripleSixes] Please delete this thread when you get a chance.
  22. That doesn't sound good. Lol. How does Tyrannicon make his awesome battle videos then? EDIT: He floats even as the only actor in the Cell, but I stuck through it a while, and it's not that bad if the NPC has some time to walk around before it attacks, it seems to float for the first 10 seconds after the actor is loaded.
  23. I created a custom NPC, and when it moves, it's frozen in it's animation, and floats around until it attacks me. Then it un-freezes, and everything is fine afterwards. Any idea why?
  24. I took a nap, then approached the problem with a clearer head, You have an Armor addon as well as the armor entry for the shield, i'm seeing to the war axe issue now EDIT: Shield MUST have an armor rating, or else NPC won't equip it. EDIT2: Shield MUST have an armor rating higher than 10.00 The war axe issue is making me frustrated, can anyone shine some light on it?
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