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TripleSixes

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Everything posted by TripleSixes

  1. Hey DR, im trying to use FXHermaeusMoraDA04 in-game, but whenever I place it and go in-game, the fx are not there... any ideas why?
  2. How unfortunate, thank you for shining light on that though! EDIT: Found an old backup, which contained my old update.esm. I replaced the new one, taking the old one out and keeping it just incase. I can mod again! Wooo!
  3. Smart thinking Willie, any idea how I could get my hands on an unupdated update.esm? If i delete it, and fix it with restoring local files, it's still the new update.esm...
  4. So i'm just modding about my business, then decide to take a nap. When I wake up and go on my computer, the CK is frozen. So i kill the process and relaunch the CK. When I try to load my mod (as the active file of course) I get this Warning. MASTERFILE: File Update.esm is a higher version than this EXE can load. "Yes to all" will disable all warnings for this context. -Yes- -No- -Yes to all- Yes and Yes to all leads to this error... Unable to find masterfile: Update.esm (which is false as the .esm is in my data folder) No just does what it normally does (Asks if you want to leave the program) Any ideas guys? Was there an update I was not aware today? EDIT: Apparently I did, shucks, that's what I get for being in online mod, Thanks Steam!...
  5. I can't believe it was as simple as that, thanks DR!!
  6. When I try to create an archive of my mod (pack it into a .bsa) the CK crashes. Any idea why? I tried it, then i cleaned it with Tes5Edit, and still no dice.
  7. Tis a shame, not alot of animators at all really
  8. I have been looking for tutorials on how to use/change Skyrim's animations, and one particular idea stuck out. A flail. This could be achieved with parenting a ball to the end of a mace. I would think that taking the ball and adding it's own collisions and making it stay within a certain distance of the parent would be the way to go about it. Only one problem. I don't know how to animate.... Any good animation tutorials anyone knows of that can get me started on the right path (or just to improve my experience with Havok)?
  9. With the change of the extended script, and some adjustments to the event parameter, and adding a property, It works! Not as well as I'd hoped though, but it works!
  10. Working on making a script to attach to weapons and armor, giving them a requirement to wield. I made one as best as I could, and it compiles, but doesn't fire. Any ideas? ScriptName TIS_WeaponStatReq_1H_50 Extends Weapon {Checks the player's stats to see if they meet item requirements} Event OnEquipped(Weapon akitem) Int PlayerStatLvl = Game.GetPlayer().GetAV("onehanded") as Int If PlayerStatLvl < 50 Game.GetPlayer().UnEquipItem(akItem,True,True) Debug.Notification("You lack the required One-Handed skill level (50)") EndIf EndEvent To clairify, the script is attached, and no properties need pointing (there are none). But the player can equip the item with no problems. I want problems! I miss level requirements
  11. Final Fantasy IX has some serious music in it, I am also fond of Einhander (though it's active music), I am also a huge fan of The Legend of Dragoon's OST, and Chrono Cross.... GAH! I love video game music!!
  12. Hey there TESAians I've come with another humble script request. I wish for a script that fires when the player's health is damaged, reduces all damage to 66% of it's initial power, and then get the difference between the start health and end health, and subtracting it from magicka instead. Any ideas?
  13. TripleSixes

    Faith

    That is REALLY good. Happy early Halloween!!!
  14. I've been looking at GetNthSpell, and decided to work with it. If my understanding is correct, the game remembers chronologically the spells you learn (im guess the inherit, flames, and healing starting as (1)(2)(3). If this is the case, i could achieve the effect i'm looking for by storing a crap load of global variables (they need to be referenced in another script). I think this can be achieved if I cast the spell that is returned by the "GetNthSpell" line to a string. Any ideas on how I can do this? Here is what i've achieved thus far: Compiler Error: Starting 1 compile threads for 1 files... Compiling "TISBookTeleTristram"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\TISBookTeleTristram.psc(237,20): type mismatch on parameter 1 (did you forget a cast?) c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\TISBookTeleTristram.psc(238,20): type mismatch on parameter 1 (did you forget a cast?) c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\TISBookTeleTristram.psc(239,20): type mismatch on parameter 1 (did you forget a cast?) c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\TISBookTeleTristram.psc(240,20): type mismatch on parameter 1 (did you forget a cast?) c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\TISBookTeleTristram.psc(241,20): type mismatch on parameter 1 (did you forget a cast?) No output generated for TISBookTeleTristram.psc, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TISBookTeleTristram.psc
  15. Sad, okay. Thank you for your time.
  16. I'm sorry i wasn't clear, is there a way to remember a player's spell list, vanilla and user-created. If i use HasSpell, i can account for all vanilla spells(with a crap load of work), but would there be a way to account for user-created spells/mod spells? As for the wiki, it is my best friend It's just very vague and/or empty of explaination.
  17. That's unfortunate. You can't script a for the automatic input of a console command can you?
  18. Is there a way I can temporarily remove a spell? or perhaps boolean whether the player has a spell, remove it, and then return the spell IF the boolean was true?
  19. perhaps with a formlist? The atronach forge does this with the randomized armor and weapons. I looked at the script and I can't see to find out HOW the results are randomized, this is the effect I am looking for... I dont want to make each entry
  20. Is there a way to get and set an actual Player level? As in the overall Level? I didn't see it on the list of Actor Values: http://www.creationkit.com/Actor_Value_List
  21. I keep looking at tutorials and I do them step by step, but once the music file is made (or replacing temp) and i press save, then exit, and record another line, the previous file is overwritten. They say to move it into the voice type's folder after renaming your file or the temp file the CK voice file name, but then it wont even let me save the recording. It is really frustrating. I hope that made sense, I can word it better if I didn't make sense.
  22. Willie teaches us how to fish Speaking of which Willie, I got the global variable situation to work, thank you very much for your instructions! I've got another one for ya There are two scripts, the first is attached to a magic effect, the second to an activator. This is script number one This is script two ScriptName TIStownportalreturn Extends ObjectReference Import Game ; lazy! ObjectReference Property Tristram Auto ; the ObjectReference the player must Activate ObjectReference Property RecallRef Auto ; the ObjectReference that was placed in the first script Event OnActivate(ObjectReference Tristram) ; player activates ObjectReference... GetPlayer().MoveTo(RecallRef) ;BOOM! move to player's initial location at the time of the first script Disable(Tristram) ;disable ObjectReference for recycling of script sequence Disable(RecallRef) ;disable ObjectReference for recycling of script sequence EndEvent ;the fun's over They compile correctly, and are attached correctly... and the activators(objrefs) are initially disabled, and are waiting to be enabled with the first script...but when the player casts the spell, and moves to the Tristram objectreference, neither of the object references are enabled. Which means that I cannot activate the "Tristram" activator to teleport to the "RecallRef" activator. Any idea why they will not enable? :[
  23. When i record in the creation kit for dialogue, or replace the files with my own recordings, even when i click "save", and start on the second line, when i click "record" i overwrite the recording from the previous line. Any ideas what this could mean?
  24. Does that mean doing it this way is not possible? If so, any recommendations on how I should handle it?
  25. Having issues with restoring the Starting actor values: When i call them them in a different script, they return as 0. The areas I added to save the AVs and restore the AVs are in codeboxes within the spoilers (don't wanna explode the post now) The first script: The second script: Int StartHealth Int StartMagicka Int StartStamina Int StartOnehanded Int StartTwohanded Int StartMarksman Int StartBlock Int StartSmithing Int StartHeavyArmor Int StartLightArmor Int StartPickpocket Int StartLockpicking Int StartSneak Int StartAlchemy Int StartSpeechcraft Int StartAlteration Int StartConjuration Int StartDestruction Int StartIllusion Int StartRestoration Int StartEnchanting Game.GetPlayer().SetAV("health", StartHealth) Game.GetPlayer().SetAV("magicka", StartMagicka) Game.GetPlayer().SetAV("stamina", StartStamina) Game.GetPlayer().SetAV("onehanded", StartOnehanded) Game.GetPlayer().SetAV("twohanded", StartTwohanded) Game.GetPlayer().SetAV("marksman", StartMarksman) Game.GetPlayer().SetAV("block", StartBlock) Game.GetPlayer().SetAV("smithing", StartSmithing) Game.GetPlayer().SetAV("heavyarmor", StartHeavyArmor) Game.GetPlayer().SetAV("lightarmor", StartLightArmor) Game.GetPlayer().SetAV("pickpocket", StartPickpocket) Game.GetPlayer().SetAV("lockpicking", StartLockpicking) Game.GetPlayer().SetAV("sneak", StartSneak) Game.GetPlayer().SetAV("alchemy", StartAlchemy) Game.GetPlayer().SetAV("speechcraft", StartSpeechcraft) Game.GetPlayer().SetAV("alteration", StartAlteration) Game.GetPlayer().SetAV("conjuration", StartConjuration) Game.GetPlayer().SetAV("destruction", StartDestruction) Game.GetPlayer().SetAV("illusion", StartIllusion) Game.GetPlayer().SetAV("restoration", StartRestoration) Game.GetPlayer().SetAV("enchanting", StartEnchanting) FullHeal.Cast(Game.GetPlayer()) Int RandomExit = Utility.RandomInt(0, 18) ;Assigning the random number to the variable "Random". ;The random number minimum and maximum. if RandomExit == 1 Game.GetPlayer().MoveTo(SleepingGiant1) Debug.MessageBox("You find yourself at The Sleeping Giant Inn") elseif RandomExit == 2 Game.GetPlayer().MoveTo(BannerMare2) Debug.MessageBox("You find yourself at The Bannered Mare") elseif RandomExit == 3 Game.GetPlayer().MoveTo(Frostfruit3) Debug.MessageBox("You find yourself at Frostfruit Inn") elseif RandomExit == 4 Game.GetPlayer().MoveTo(DrunkenHuntsman4) Debug.MessageBox("You find yourself at The Drunken Huntsman") elseif RandomExit == 5 Game.GetPlayer().MoveTo(DeadMansDrink5) Debug.MessageBox("You find yourself at Dead Man's Drink") elseif RandomExit == 6 Game.GetPlayer().MoveTo(Braidwood6) Debug.MessageBox("You find yourself at Braidwood Inn") elseif RandomExit == 7 Game.GetPlayer().MoveTo(BeeBarb7) Debug.MessageBox("You find yourself at The Bee and Barb") elseif RandomExit == 8 Game.GetPlayer().MoveTo(VilemyrInn8) Debug.MessageBox("You find yourself at Vilemyr Inn") elseif RandomExit == 9 Game.GetPlayer().MoveTo(NewGnisis9) Debug.MessageBox("You find yourself at New Gnisis Cornerclub") elseif RandomExit == 10 Game.GetPlayer().MoveTo(SilverBlood10) Debug.MessageBox("You find yourself at The Silver-Blood Inn") elseif RandomExit == 11 Game.GetPlayer().MoveTo(OldHroldan11) Debug.MessageBox("You find yourself at Old Hroldan Inn") elseif RandomExit == 12 Game.GetPlayer().MoveTo(WinkingSkeever12) Debug.MessageBox("You find yourself at The Winking Skeever") elseif RandomExit == 13 Game.GetPlayer().MoveTo(FourShields13) Debug.MessageBox("You find yourself at Four Shields Tavern") elseif RandomExit == 14 Game.GetPlayer().MoveTo(Moorside14) Debug.MessageBox("You find yourself at Moorside Inn") elseif RandomExit == 15 Game.GetPlayer().MoveTo(Windpeak15) Debug.MessageBox("You find yourself at Windpeak Inn") elseif RandomExit == 16 Game.GetPlayer().MoveTo(Nightgate16) Debug.MessageBox("You find yourself at Nightgate Inn") elseif RandomExit == 17 Game.GetPlayer().MoveTo(FrozenHearth17) Debug.MessageBox("You find yourself at The Frozen Hearth") elseif RandomExit == 18 Game.GetPlayer().MoveTo(Candlehearth18) Debug.MessageBox("You find yourself at Candlehearth Hall") EndIf elseif ReadBookAgain == 1 NoReturn.show() endif endif endEVENT
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