Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

bleakraven

Allies
  • Posts

    109
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by bleakraven

  1. Any ideas on how to limit what items the player can give to the NPC?
  2. Forgot to post the outcome: That worked fine! In addition, using papyrus functions as a fallback made it flawless when my navmesh sucked!
  3. I'm going to do that once I refine the script. Thank you! Marking as solved
  4. Hey TESA! I'm scripting an NPC who you can help achieve his goal by helping out with resources. These resources all have a keyword assigned to them already, but I'm not sure if this is the way to do it. I want him to accept items from VendorItemFood when the player says "I want to trade you food" and I want him to accept items from VendorItemAnimalHide when the player says "I want to trade you furs." I already managed to make those options appear only if the player has items with that keyword in his inventory, but I'm unsure how to make the ShowGiftMenu appear when players actually select these options AND only accept items from that type or only have those items available for trading with the NPC. In addition, I have no idea how to track if the player actually gave the item or just tabbed away from the gift menu. I also need a variable that changes depending on how many resources are given to the NPC or were given in total. Any ideas how to make this happen?
  5. No, no, it helped, I found a nice way to do it with what you said, just putting non-assigned properties! ^-^
  6. But then wouldn't I need to define it's variable via using that number anyway like I wanted initially?
  7. Erm... I'm sorry... I can't understand what you're saying...? You mean your quest stage is not advancing?
  8. Well, I managed via opening the heightmap editor in CK and just filling everything with one colour... Got my LOD working now thanks to that!
  9. Nope, it complains the first part of the variable is undefined... Oh well... Guess I have to retype everything for every number... ;_;
  10. I'll try your method Leianne, I'll let you know what happens. I don't want to have to retype stage1_CMP1 do blah, then stage1_CMP2 do blah....
  11. Hi TESA! Once again I'm in trouble, or rather, wondering something... Is there a way that I can replace the name of an objectReference or other property within my script with other variables? An example would be: I have an ObjectReference called Stage1_CMP1. I have a GlobalVar that takes in Ints as its value. Can I do something like: Stage1_CMP+(myAwesomeGlobal.GetValueInt() ? Cheers!
  12. I have no idea. No idea where to see that either :s
  13. Hi TESA! So, my world finally has all the statics, trees and terrain ready for LOD generation and I followed this tutorial here to do it: Now, the problem is that statics and trees always generate fine, but when I generate my terrain, it just vanishes - POOF! - either it is at the bottom of the world or way at the top all scrambled up and flat. Well, from searching, it turns out I had no idea I had to make my worldspace square. I have absolutely no idea how to do this! This is how my world looks via the heightmap editor in the CK: Image here: Any ideas?
  14. Thank you! I hadn't seen it.
  15. Skyrim - Putting models together into a single model: I'd like to request a tutorial that teaches us how to extract several models from Skyrim, load them all into a 3D editing program, then saving it and exporting it back to Skyrim. I know this has been done in a way, but what I specifically would like to request is how I can, for example, extract an apple and a basket from Skyrim and combine those items into something like this: Image: See that basket with apples? The crate with tomatoes? I wanna do stuff like that too >_<
  16. Thank you! I'm happy this screenie was not lost amidst all the strangely perfect babes.
  17. Solved! Just put Player.SetAV("Paralysis", 1) after doing the PushActorAway!
  18. Hmm... I tried SetUnconscious() but the actor still gets up... (Trying it on an NPC for now) Any ideas?
  19. bleakraven

    Bleaky's Characters

    Several screenies of my character's adventures or just themselves :)
  20. bleakraven

    Kauriel the Just

    From the album: Bleaky's Characters

    Kauriel is just and merciful. He cannot ignore those in need and will go to great extents in helping them and making a difference. He abhors all evil and while he sometimes does give a second chance to some who committed petty crimes, he can be thorough and cold with his justice towards the wicked.
  21. From the album: Bleaky's Characters

    Sukidael does what he wants, to who he wants. His bounty keeps stacking up, but so do his followers...
  22. From the album: Bleaky's Characters

    Raven discusses with Flip where to strike next.
×
×
  • Create New...