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bleakraven

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Everything posted by bleakraven

  1. How can I link it to a quest script and still have it hidden from the log? :s I currently have this script and it works, but I understand I made it in a very dodgy way... It works as intended except that I can't interrupt the ongoing FadingAway() stage when the player re-activates the campfire... Is there a way to interrupt/stop/restart a function?
  2. Hi TESA! I am currently trying to make a lightable campfire that over time changes states into being less lit until it is just an ash pile. I already have the activator and models to switch ready in the CK, all I need is the script... but that's where I'm stuck at. What I precisely need is: 1. Whenever the campfire is activated, it switches model from whatever state it was previously to state1. 2. After 2 hours, switches model to state2. After 2 hours, to state3. After 2 hours, to state4. 3. The campfire can be activated any time during states 2-4. If campfire is activated during state1, a message appears. Of course I want there to be a requirement if the player has enough firewood in their inventory, but I can add that myself. Thanks for the help, I'm really stuck here!
  3. Skyrim as my College Homework = AWESOME!

    1. Vouivre

      Vouivre

      Welcome to game design, where playing video games is homework.

  4. That worked! Thank you! Now I just can't move the item in the inventory... And when I drop it it remains floating in place PS: Love your unique weapons, InsanitySorrow
  5. Thank you! Somehow your way wasn't working, but it was because the RESPAWN checkbox was ticked... Odd. Now it works Cheers!
  6. Hey all! I need to convert a static model, ShipWoodbeam01, into a grabbable/droppable inventory object. What I mean is that I want the player to walk up to the item and be able to press E to pick it up and then it shows up with the same model inside the player's inventory. The player can drop it and it should fall on the ground like other objects (don't really care how accurate the physics are, just that it falls ). How can I do this? Do I need any external programs? A step-by-step guide would be very helpful so I can do this by myself and not bother you guys Cheers! Edit: Changed title to solved so other people know there's a solution within
  7. I can't ctrl+v it in the name field... And if I put it on the browser, it says invalid directory.... Weird... I managed to get it to work via making a mesh-less activator though... I'd still like to learn how to do it your way though, not sure what I'm doing wrong. But thanks!
  8. Tamira : I can't assign it to the model I want as I can't type the filepath in there and I can't find it with the browser... :s Could you perhaps break down how to do this in a couple of steps? WillieSea: When you say to make a trigger with the onActivate script, do you mean that option I get to chose after I press the Trigger button with something selected? Cheers and sorry for the noobness
  9. Hey all! I'm using TES:V Skyrim for my college graduation project and I'm having trouble adding a certain functionality to my mod. I'm trying to make an already existing object "ShipWoodbeam01" into something the player can activate/interact with E. Is there a way I can do this? I've tried using a trigger and a collision box to make this activateable trigger thingie, but it didn't work. Thanks in advance! Edit: Changed title to solved so other people know there's a solution within
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