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Walrus

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Everything posted by Walrus

  1. _echo, on 22 Aug 2013 - 9:08 PM, said: For starters, Mars is great for growing plants. The dirt is rich in minerals, plenty of CO2 and sunlight. It has been studied for many years, and corn is actually rather easy to grow given mars's conditions. Ya I'm going to need your sources on that _echo. Reduced pressure, reduced sunlight, radiation, micro-gravity and a different atmosphere are big problems to overcome.
  2. This would unfortunately fail simply because of the volunteer part. Astronauts train for years just to orbit the Earth a couple times. The knowledge you would need to have to run a Martian base is NOT something they are leaving to 20 yr olds found on the internet.
  3. If the system is 6 1/2 yrs old and the motherboard went... Your not going ot be able to use many components again. Hope its the PS Will
  4. I honestly don't think I've ever seen that done. I think NPC need to have something to aim at. So the mob/player/actor they are attacking feeds a x/y/z pos to them and the just cast a spell in that direction. Whereas with the player, the dot in the middle of the screen feeds the x/y/z pos into the spell. Thing to remember is that dot knows how far away the object your looking at is. The x/y/z pos it gives out is the closet object in it's path. So find a way to feed the right data into the NPC and you could get them to cast it. It would be easy for quests, and maybe if you made a new follower command? So it took your data and used it? Anyways, hope that helped a bit.
  5. So, Plan C. Here's my thinking; You want to add a Black Soul Gem to your inventory everytime you kill an NPC. For lore purposes, only people can fill Black Soul Gems right? So we track the number of people killed by the player and give them a BSG everytime it updates. Here's how I THINK the script would look like; BLAH BLAH SCRIPT NAME STUFF Function DeathTracker RegisterForTrackedStatsEvent() EndFunction Event OnTrackedStatsEvent(string asStatfilter, int aiStatValue) if (asStatFilter == "People Killed") player.additem 0002e504 1 endif endEvent This should give you a BSG everytime the People Killed Stat is updated. BUT I have never tried it and am talking out of my bytt basically. Hope it works though.
  6. What is it you want to happen when this NPC dies? How many NPCS are we talking about? If this is a boss it'd be alot easier than a faction. For instance, if it's just a single NPC or a small amount, you could just add this script to them: Event OnDeath(Actor akKiller) if (akKiller == Game.GetPlayer()) endIf endEvent
  7. OnHit() only registers when the Object IS hit. Not when the Object DOES hit someone. So no. You could attach it to yourself, and then attach the OnDeath() to the thing that hits you, but what about when you one-hit kill them?
  8. Hey! Welcome to TESA! stay awhile!
  9. Ok, it's too early to think clearly, but I believe i may have found some stuff to help you out. So, first you need to learn the OnDeath() function. Now we need to attach to every single NPC. Yay! Or we could just dynamically attach the script to any Npcs in our area. Combined with a simple check to see if the player was involved with the death using an OnHit() we can create a script to do whatever it is you want. Link to the dynamic Tuturial. Link
  10. Are you using the workshop? If yes than you'll have to wait. If your using the nexus, get the Nexus Mod Manager to help you install them. i try not to install mods directly to the data folder so I can clean it out easily.
  11. I used a completely clean install and new game. I had Skyrim the newest update and a very stripped down version of my mod. Brought it down to one room with 2 custom scripts. So it can't be a dirty save game. And yes. The mist and Water and Lock door parts all work perfectly. They never go out of sync or fire when they shouldn't. But the Disableplayer controls, Wait and Door activate do. So how is the script only running half of the things? I don't get that. Edit: I just remembered. I also set all the values to what i want on CellLoad. So all the values are reset when it loads up.
  12. Sadly i can confirm thats not it. Through testing and messing around, it seems that in the old script, ANYTIME both Values are the same, the parts about PlayerControls and Wait are run. Whereas in the new script, It seems anytime a value is changed, it runs those same parts (and sometimes the door too). But it never messes with the water plane moving up and down and the other one enabling/disabling. That only runs when its supposed to. To me, this makes no sense at all.
  13. I support this mod! The horkers look nice and wrinkly. A touch glossy, which makes sense near water, but not when I spawn them in the middle of Whiterun. All in all, a very good looking texture. Good job Hana!
  14. So some of you know I've been working on a script to raise and lower water levels with multiple activators. I had a working script, but do to some graphics glitches I had to change it. i stupidly decided to add other things in as well. Le't just say those other things don't work and I forgot to back up my old script. Yay. Now I can't get anything to work. I was hoping if you guys could look at this and tell me why 3 out of the 4 possible activator states make me lose player controls, and activate the Exit. When I run this script an turn valve 1 (value1=1) nothing happens. If i move valve1 again (value1=0), my controls are disabled for whatever amount of time the Wait is set to. When I run this script and turn Valve2 (value2=1) I am disabled again for the wait time. Same as if I turn it again after that (value2=0) Sometimes the door will unlock and open or lock and close as well, BUT the rest of it doesn't go until the valves are in the correct spots. The water only raises and lowers and switches when both valves are in the right spot. And it will come back up exactly like its supposed to after too., I do not get what is going on here. So any help would be nice. NOTE: the only difference between this code and the one I use is it's tabbed. check here for the exact script i was running: http://wallacethewalrus.ca/WMWaterlv.txt EDIT: YES! DSos, being the awesome person he is, saved my original script when I sent it to him to use. I now have a working script (beside some graphics glitches) So if anyone could tell me why this script works fine, but not the other one I will love you forever!
  15. Glad I could help. Beyond that though, I've never added a script to a quest, or even made a quest. All my scripting is on objects. Let me know what you did when your done so we can all learn!
  16. Awesome stories from everybody! Mine comes from the fact my last name is Wallace and some friends used to call me Walrus. This is the first forum I've been able to grab just Walrus on though. So if you see a Walrus-Man or JGWalrus anywhere, it's most likely me.
  17. You forgot to register your character for sleep first. And I do not believe you need to unregister for sleep. Also at (Game.Getplayer you put an extra "(" in. The first line of the error text tells you that. I'll break it down so you can try to understand: X:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\Sin06PlayerScript.psc(6,28): mismatched input '(' expecting RPAREN X:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\Sin06PlayerScript.psc <---This is the file your working on X:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\Sin06PlayerScript.psc(6,28): <---This adds the line # and then the character # So you can find the error. in this case, its 6 lines down and 28 characters to the right X:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\Sin06PlayerScript.psc(6,28): mismatched input '(" <---Shows you the issue X:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\Sin06PlayerScript.psc(6,28): mismatched input '(' expecting RPAREN <--- Tells you what it wanted. I do not know what RPAREN means. SECOND THOUGHTS: Duoh!! Im trying to edit this to work and it keeps throwing different errors. FYI Nyx, there is a list of words YOU CAN NOT USE TO NAME THINGS. One of these is Sin. Every time Skyrim sees "sin" in a script it trys to run math. And if its not worded right, it won't compile. now you know These are some of them: http://www.creationkit.com/Keyword_Reference This is still wrong. Is this a one time thing? If so, use this script:
  18. I just use a main script attachted to an x-marker. That water level I made that you saw, requires two valves to be opened first. Example script: can easily be expanded to include alternate states, more levers, sound effects and multiple outcomes. And yes there is most likely a shorter way but I dont know it
  19. http://youtu.be/M8KrBW45L9U Updated Script!
    1. _echo

      _echo

      Looks great, but dem water streams... I thought there were water spout streams in game somewhere...

  20. My "big" script
  21. If they wanted to give you a way to express yourself they could have added all this into the achievements.
  22. Due to some recent confusion on what the new Steam Trading Cards are all about and how they affect you, i decided to take some time to explain just what they are. I'm going to use Skyrim as an example for this as we can all relate to it. This might be long, *deep breath* Steam has always had Achievements. Beat certain challenges in games and get a little picture to prove you did it. However Steam has never given you points towards a profile level, unlike other gaming networks like Xbox live, Playstaion Plus or even Kongregate. Now Steam has added in a profile level, but attached it to badges, not achievements. For 98% of these badges you craft them with Trading Cards. To collect Cards, all you have to do id play the game. With every game you buy that supports Cards, you get a certain number of cards drops. About 1/2 of the total number of cards to collect. What can we do with these cards? You use the cards to craft badges which give you random prizes and always give exp. You might get a new emoticon for chat or a discount on a different game. It's random. So here's how it works so far: You buy Skyrim --> You get 4 card drops ---> While playing you get cards Now we need 8 cards to craft the Skyrim badge. We get 4 through playing. This is where Valve made a genius decision. To get the other 4 we have 3 options: 1. Trade with friends. You can trade your cards back and forth between friends. 2. Wait. By playing the game every week you enter to win a draw for more card drops. 3. BUY THEM. Yes, you can buy and sell your cards on the market. So lets say I take my card and sell it for 0.25$ to a another person. Valve gets 3 cents. At 2$ Valve gets 25 cents. Valve gets a cut off every single purchase. EVERY SINGLE ONE. That's what these cards are all about. Money. Valve say a way to get thousands if not hundreds of thousands of its users to spend money on something that could do nothing. So. Why should you spend your money? Let's find out. Through my purchases during the Summer Sale, I have got enough cards to craft a badge. let's see what I get for crafting it. I received: 100xp, A background, An emoticon and another trading card. I also got an extra 5 friend slots. Whats even better, is the the background and emoticon are sellable. So Valve can make even more money off this. And I got another card, so that i would incentive to craft the second level of the badge. I salute you Valve. you have came up with another idea as big as hats. EDIT: Apon farther looking. It appears that valve splits the money with the makers of the game as well. tl;dr version: Ignore them, they are mostly about money.
  23. It looks pretty darn good Nahkin. Shame it was dropped. And I agree with InsanitySorrow, why not release it as a resource AND continue working with it yourself?
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