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Ghaunadaur

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Everything posted by Ghaunadaur

  1. Btw, you don't need to edit the .nif file to create a new static item. Let's say you want want to make a static apple... - make a duplicate of any static object by giving it a new ID, e.g. AppleSTATIC. - extract the .nif file for the apple from the Skyrim - Meshes.bsa to your data folder. In this case it should be under meshes\clutter\food\apple01.nif. - for your new static, assign the model you just extracted from the .bsa. - now you have a static apple and the loose mesh can be deleted again.
  2. Looks good, I like the design.
  3. You will need to declare a property of type Perk to check against. After you got your script to compile, open the properties window and assign a value from the dropdown list. Otherwise your script will not work correctly. Code should look like this Perk Property PerkToCheck auto Event SomeEvent() if Game.GetPlayer().HasPerk(PerkToCheck) ;do stuff endif EndEvent Always a good reference: http://www.creationkit.com/Category:Papyrus Note: SomeEvent is not a valid event, just added it as a placeholder.
  4. Firstly, you only need the ENDPROPERTY if you declare a full property. It's not needed for auto properties. Faction Property CollegeofWinterholdArchmageFaction auto GetInFaction is a condition function, the papyrus version is IsInFaction, which returns a bool, not an integer. If Game.Getplayer().IsInFaction(CollegeofWinterholdArchmageFaction) == true Hope it helps.
  5. Something like this? ScriptName _test extends ObjectReference Potion Property BYOHFoodFlour auto Ingredient Property Wheat auto Actor Property PlayerRef auto Event OnActivate(ObjectReference akActionRef) int ItemCount = PlayerRef.GetItemCount(Wheat) if akActionRef == PlayerRef && ItemCount > 0 PlayerRef.RemoveItem(Wheat, ItemCount) PlayerRef.AddItem(BYOHFoodFlour, ItemCount) endif EndEvent Note: all properties can be auto-filled.
  6. Just mentioning that there are also several quests with conditions to check for players gold, e.g. buying the player houses. You might want to register for dialogue menu too. Maybe there are more situations in game where it would be necessary to do this exchange. Every mod that checks for the players gold amount at any time in game without using one of those menus will be causing a compatibilty issue. Imho, that's begging for trouble. Your mod and your decisicion, of course.
  7. In this case you don't need the if-statement. It's equal to this Scriptname CloseMyDoorScript extends ObjectReference ObjectReference Property MyDoor auto Event OnTriggerEnter(ObjectReference akActionRef) MyDoor.SetOpen(false) EndEvent
  8. That's normal. If the base object already has a script attached, your reference will have it too. You can remove it from the reference or use a 'defaultBlankTrigger'.
  9. Hi and Hello, Kryptonian! Here's a first welcome cookie for you...
  10. This will close a door visually... Scriptname CloseMyDoorScript extends ObjectReference ObjectReference Property MyDoor auto Event OnTriggerEnter(ObjectReference akActionRef) if akActionRef == Game.GetPlayer() MyDoor.SetOpen(false) endif EndEvent If you need it to be locked you can also add the Lock command.
  11. I haven't fully analyzed your script, just one thing that catches my eyes... MyRunCheck1 + 1 ^this will not work Either use MyRunCheck1 = MyRunCheck1 + 1 or MyRunCheck1 += 1 Same goes for the other variables. Good luck!
  12. Equilibrium - Himmelsrand (Skyrim Cover) http://www.youtube.com/watch?v=q5FHdFQkK9M
  13. I'm not sure about the quest marker. I'm guessing you would need to remove the 'Target Ref' entry for this Quest Objective.
  14. The deafault script will only work on a ObjectReference. If you want to use it on a ReferenceAlias, some changes are needed. Scriptname SetStageOnOpenAlias extends ReferenceAlias import game import debug int property stage auto { stage to set} int property prereqStageOPT = -1 auto { OPTIONAL: stage that must be set for this trigger to fire } auto STATE waitingForPlayer EVENT onActivate(objectReference triggerRef) if triggerRef == getPlayer() as actor if (self.GetReference().GetOpenState() == 1 || self.GetReference().GetOpenState() == 2) ; Open or opening if prereqStageOPT == -1 || GetOwningQuest().getStageDone(prereqStageOPT) == 1 GetOwningQuest().setStage(stage) gotoState("hasBeenTriggered") endIf endif endif endEVENT endSTATE STATE hasBeenTriggered ; this is an empty state. endSTATE Don't change the default script, make a new one. EDIT...or use the script defaultSetStageActRefAliasScript
  15. What are your issues with using the functions? You need the source files to use the functions, make sure you have them. They are included in the archived version of SKSE, not in the installer version.
  16. A little tip. All code between the {} brackets is treated as a comment by the compiler. Currently you have an empty script which does nothing.
  17. If the followers are not moving at all, that usually indicates a problem with the navmesh. Did you check for navmesh errors (CTRL+F)? As for the message...there are some doors which have the script 'DefaultNoFollowDoorScript' on them. The script uses the message 'FollowerBlockedMessage' ("Dein Begleiter kann dir hier nicht weiter folgen"). If you copied such door from another cell, it may have the script as well. There may be other reasons why the message appears, but this is one possibility you could check.
  18. You don't really need a script for that. Just make a new entry for the Perk with an ability to add the spell to the player.
  19. Yes, I followed the tutorial. I selected some objects like walls or columns to cover the shape of the room, then hit the button 'Create Room'. This is when the warnings occured. Strangely, it seems to fix itself *magically* by reloading the plugin & cell and saving the file. I did this several times and now all the warnings are gone. You are probably right and it's rather harmless. This case can be closed. The other problem is giving me some more headache. I mean the part of the tutorial where it says If I understand correctly, I need to open the reference windows, navigate to the 'Multibound' tab and select the cell I'm working in and "None" for the room bound reference. That simply doesn't work for me. I can assign other room bound markers, but "none" is never accepted by the CK. The changes I make are always reverted to the default setting: Does it work for others? Maybe I'm just missing a simple step, but currently I see no other 'workaround' than removing the portals from the rooms in question and joining them together so they act as a single room bound.
  20. Hi dear community, Lately I was trying my hands at room bounds and I encountered some issues. Firstly, almost every time I create a room bound, a warning is popping up which says "Primitive reference 'RoomMarker' (FormID) has half-extents that differ from its multibound data". I noticed that some of these warnings went away by re-loading the cell and saving instantly, but not all. However, it doesn't seem to cause any bugs in-game, but still I would like to know what's causing this and how it can be solved or avoided in the first place. Also, there are some objects that are reaching from one room into another (e.g. some columns). The Wiki says it's possible to make objects visible in multiple rooms by assigning a "None" multibound for the reference. Sadly, whenever I try to do that, the setting isn't saved. When I open the reference window again, the setting is reset to the default, CELL: None - REFERENCE: Empty. No difference in-game. Anyone knows what I am doing wrong? Thanks in advance for any help.
  21. Looking at the 1st script,.... Event Summon() . . . EndEvent ...shouldn't that be a Function, rather than Event? Function Summon() . . . EndFunction
  22. The property DWODwemerLanguage is a quest property. That means the function GetOwningQuest() is not required. It can't be called on a quest form anyway.
  23. I have to correct myself. For Aliases of Actors, use GetActorReference() instead of GetReference(). Sorry for the mistake.
  24. I would guess all you need to do is to set the references to 'initially disabled' and then insert some script code for the begin stage of your quest, like Alias_NPC01.GetReference().Enable() Alias_Container.GetReference().Enable()
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