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...

Ghaunadaur

Allies
  • Posts

    57
  • Joined

  • Last visited

  • Days Won

    1

Posts 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. 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.

  3. 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.

  4. 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.
  5. 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.

  6. 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
    

    :smile:

     

  7. 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.

  8. 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 :biggrin:

  9. I'm having some trouble using SKSE functions in the Creation Kit. Not sure how to get them implemented, I installed SKSE as part of a mod I downloaded prior to starting mods myself and have since re-installed SKSE again just to be sure however I still cannot use the functions.

    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.

  10. 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.

  11. How would one make it so that the player receives a spell upon obtaining a specific perk?

    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.

     

    Ability: An Ability Perk Entry adds the selected Ability or Spell to the player when they acquire the perk. Spells and Abilities added in this way will be removed when the Perk is removed.

  12. 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. :smile:

     

    The other problem is giving me some more headache. I mean the part of the tutorial where it says

    Each reference can only belong to a single Room Marker - by default, the one in which its pivot point is contained. If a reference needs to be visible in multiple Rooms, assign it to the "NONE" multibound in its reference properties.

    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:

     

    gallery_32854_461_64484.jpg

    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. :shrug:

  13. 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. :smile:

×
×
  • Create New...