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Leianne

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Everything posted by Leianne

  1. Okay - not sure if this is where I post this, but ... I just got my very first bow !!! It's a Hungarian Horse Bow, and it was made by hand in Austria - 'specially for me I'm just SO excited! Here are pictures of my bow .... it's got; black binding, black hand tooled leather, decorative horn on the 'horns' and hilt It's a 25# draw with a 26" draw length - I'm going to be using it for target shooting https://www.dropbox.com/s/4bw6ch6usmpkjsv/20140128_183252.jpg https://www.dropbox.com/s/kbf537r0wj5vx9v/20140128_183259.jpg https://www.dropbox.com/s/0y6f1fkhbef9uqq/20140128_183329.jpg https://www.dropbox.com/s/6xujqe2jwqnuelh/20140128_183337.jpg https://www.dropbox.com/s/usmyhpvsuku4hhn/20140128_183407.jpg https://www.dropbox.com/s/bvu5q62ma1y82xf/20140128_183427.jpg https://www.dropbox.com/s/uga2q8cx3kg10aj/20140128_183434.jpg https://www.dropbox.com/s/a13z7fca51m4zi1/20140128_183440.jpg https://www.dropbox.com/s/23a4m39taxf0clz/20140128_183447.jpg I've never had my own bow ... and I'm just a beginner - but I feel pretty special with this lovely Christmas present I got! Comments are welcome!
  2. Okay ... so I need to know why MyRandNum3 = False. Were the first two numbers you picked correct, but not the third one? Just need a bit of clarification
  3. Okay ... one of the screenshots shows a 'false' generated ... given that the pointer should never enter an IF statement unless true .. that one is a tad suspicious ... let me go over it again. Seems it's showing FALSE for when that ISN'T the number ... ie: MyRandNum3 == FALSE .. which is understandable. If that's the case, I'm not seeing where the notification is for each ELSEIF statement ... need to go over your code again, will copy n' paste it to notepad so I can refer back to it. gimme a min
  4. Oh lol sorry ... right after each notification
  5. Hmmm I would do a Debug.Notification between every ELSEIF where you set the RandNum to true ... to see if it's setting them FOR ALL of them. eg: ElseIf MyRandNum2 == 2 RandNum02 == True Debug.Notification(RandNum02) ElseIf MyRandNum2 == 1 RandNum01 == True Debug.Notification(RandNum01) EndIf ** sorry to clarify ... to see if it's setting them FOR ALL THE ONES THAT ARE SUPPOSED TO BE SET ie: you'll get 8 FALSE and 1 TRUE for each set of checks
  6. Do the debug on the correct answers again - and see what format they're returning .. just for kicks ... make sure it's returning RandNum04 - RandNum03 etc... for ALL of them.
  7. Sorry ... what? It IS hitting the IF statement? You're getting "It's getting in here" in your notification? Never mind ... LOL got messed up on your "yes it is" ... didn't realize you were referring to it IS weird! LOL
  8. So it isn't hitting the IF statement at all? that's weird! *** Does your '4' NOT EQUAL RandNum04 for some reason? When you do the debug on your 'answer' does it give you - RandNum03 , RandNum04 ... ?
  9. Put a debug here: if RandNum04 == True Debug.Notification("It's getting in here") HintObject04.Disable() Debug.Notification(HintObject04.IsDisabled()) ;will show true or false in notification EndIf ** just to see if it hit the if statement at all
  10. I don't think merging your 'if' statements will make a difference - at least they SHOULDN'T ... but I would do a Debug.Notification("hitting hint object") AND a check on the object's status - Debug.Notification(HintObject.IsEnabled()) as well
  11. Have you added Debug.Notification("Hitting hint true") for any of your hint objects ( 1 - 5) and maybe doing a Debug.Notification("Answer is:" + MyRandNum1 + "," + MyRandNum2 etc..) So you know what the result of your random is? - and did it hit that object at all?
  12. So you do! Therefore it generates a new number for that button - I see and you check it for the third being a duplicate as well - excellent! What I'm not seeing is ... like you, why the 6 thru 9 would work and not the 1 thru 5 ... will ponder some more
  13. Hmm the only thing that is really jumping out at me is - not checking for multiple generations of the same number. ie: combo 998 not sure if that helps.
  14. Leianne

    My Desktop

    Oh that's gorgeous!
  15. I just flipped through the tutorial you were referring to in your issue ... the MSQ01BenduGilfreScene.Start() command was supposed to go in the dialogue view of MSQ01 tutorial dialogue ... so there was a script in there that this property was to be added to - to begin the scene tutorial If you've created your own dialogues/quests you need to have something in a previous dialogue 'trigger' the start scene, as that's how they're doing it in the tutorial.
  16. Welcome Tyco!! TESA is a great place to live - have a
  17. After thoroughly reading your issue ( a couple times ) it might be hard to determine why that topic doesn't have a script. I'm sure you set the property, are you using the aliases? Are they registering correctly in your quest aliases tab? Double check in the quest 'Scripts' tab where ALL the fragments are stored, open it up and see if the topic is listed in there anywhere. Sorry, but not being able to 'see' your settings, alias, dialogue etc .. makes it difficult to troubleshoot missing script fragments. Usually these are created in my dialogues from commands I add to the bottom of the topic/response pages ie: GetOwningQuest().SetObjectiveCompleted(20) - you might want to go through the tutorial step by step again, to see where it differs.
  18. Start game enable for quests/dialogues is only if you want your quest to begin immediately on game start. If you want to start your quest based on another 'trigger' you have to have that 'trigger/event whatever' run myQuest.Start() What is it that you want to happen that starts this quest/dialogue first?
  19. Ya, well ... don't be too quick to praise me - I never tested it. I only know it compiles okay, so if you run into problems with the logic not being correct - let me know
  20. Scriptname QuestItems extends ObjectReference ObjectReference Property FirstIngredient Auto ;reference your first ingredient ObjectReference Property SecondIngredient Auto ;reference your second ingredient Quest Property myQuest Auto ;reference your quest Int Property iObjectiveCompleted Auto ;set what stage would be completed on gathering all the stuff Int Property iObjectiveToDisplay Auto Int Property iStageNew Auto ;set the stage number of the new (next) stage Bool myItem1 = False ;just some bools to track whether both have been gathered Bool myItem2 = False Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) If (myQuest.GetStage() < iStageNew) ; stage AFTER the player completed If (akBaseItem == FirstIngredient) ; Reference the first ingredient if aiItemCount >= 10 ; check to see if player has 10 or more myItem1 = True ; set my first item to true is done endif endif if (akBaseItem == SecondIngredient) ; check for second ingredient if aiItemCount >= 10 ; check to see if player has 10 or more myItem2 = True ; set my second item to true endif endif if ((myItem1 == True) && (myItem2 == True)) myQuest.SetObjectiveCompleted(iObjectiveCompleted) ;set quest objective done myQuest.SetStage(iStageNew) ;set quest to new stage myQuest.SetObjectiveDisplayed(iObjectiveToDisplay) ;next objective endif Endif EndEvent If you're still having difficulty, I wrote this one up for you real quick. I would actually prefer to write this with Alias as they are more 'temporary' but without your quest info, I can't do that here for you. Leianne
  21. Oh crapola ... it's http://www3.telus.net/public/lhenry99/File/ had the 3 in the wrong place!
  22. Darn it - I just found your 'magical barrier' LOL!!! Okies, so if you check my script, it should make the collision barrier disappear AND your door LOL!! If you want to fix that, go into Magic Effects ... find 'StaffEffectDwemerDoor' go to the script on the bottom right hand side - click on the script, then select properties - on the Property 'myMagicalBarrier' select it, then go to the dropdown on the top right and select FXDLC1SCWispWall Select okay, then okay again you should be good! Hard to find your barrier just looking at symbols LOL I'm off to work ... be back around 4:30 my time. Let me know how it's going!
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