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ThomasKaira

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Everything posted by ThomasKaira

  1. In Papyrus, things will either A: not work, B: not work, C: not work, or D: work with a flood of errors. Take your pick.

    1. Khettienna
    2. Meo
    3. lonewolf_kai

      lonewolf_kai

      sounds like my mechanical skills!

  2. Time to see the results of the past two weeks of hard work get ground into the dirt by the woefully unappreciative. Oh well, I knew what I signed up for, and it's still fun! Isn't that what matters? :)

    1. Show previous comments  1 more
    2. lonewolf_kai

      lonewolf_kai

      What? I do it for the chicks....

    3. lilith

      lilith

      I do it to watch IS pull his hair out.

    4. Carah

      Carah

      I do it, because I'm a sucker for punishment.

  3. Update: Version 1.0 Beta A Clean Save is required if you were using a previous version. This is it. This is that update I've been promising for so long that you have all been waiting for. Here are the details: - Skyrim Script Extender is now required. Don't even try to argue this. - Merchants are now selling enchanted items again. Enchanted versions of items are only available in cities where those items are readily available. - Spell merchants have been overhauled. Only apprentice spells are available outside the College of Winterhold now, and each spell vendor only sells tomes for his Magic School specialty. They do, however, stock more scrolls and staffs now. - Regional Values system has been completely redesigned from the ground up. It is now accomplished purely through scripting, meaning most major issues with the item hot-swap method used previously are no longer a problem. - Extra Merchant Gold can now be tailored to your liking. There are five settings for you to choose from, each offering progressively larger amounts of extra gold. - Innkeepers will no longer be selling items they aren’t supposed to. In addition, compatibility patches are available for these two mods (which are normally incompatible): - Imp's More Complex Needs - Apocalypse Spell Package so that you may use them alongside this mod. Take a look at the OP again, as a lot has changed. Happy gaming!
  4. Today, I succeeded in completing scripts, making a bunch of lists, and destroying my savegame. Just another day at the office.

    1. Khettienna

      Khettienna

      There needs to be a Like button.

    2. lonewolf_kai

      lonewolf_kai

      sounds like fun!

  5. Jack the Pumpkin King as invaded you game!
  6. If I worked out, I'd look that way, too.

    1. lonewolf_kai

      lonewolf_kai

      gotta get the diet right too mate. Lot's o people forget that part.

    2. greenwarden

      greenwarden

      Thomas "dem abs" Kaira. That works.

    3. lonewolf_kai

      lonewolf_kai

      I used to have what I called a 5 pack. Never could get the bottom row defined. Now I just have a keg.....

  7. I know 42027 words. Is that good?

    1. Show previous comments  2 more
    2. lilith

      lilith

      One can never know enough words. "The difference between the almost right word and the right word is like the difference between lightning and a lightning bug." Mark Twain

    3. greenwarden

      greenwarden

      That is an awesome quote, lilith!

    4. lilith

      lilith

      Thank you greenwarden! It's one of my favorites.

  8. There is currently no possible way to manipulate item prices directly in Papyrus. If there was, trust me, I'd be all over it. You're going to need to wait for SKSE. But it won't be too long, Form Get/SetValue() is currently set to be one of the debut functions they add in.
  9. Try casting an Actor to the akActionRef variable: If((akActionRef as Actor) == game.getPlayer()) if (MQ306.GetStageDone(5)) Debug.Trace("You should have gotten the scales now.") Game.GetPlayer().AddItem(AlduinsScales, 19) else Debug.Trace("Nothing Happens") endIf EndIf
  10. Update: Version 2.1 - The Atronach's Portal was reducing the player's Magicka Regen by far too much. - The Apprentice's Tempest will now affect spell Duration so to benefit spells that have no Magnitude.
  11. OBSE development has just been shut down. Here's hoping someone else will come along to take the helm now that the team are busy with SKSE.

    1. lonewolf_kai

      lonewolf_kai

      Frankly, I'm not surprised. Scruggsy warned of it the last update sometime ago.

    2. HeyYou

      HeyYou

      Shademe might pick up on it.... that would be very cool.

    3. Khettienna

      Khettienna

      Now who am I gonna pester for con_TDT? *wah*

  12. Version 2.0 Update - Complete overhaul, all Standing Stones now have three blessings to choose from. - A whole bunch of new powers and abilities are available. - The Serpent now allows you to choose which specialization you want to obtain blessings from.
  13. Mine were all attached to items, and since the CTDs stopped altogether once I removed them all, my views on it are a bit different. But it was for the better anyways, best to handle bulk quantities of stuff elsewhere. Anyways, I've tried again with this, only this time using Activators instead of items, and all is well. As for my thoughts on Papyrus... it gives me headaches at times, but it has really streamlined the scripting for this game. Back before, we didn't have things like Arrays or Booleans (though we could fake those by swapping an Int between 0 and 1 before), and the more I learn about properties and how scripts can communicate with each other, the more I realize just how much can be done with Papyrus (being able to pass certain properties off to other scripts when needed, for instance, or borrowing Functions). And finally, it's about time we could attach multiple scripts to single objects, too!
  14. Actually, no. I tried checking for different parameters and then the script worked correctly. It just wasn't reading the variables correctly for some reason. I've transferred the Guardian identification to a Global variable now, too, because I have other scripts that need it passed to them to function properly. Thanks for the help, though.
  15. Pounding your head into concrete? Yup, you're modding, alright. XD

    1. lonewolf_kai

      lonewolf_kai

      parenting has that affect too.

  16. I have tried absolutely everything I can to get this particular piece of the script to trigger: But no matter what I try, it keeps getting skipped. The String I'm checking for is being set properly and the If statements above these three work just fine, so why do these ones never fire at all?
  17. I'm trying to create new spells, but for whatever reason, the sounds attached to the graphics I'm using are not being played in the game. No sounds are being played at all, actually, no matter what I do, the spell remains resolutely silent. Here's a screen of the Effect I'm working with: http://imgur.com/N8FNn Can anyone spot anything wrong here that would cause the sounds to not play?
  18. Signs and Guardians: A reimagining of the Standing Stones Author: Thomas Kaira Hosted at Dark Creations Version: 2.2.2 Download at Dark Creations Download at Skyrim Nexus Download at TES Alliance Download at Steam Workshop Changelog 04/08/2012: Version 2.2.2 - Made a few more corrections to spell descriptions. 03/25/2012: Version 2.2.1 - Typo correction. 03/23/2012: v2.2 - Corrected an error in one of the Lord's abilities. - Made a small "just in case" addition to the Uninstall script. 03/22/2012: v2.1 - The Atronach's Portal was reducing the player's Magicka Regen by far too much. - The Apprentice's Tempest will now affect spell Duration so to benefit spells that have no Magnitude. 03/21/2012: v2.0 - Complete overhaul, all Standing Stones now have three blessings to choose from. - A whole bunch of new powers and abilities are available, some of which are unique. - The Serpent now allows you to choose which specialization you want to obtain blessings from. 03/15/2012: v1.1 - The Lover's Comfort is now a Power instead of an Ability, increasing XP gain by 10% for 5 minutes. - Added the Lover's Kiss power, paralyzing your opponent for 5 seconds at the cost of 100 points of Stamina. 03/14/2012: v1.0 - Initial Release Requirements Skyrim official patch v1.4.27 or newer. WILL NOT WORK WITH PREVIOUS VERSIONS. Overview One of the things that really irked me about Skyrim was the lack of decent choices for you to make about your character and how he would progress in the world. Sure, it's nice to be free to develop as you see fit, but I feel that one must still set up some walls to help keep him focused, while not terribly limiting that freedom to explore abilities and expand. Skyrim's Standing Stones, which are carbon copies of Oblivion's Doomstones (even the Creation Kit admits to this), provide the player with various blessing that he can take, one at a time, whenever he wants. But I am of the mind that Bethesda actually meant replacing Birthsigns with the Standing Stones, but the way it is implemented now just doesn't work. Birthsigns are meant to give you some direction while you build your character, not be a one-off throwaway bonus. I wanted your choice of Standing Stone to mean something, and that's where we get to this mod. Features - The mod divides the Stones into three distinct categories: the Guardians, the Charges, and the Serpent. - If you already have an active Standing Stone power when you first install the mod, it will be removed automatically and you will be prompted to return to the Guardian Stones to select your Guardian. If you don't, then don't worry, the mod will leave you alone. - Your first choice is to select your Guardian. This is a very important choice, as it will allow your character to favor a specific gameplay archetype (Combat, Magic, or Stealth) and also decides which Charges you may accept blessings from. - Once you choose your Guardian, there is no going back. It is yours for good, and you cannot change your mind. Choose wisely. - Each Guardian has three charges (child stones). After choosing a Guardian, you may also obtain blessings from any of their charges whenever you wish. You need only find their Standing Stones. The Guardian/Charge relationship is this: Warrior: the Lady, the Lord, and the Steed Mage: the Apprentice, the Atronach, and the Ritual Thief: the Lover, the Shadow, and the Tower The Serpent is the exception, it stands alone. - You get to keep any blessings you obtain, they will not be removed. Just remember that you can't have them all. - Guardians: - The Mage- The Mage's Favor: Ability - Magic skills increase 20% faster. The Mage's Intellect: Ability - Permanent +50 magicka bonus (applied through scripting so the game doesn't see it as a fortification) The Mage's Fury: Power - Your Destruction spells are 50% more powerful for 2 minutes, but once effect ends, your Magicka recharges 50% slower for 5 minutes. - The Thief - The Thief's Favor: Ability - Stealth skills increase 20% faster The Thief's Endurance: Ability - Permanent +50 stamina bonus (applied through scripting so the game doesn't see it as a fortification) The Thief's Light Step: Power - Fortifies your Sneak, Lockpick, and Pickpocket skills by 30 for 60 seconds, but stops Health regeneration. - The Warrior - The Warrior's Favor: Ability - Combat skills increase 20% faster The Warrior's Fortitude: Ability - Permanent +50 health bonus (applied through scripting so the game doesn't see it as a fortification) The Warrior's Belligerence: Power - Increases Melee damage by 50% for 2 minutes, but you suffer a 50% loss of Stamina Regen. afterwards. - Charges: The Lady - The Lady's Health: Ability - Health Regen. is increased by 35% The Lady's Vitality: Ability - Stamina Regen. is increased by 50% The Lady's Fervor: Power - Increases Health and Stamina by 100 points for 15 seconds, but stops their regeneration. - The Lord - The Lord's Shield: Ability - Increases your Armor Rating by 75. The Lord's Trollkin: Ability - Gives you 40% Resistance to Frost, but also 40% Weakness to Fire. The Lord's Blood: Power - Convert half of your Stamina into Health. - The Steed - The Steed's Strength: Ability - +100 Carry Capacity, and armor doesn't slow you down when worn. The Steed's Canter: Power - You can sprint 25% faster. The Steed's Kick: Power - Staggers your foes and damages them. - The Apprentice - The Apprentice's Ego: Ability - Magicka regenerates twice as fast, but you are 50% weaker to Magic attacks. The Apprentice's Pomposity: Power - Steals Magicka from your foes, but also heals them. The Apprentice's Tempest: Ability - All spells are 25% more effective, but they cost 25% more Magicka to cast. - The Atronach - The Atronach's Arcana: Power - Increases your Magicka by 200 points while slowing your Magicka Regen for 60 seconds. The Atronach's Portal: Ability - You can absorb spells, but your Magicka regenerates slower. The Atronach's Mirror: Power - Completely drains your opponent's Magicka, stopping them from spellcasting, but also stops your Magicka Regen. for 60 seconds. - The Ritual - The Ritual's Ceremony: Power - Allows you to resurrect surrounding dead bodies to fight for you. The Ritual's Banishing: Power - Causes all Undead around you to flee for 30 seconds. The Ritual's Serenity: Power - Once per day, calms all surrounding foes (but not Machines, Undead, or Daedra) for 30 seconds. - The Lover - The Lover's Comfort: Ability - Increases your Stamina Regen. by 25%. The Lover's Grace: Ability - You move, attack with dual-wielded weapons, and attack with bows 10% faster. The Lover's Kiss: Power - Paralyze your foes for 5 seconds at the cost of 100 Stamina if you hit them. - The Shadow - The Shadow's Cloak: Power - 60 seconds of Invisibility. The Shadow's Veil: Power - Clouds the minds of your foes and frenzies them. The Shadow's Elusion: Power - You become one with the Shadow (Ethereal and Invisible) and time is slowed by 50% for 5 seconds. - The Tower - The Tower Key: Power - Once per day, unlock any level lock (but not Key Required locks, for obvious reasons). The Tower Warden: Power - For 60 seconds, you have a chance to reflect 50% of damage taken back at your foes. The Tower Crenellation: Power - Increases your Sneak Attack multiplier with bows by 2 for 20 seconds. - And, of course there is the Serpent, which if you take Him, you can choose to receive three random blessings from the specialization of your choosing (Combat, Magic, or Stealth) in addition to his own Blessing, but you will lose all of your current Blessings and will lose the ability to interact with the Standing Stones, as well as take The Serpent's Curse, decreasing the rate at which skills increase by 25%. The short version: If you take the Warrior, you can obtain further powers from the Lady, the Lord, and the Steed. If you take the Mage, you can obtain further powers from the Apprentice, the Atronach, and the Ritual. If you take the Thief, you can obtain further powers from the Lover, the Shadow, and the Tower. If you take the Serpent, your powers are randomized, you receive the Serpent's blessing, and the Serpent's curse. Installation Via Nexus Mod Manager: Download the mod through the Manager and install it as you would any other mod. There is nothing fancy about the packaging, so it will work without need of any special treatment. Via Steam Workshop: Subscribe to the mod in the Workshop, and the Skyrim launcher will download the mod for you automatically the next time you start the game. Via Wrye Bash: Place the package into your Bash Installers folder, navigate to BAIN, and select "Install" when you find the package listed. Manually: Not recommended. Uninstallation !!!!!!!!!!!!!!IMPORTANT!!!!!!!!!!!!!!!! Due to the method this mod uses in places to modify your stats, you MUST perform this step when uninstalling, or your stats will be broken: - Open the Console, type "startquest doomTKUninstallQuest," and WAIT until the uninstall script finishes. A message box will prompt you when it is done. !!!!!!!!!!!!!!IMPORTANT!!!!!!!!!!!!!!!! Via Nexus Mod Manager: Simply deactivate the mod. Via Steam Workshop: Unsubscribe. Via Wrye Bash: Find the package in BAIN and Uninstall. Manually: This is why I do not recommend manual installation. Known Issues None at this time. Compatibility Not compatible with any mods that alter the Standing Stones themselves. Licensing/Legal - You are free to alter, expand on, or destroy this mod in any way you see fit. If you wish to share your work, however, you MUST contact me and obtain my explicit permission before doing so. Any instances of severe mod destruction will not be eligible for technical support until restored to a functional state. - Any works that are found to be in breach of the above, the author will receive a single polite request from me to remove it from wherever it is being hosted (from all sites it is being hosted on). Failure to respond within 48 hours will result in more direct action being taken. - DO NOT upload this mod to any site other than those I have personally uploaded it to without my express permission given. Any user or site found in violation of this will be considered to be stealing intellectual property and will be treated as such. Just because this mod is free does not mean that gives you free reign over what you can do with it. My work, my rules. - If I fail to respond to your requests to expand or alter this mod within 30 days, you may consider yourself as having my approval to do as you wish, but please note that upload location restrictions still stand.
  19. Version 2.2.6

    40 downloads

    Signs and Guardians: A reimagining of the Standing Stones Author: Thomas Kaira Version: 2.2.6 ========= Changelog ========= 05/02/2012: Version 2.2.6 - Tweaked the Uninstall script for better functionality if the player wishes to return the mod to their load order and prevent an exploit. 04/27/2012: Version 2.2.5 - Fixed issue with Hadvar's/Ralof's dialogue commentating on your choice of Guardian not playing if the player selected one of the new Spells. - Mage's Fury Crash will no longer completely halt the player's Magicka Regen. if the player has taken The Atronach's Portal or The Atronach's Arcana. - Spell timers for The Mage's Fury Crash and The Warrior's Belligerence Crash were not counting properly. 04/08/2012: Version 2.2.2 - Made a few more corrections to spell descriptions. 03/25/2012: Version 2.2.1 - Typo correction. 03/23/2012: v2.2 - Corrected an error in one of the Lord's abilities. 03/22/2012: v2.1 - The Atronach's Portal was reducing the player's Magicka Regen by far too much. - The Apprentice's Tempest will now affect spell Duration so to benefit spells that have no Magnitude. 03/21/2012: v2.0 - Complete overhaul, all Standing Stones now have three blessings to choose from. - A whole bunch of new powers and abilities are available, some of which are unique. - The Serpent now allows you to choose which specialization you want to obtain blessings from. 03/15/2012: v1.1 - The Lover's Comfort is now a Power instead of an Ability, increasing XP gain by 10% for 5 minutes. - Added the Lover's Kiss power, paralyzing your opponent for 5 seconds at the cost of 100 points of Stamina. 03/14/2012: v1.0 - Initial Release ============ Requirements ============ Skyrim official patch v1.5.24 WILL NOT WORK WITH OLDER VERSIONS ======== Overview ======== One of the things that really irked me about Skyrim was the lack of decent choices for you to make about your character and how he would progress in the world. Sure, it's nice to be free to develop as you see fit, but I feel that one must still set up some walls to help keep him focused, while not terribly limiting that freedom to explore abilities and expand. Skyrim's Standing Stones, which are carbon copies of Oblivion's Doomstones (even the Creation Kit admits to this), provide the player with various blessing that he can take, one at a time, whenever he wants. But I am of the mind that Bethesda actually meant replacing Birthsigns with the Standing Stones, but the way it is implemented now just doesn't work. Birthsigns are meant to give you some direction while you build your character, not be a one-off throwaway bonus. I wanted your choice of Standing Stone to mean something, and that's where we get to this mod. ======== Features ======== - The mod divides the Stones into three distinct categories: the Guardians, the Charges, and the Serpent. - If you already have an active Standing Stone power when you first install the mod, it will be removed automatically and you will be prompted to return to the Guardian Stones to select your Guardian. If you don't, then don't worry, the mod will leave you alone. - Your first choice is to select your Guardian. This is a very important choice, as it will allow your character to favor a specific gameplay archetype (Combat, Magic, or Stealth) and also decides which Charges you may accept blessings from. - Once you choose your Guardian, there is no going back. It is yours for good, and you cannot change your mind. Choose wisely. - Each Guardian has three charges (child stones). After choosing a Guardian, you may also obtain blessings from any of their charges whenever you wish. You need only find their Standing Stones. The Guardian/Charge relationship is this: Warrior: the Lady, the Lord, and the Steed Mage: the Apprentice, the Atronach, and the Ritual Thief: the Lover, the Shadow, and the Tower The Serpent is the exception, it stands alone. - You get to keep any blessings you obtain, they will not be removed. Just remember that you can't have them all. - You can choose between three blessings from every Standing Stone. They are as follows: - Guardians: - The Mage- The Mage's Favor: Ability - Magic skills increase 20% faster. The Mage's Intellect: Ability - Permanent +50 magicka bonus (applied through scripting so the game doesn't see it as a fortification) The Mage's Fury: Power - Your Destruction spells are 50% more powerful for 2 minutes, but once effect ends, your Magicka recharges 50% slower for 5 minutes. - The Thief - The Thief's Favor: Ability - Stealth skills increase 20% faster The Thief's Endurance: Ability - Permanent +50 stamina bonus (applied through scripting so the game doesn't see it as a fortification) The Thief's Light Step: Power - Fortifies your Sneak, Lockpick, and Pickpocket skills by 30 for 60 seconds, but stops Health regeneration. - The Warrior - The Warrior's Favor: Ability - Combat skills increase 20% faster The Warrior's Fortitude: Ability - Permanent +50 health bonus (applied through scripting so the game doesn't see it as a fortification) The Warrior's Belligerence: Power - Increases Melee damage by 50% for 2 minutes, but you suffer a 50% loss of Stamina Regen. afterwards. - Charges: The Lady - The Lady's Health: Ability - Health Regen. is increased by 35% The Lady's Vitality: Ability - Stamina Regen. is increased by 50% The Lady's Fervor: Power - Increases Health and Stamina by 100 points for 15 seconds, but stops their regeneration. - The Lord - The Lord's Shield: Ability - Increases your Armor Rating by 75. The Lord's Trollkin: Ability - Gives you 40% Resistance to Frost, but also 40% Weakness to Fire. The Lord's Blood: Power - Convert half of your Stamina into Health. - The Steed - The Steed's Strength: Ability - +100 Carry Capacity, and armor doesn't slow you down when worn. The Steed's Canter: Power - You can sprint 25% faster. The Steed's Kick: Power - Staggers your foes and damages them. - The Apprentice - The Apprentice's Ego: Ability - Magicka regenerates twice as fast, but you are 50% weaker to Magic attacks. The Apprentice's Pomposity: Power - Steals Magicka from your foes, but also heals them. The Apprentice's Tempest: Ability - All spells are 25% more effective, but they cost 25% more Magicka to cast. - The Atronach - The Atronach's Arcana: Power - Increases your Magicka by 200 points while slowing your Magicka Regen for 60 seconds. The Atronach's Portal: Ability - You can absorb spells, but your Magicka regenerates slower. The Atronach's Mirror: Power - Completely drains your opponent's Magicka, stopping them from spellcasting, but also stops your Magicka Regen. for 60 seconds. - The Ritual - The Ritual's Ceremony: Power - Allows you to resurrect surrounding dead bodies to fight for you. The Ritual's Banishing: Power - Causes all Undead around you to flee for 30 seconds. The Ritual's Serenity: Power - Once per day, calms all surrounding foes (but not Machines, Undead, or Daedra) for 30 seconds. - The Lover - The Lover's Comfort: Ability - Increases your Stamina Regen. by 25%. The Lover's Grace: Ability - You move, attack with dual-wielded weapons, and attack with bows 10% faster. The Lover's Kiss: Power - Paralyze your foes for 5 seconds at the cost of 100 Stamina if you hit them. - The Shadow - The Shadow's Cloak: Power - 60 seconds of Invisibility. The Shadow's Veil: Power - Clouds the minds of your foes and frenzies them. The Shadow's Elusion: Power - You become one with the Shadow (Ethereal and Invisible) and time is slowed by 50% for 5 seconds. - The Tower - The Tower Key: Power - Once per day, unlock any level lock (but not Key Required locks, for obvious reasons). The Tower Warden: Power - For 60 seconds, you have a chance to reflect 50% of damage taken back at your foes. The Tower Crenellation: Power - Increases your Sneak Attack multiplier with bows by 2 for 20 seconds. - And, of course there is the Serpent, which if you take Him, you can choose to receive three random blessings from the specialization of your choosing (Combat, Magic, or Stealth) in addition to his own Blessing, but you will lose all of your current Blessings and will lose the ability to interact with the Standing Stones, as well as take The Serpent's Curse, decreasing the rate at which skills increase by 25%. ============ Installation ============ Via Nexus Mod Manager: Download the mod through the Manager and install it as you would any other mod. There is nothing fancy about the packaging, so it will work without need of any special treatment. Via Steam Workshop: Subscribe to the mod in the Workshop, and the Skyrim launcher will download the mod for you automatically the next time you start the game. Via Wrye Bash: Place the package into your Bash Installers folder, navigate to BAIN, and select "Install" when you find the package listed. Manually: Not recommended. ============== Uninstallation ============== !!!!!!!!!!!!!!IMPORTANT!!!!!!!!!!!!!!!! Due to the method this mod uses in places to modify your stats, you MUST perform this step when uninstalling, or your stats will be broken: - Open the Console, type "startquest doomTKUninstallQuest," and WAIT until the uninstall script finishes. A message box will prompt you when it is done. !!!!!!!!!!!!!!IMPORTANT!!!!!!!!!!!!!!!! Once you have performed that step: Via Nexus Mod Manager: Deactivate the mod. Via Steam Workshop: Unsubscribe. Via Wrye Bash: Find the package in BAIN and Uninstall. Manually: This is why I do not recommend manual installation. ============ Known Issues ============ None at this time. ============= Compatibility ============= Not compatible with any mods that alter the Standing Stones themselves. =============== Licensing/Legal =============== - You are free to alter, expand on, or destroy this mod in any way you see fit. If you wish to share your work, however, you MUST contact me and obtain my explicit permission before doing so. Any instances of severe mod destruction will not be eligible for technical support until restored to a functional state. - Any works that are found to be in breach of the above, the author will receive a single polite request from me to remove it from wherever it is being hosted (from all sites it is being hosted on). Failure to respond within 48 hours will result in more direct action being taken. - DO NOT upload this mod to any site other than those I have personally uploaded it to without my express permission given. Any user or site found in violation of this will be considered to be stealing intellectual property and will be treated as such. Just because this mod is free does not mean that gives you free reign over what you can do with it. My work, my rules. - If I fail to respond to your requests to expand or alter this mod within 30 days, you may consider yourself as having my approval to do as you wish, but please note that upload location restrictions still stand.
  20. You have set up the ClothesFarmClothes04 object reference incorrectly, and as such, the compiler thinks it's a variable which you have not defined any parameters for, and as such, it complains. You need to set up the ClothesFarmClothes04 as a Property if you haven't done so. Papyrus is blind to all game objects on its own, you must define them for the script in the Creation Kit. That is what Properties are for, it tells the compiler you are referencing an in-game object. The syntax for referencing an in-game object is: <item type> property <property name> auto. In this case, your item is a piece of clothing, which is of the type Armor, so yours would read "Armor property ClothesFarmClothes04 auto." And remember, you must do this for every in-game object you want to use in your script. But the plus side is if you set up your properties to have identical names to the objects you want them to reference, the Creation Kit will be able to auto-fill those for you.
  21. Hmm, looking at things, it's been a very long time since the RST - Better Cities conflict has been mentioned. Am I correct in assuming that these two mods are at an impasse and compatibility for them is something I will need to take into my own hands?
  22. Just like to point out that I tried this myself, and found that this resulted in CTDs on startup. So the game may not be handling instances of re-used scripts very well. Might be better to avoid this.
  23. The way the quests are set up is pretty convoluted, so it's going to take awhile to track down where the changes could reasonably be made, and also make sure the changes don't result in another quest being broken. I've decided to save this project until I have more experience with how the quest system works, for which case I have another mod in the works where I plan to use the Alias system to implement some new features, so that should serve a good jumping-off.
  24. Update: Version 0.1.5 A clean-save is required for this update (last time, I promise). For those who don't know how: uncheck the mod in the Skyrim launcher, load your latest save without the mod active, save the game immediately after, and close the game. You can then re-check the mod in the launcher and load that save and the mod will re-initialize and be all ready to go. Changelog: Further CTD fixes. The underlying scripting has been optimized. A number of scripts that were doing largely the same thing have been combined together, and changes were made to how they fetch objects. A version controller has been implemented to make it easier to update the mod. Future updates will not require a clean save.
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