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LegendofThunder

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  1. 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. I understand how the functions work, my problem lies in where I would use them. I assume I'd use them when a potion is created but I can't find the scripts to edit for that, despite looking at the Alchemy Tutorial quest.
  2. Where I was calling the function ingCount() you can see I declare an int as stage. This is the objective and I'd set this too high from a previous error. Is all sorted now.
  3. Until I had a closer look into the possibilities of SKSE I wasn't even going to look at this as being part of my quest/tutorial. I need to guide the player into creating specific potions, while I don't think it's possible to actually check the ingredients that were used in the creating of the last potion, I know I can look at the MagicEffects. This will give me some degree of control over what the player can brew in order to complete the specific objective. I found this function: MagicEffect Function GetNthEffectMagicEffect(int n) native However, I have no idea how to utilize this as I am unable to find a list of what exactly should be returned. Without specifically going through and coding the uses so that this pops up in a Debug.MessageBox I am feeling slightly overwhelmed with this function. I don't suppose anyone knows of a list of the MagicEffects or how this function would return all of them?
  4. I have just reran it, it actually comes back true after I start the quest. When the quest is started, it runs through and counts all current ingredients in the players inventory to show the correct statistics. They message came back as TRUE but I am still left without the Abecean Longfin completing. EDIT: Nevermind, I've managed to fix it.
  5. Yeah just read that and attempted the same thing for the rest. Really don't understand that? All the rest update yet they all return false?
  6. Came back as False twice as I had the command at the start and end.
  7. I have a script that pushes every ingredient in the vanilla game through a counter: Function ingCount(Ingredient iCur, Int stage, Int max, Int pLot) float CurrentCount = Game.GetPlayer().GetItemCount(iCur) if pLot == 0 if CurrentCount > max CurrentCount = max endif pLOT01AbeceanLongfinCount.Value = CurrentCount UpdateCurrentInstanceGlobal(pLOT01AbeceanLongfinCount) endif This is for the Abecean Longfin, if this was the Bear Claws then pLot would be 1 and the rest self explanitory. The end result also increases a global variable counting off how many ingredients have been maxed. Total should be 92. Function CountAll() ingCount(pAbeceanLongfin, 30, 3, 0) ingCount(pBearClaws, 40, 1, 1) ingCount(pBee, 50, 2, 2) This works completely and will count all ingredients off to the variable 'max' which is separate for each ingredient on how many are required. As I said, this works almost flawlessly, as when the script starts it begins with the Abecean Longfin. This seems to be where the problem lies, as although every single other ingredient works without fail, the Abecean Longfin seems to get skipped, if I drop enough of them and then pick them up it counts but I need it to check these at the start of the quest in case the player has enough pre-questing to tick off the objective. When the entire thing runs in game it ticks off every ingredient except the Abecean Longfin and the Total is set to 91 which is one short. The Abecean Longfin is the last step here and I can pretty much release this, which I am truly looking forward to as I've spent a good many hours developing this over the last week Before anyone suggests it, I have also added the line: ingCount(pAbeceanLongfin, 30, 3, 0) onto the end of the function CountAll() and it still seems to get overlooked. Can anyone help here? I'm fairly certain I've provided enough information but if not please ask me for what you may need Thank you so much in advance LoT
  8. Worked perfectly thank you Just have on last problem, but will make a separate topic for it
  9. Hi Guys, Gone over a fair amount of coding regulars to get this to work and I can't seem to. Basically, I want to check if a stage is done, an objective is done and the base item. All these are relative to the OnItemAdded function. This is my code: if !pLOT01Quest.IsStageDone(10) Debug.MessageBox("StageIsNotDone") if pLOT01Quest.IsObjectiveCompleted(10) == false Debug.MessageBox("ObjectiveNotComplete") if akBaseItem == pAbeceanLongfin Debug.MessageBox("Abecean Longfin") pLOT01QS.ingCount(pAbeceanLongfin, 10, 3, 0) endif endif endif I've tried: if !pLOT01Quest.IsStageDone(10) if pLOT01Quest.IsStageDone(10) == 0 if pLOT01Quest.IsStageDone(10) == false And I can't get the message box saying "StageIsNotDone" to appear when I pick up an item, in this instance is it an Abecean Longfin. Any help would be appreciated, I've used the FreeFormRiften04 quest as my base for this.
  10. Awesome. Thank You! Is there an update to date list of functions for papyrus anywhere? Even included in the package?
  11. I've been scratching my head on this for a while now. After spending a fair few hours writing most of my new quest, I realised I need to check the status of the objective prior to incrementing a variable. I am attempting to do this as follows: if pLOT01Quest.GetObjectiveCompleted(stage, 0) == 1 However, this gives me the error that 'GetObjectiveCompleted is not a function or does not exist'. Surely there is a function that allows me to check the status of an objective? I have used the example from line 4515 on this web page: http://mod.gib.me/sk.../functions.html Problem is, I believe that to be out-of-date. Anyone point me in the right direction?
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