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Posts posted by WillieSea
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Your not giving much information. What does your script look like now, and how are you 'fast travelling'?
I would recommend using the 'moveto' command.
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As a moderator, they have to take a look at all new posts. Its not that they are singling you out personally, its their job to make sure forum rules are being followed in all posts.
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I easily made new crafting recipes in my mod, levelers towers.
I never used "Game Setting sGenericCraftKeywordName09" to do it either.
Its been like a year plus since I looked at it, but its all about keywords.
If you want your new recipe to be made on the workbench (World Objects: Furniture: CraftingBlacksmithArmorWorkbench) then look at the 'keywords' on that object. You see one of them is "CraftingSmithingArmorTable". Remember that.
Now go to the recipes (Items: Constructible Objects:) and make a new recipe. On the "Workbench Keyword" drop down box, select "CraftingBlacksmithArmorWorkbench". Now that recipe will be available on the workbench.
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Hi BajeDad, welcome to TESA!
Here is your first cookie
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Master files (ESM) can be used by any other master file or plugin file (ESP).
The kicker is, they must exist and be loaded or the mod will not work (It will not be loaded).
Any ESP or ESM that requires an ESM must have that ESM installed and loaded.
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You could make them master files. But then they would be dependent on each other.
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The ESP files (with the warehouse cells) will be INVISIBLE and UNUSABLE to any other ESP or ESM files.
Although, there may be a work around where you can create a 'pointer' to the ESP files using script.
Look into the 'GetFormFromFile' command.
Here is an example of detecting if Dragonborn.esm is loaded in the players game.
Armor DLC2ArmorBonemoldBoots = Game.GetFormFromFile(0x0001CD92, "Dragonborn.esm") As Armor
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No trigger, no activator.
You want OnItemAdded and OnItemRemoved script on the object.
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This.Am I making a master warehouse file that all mods rely on and I have to tell
the users to download two files, both the .esm and the .esp file?
An ESM can be used just like any other master file. It will load all your objects, and your ESP will be dependent on it.
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We have several 'Halloween' unique mods, for Oblivion and Skyrim. They were a competition made by the community.
My mod on the Nexus is unique, and pretty popular, so you probably already have it. I have been making mods since Morrowind came out, many, many years ago...
This site is really about 'learning'. There are many tutorials here in the 'Enclave' forum should you wish to look them over, you might even learn something. lol
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I have done the imp button tutorial and it worked first time. Thanks for that! I have used it as a means of turning on and off triggers, while I am designing my areas.
Is this a normal enrollment class? I want to enroll please.
This is an 'abnormal' enrollment class. All you need to do is show a screenie of your button working in the game. No sign up, no mess or hassle. Just good old fun! Oh, and PM a copy of your script to me for grading.
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You could use hard coded values.
No, that code would not work. Try something like this:
fAngleX = (MyItem.GetLength() * 2)
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You have 6 nested IF statements and only 4 ENDIF statements.
I also question your use of ELSEIF statements, as they are looking at different criteria than the original IF that they go with.
You might want to look at my basic tutorial on scripting in this forum.
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Nope, don't think so.
There are Date variables in the game, but I suspect messing with them might mess things up. Especially making it zero.
Its a game. Realism was thrown out the window in place of profits.
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It has to do with one location. They can't be in two different locations, so you have to pick which one they will go to.
It also has to do with Dialog and AI Packages. Neither of which I profess to know anything about.
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Heh, too bad they are so expensive!
So, I thought I had a quad core, and wondered why it cost so much. But when I was looking at the DxDiag report, it said I have 8 CPU's. Alright then!!!
Processor: Intel® Core i7-4771 CPU @ 3.50GHz (8 CPUs), ~3.5GHz -
I would guess that you go into your scripts\source folder, right-click on a script and click on Properties. (PSC files)
In the 'opens with', you change that to the text editor of your choice.
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Ok, so I did the 'Rate Performance' on my new computer, and it has scores from 1.0 to 7.9 (Right-click Computer and do the performance scan.)
Processor: 7.8
Memory: 7.8
Graphics: 7.9
Gaming graphics: 7.9
Primary Hard disk: 5.9
I Guess I need an SSD for my primary to get that score up...
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I have not really seen too big a difference in Skyrim, of course, I was playing on just one setting below ultra before.
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GetSelf, wouldn't that give you the object being equipped?
Just place your GetActionRef inside your gamemode block.
You also don't want to 'continually' make faction changes, like your doing in your gamemode block.
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I just played some State of Decay on Ultra settings. Even with that, the 'usual' lag points are totally gone! Yeah, sweet machine so far. I will be trying Skyrim later, for a good comparison.
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Its probably not working because GetActionRef does have issues outside of 'onactivate' or 'ontrigger' events.
http://cs.elderscrolls.com/index.php?title=GetActionRef
So your GetActionRef probably is NULL when you attempt to use it.
There are probably ways around it, setting a variable, then in an update event, check if the variable is set, then do the commands. That would get you to the next frame.
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Success!
Arion pointed me to Acronis, which is a Western Digital software package for true image utilities for hard drives.
I did not see anything really, in it that looked like it would do what I wanted.
But, by the miracle of simply 'installing' Acronis, my drive partition that was 'unallocated' suddenly showed up and now I have access to it once again!
Hallelujah! I have not lost all my backup data!!!
Community Picture Thread # 6
in General Discussion
Posted
My old car of 18 years has finally got too many things wrong with it, so I decided it was time to buy newer, than try to fix older.
Here she is, the new addition to the family.