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schatten
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Posts posted by schatten
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The modders for future games will probably be forced to publish their mods on Steam, for a price. That's the next step Chesko was referring to.
Undoubtly, the next Bethesda release with a toolset will force you to it. Without the option to mod offline, you are forced to use their infrastructure and not able to release mods to other sites (legally).
(At least that's what I would do.)
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If it would be that easy.
The bethsoft CK forum revealed the solution:
The first one is a CK bug.
The second one I have no clue. It is a Cell, the property is a properly filled cell... but returns null form.
The third one means I had to add unequal null checks. Quite frustrating.
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Hi guys,
can someone link me a good example of a US style CV and a appliance letter?
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You should do it like this
instead of
int GetItemCount(item)
do
int getitemcount
getitemcount = game.getplayer().GetItemCount(item)
Also what is item? You didn't declare in the script what an item is. Or I am blind lol Replace "item" with the item you want to count.
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int GetItemCount(item)
do you forgot game.getplayer() perchance?
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Because I modified Breezehome, I also modified the prices of its contents, so I guess this will screw that part in your mod. Beside this, I'm willing to test it.
Edit: Err... I just remembered that I also modified all the "reward" lists, their amount being a lot too high for my taste, and the carriages and ferries fees, these ones being too low. Looks like testing your mod might give wrong results. Sorry...
Wouldn't wrye bash solve this by merging the lists in the patch?
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I would volunteer. For me, it's more a question of time. I have limited sparetime and my own mod eats up enough of it.
How much time does it cost per week? Maybe if we are two people to take care of it, someone who previously declined would agree?
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Oh, I can post here, too.
You can delete this post or the one here: http://tesalliance.org/forums/index.php?/topic/6938-is-the-beta-testing-guild-shut-down/
"That's really, really, really sad. The reason I started to join TESA was the Betatest Guild.
What would involve taking care of the guild?"
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That's really, really, really sad. The reason I started to join TESA was the Betatest Guild.
What would involve taking care of the guild?
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Hi.
Can someone explain to me how and why this line exist in my log?
[03/01/2014 - 08:02:23PM] warning: Property EvangelineCombatAICombattargetScene on script EvangelineCombatAIQuestScr attached to EvangelineCombatAI (2E0442C8) cannot be initialized because the script no longer contains that property
The property does not exist in my source and compiled source. Yet it won't go away when starting a new game. It's just there... like a ghost haunting me.
Another one is this:
[03/01/2014 - 08:02:23PM] Error: Property SolitudeAvenues on script EVA_QF__0203FC67 attached to EvangelineMarriageWedding (2E03FC67) cannot be bound because <NULL form> (00037EEA) is not the right type
What does this one want from me? I have a Cell Property properly filled, yet I get this entry?
Oh and what should I do here?
[ (00000014)].Actor.IsInLocation() - "ObjectReference.psc" Line 604
[Evangelineradiantfetchsidequest01 (2E081D42)].Evangelineradiantkillsqscr.OnUpdate() - "Evangelineradiantkillsqscr.psc" Line 10
[03/01/2014 - 08:04:30PM] Error: Cannot call IsChild() on a None object, aborting function call
stack:The quest isn't even running... but it complains about this line:
if Game.GetPlayer().IsInLocation(Alias_Location.GetLocation()) == False
Of course it complains as the alias is not filled... because the quest isn't running.
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For vanilla Skyrim it's
mesh is Actors\Character\Character Assets
texture is Actors\Character\(fe)male
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Crap. lol. Of course.
getactorreference().additem(akBaseItem, (aiItemCount * 50))
is totally wrong.
You must add gold001, not akbaseitem.
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Create quest & ref alias, attach script to alias and fill in properties. Play and have fun.
http://www.creationkit.com/Bethesda_Tutorial_Quest_Aliases
http://www.creationkit.com/Bethesda_Tutorial_Papyrus_Introduction_to_Properties_and_Functions
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Dunno. Try it out and see if it compiles. Change the name of the Property to your new coin names.
You need a quest so you can create a ref alias for the player and attach the script.
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Okay, I guess I understand the whole picture now.
My solution isn't easy for you. I would create a whole new script for your coin...
http://www.creationkit.com/OnItemAdded_-_ObjectReference
http://www.creationkit.com/Cast_Reference
Create a new quest and an referencealias for the player. Attach below script to the player alias.
script blah extends referencealias
Miscobject Property your_silver_coin auto
Miscobject Property your_gold_coin auto
Miscobject Property gold001 auto
Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
if (akBaseItem as miscobject) == your_silver_coin;check to see if the added item is your silver coin. the first part is casting the form akbaseitem to an miscobject, not sure if needed or not.getactorreference().removeitem(akBaseItem, aiItemCount); getactorreference gets the reference of the alias. we extended the script to refalias and attached it to the quest alias. the q alias is the player so in effect, it gets the playergetactorreference().additem(akBaseItem, (aiItemCount * how_much_gold_is_silver))endifif (akBaseItem as miscobject) == your_silver_coin;check to see if the added item is your gold coin.getactorreference().removeitem(akBaseItem, aiItemCount)getactorreference().additem(akBaseItem, (aiItemCount * how_much_gold_is_silver))endif
endEventSomething like this should do. Do you understand this script? What's it doing?
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1. You can't pick up coin because you block it in the onload section. I guess because you have it onload it might be possible that for one coin you block it and for another you don't as the 3d is already loaded.
2. Can you elaborate coinmin, coinmax and randomInt(coinMin, coinMax)? I don't understand your intention here and how the min/max is set.
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What compilation error?
I see on first glance that you didn't cast the objectreference to actor. You do it like this
actor aktargetactor
aktargetactor = akTarget as actor
Now you can use getav on aktargetactor
I am sure that maxhealth is not an av.
Check here for max values:
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Hmmm...
I guess you can attach a script to the alias, this script adds a new spell ability or unplayable item/object to the alias, then stops the quest.
The flow would be:
1. Quest starts once you kill someone.
2. Quest alias is filled and the script is attached
3. Alias script adds a spell ability/object to victim
4. Quest is stopped
This would mean that the spell ability or object is still on the victim even after the quest is stopped.
You have to stop the quest as the SM only starts quests that are not running.
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You didn't read what I wrote.
You need to create a new quest, start via onstorykilled event (One condition if killer is player?). Add a new alias, fill type from event victim. Then you know when and who the player killed. Don't forget to stop the quest afterwards.
http://www.creationkit.com/Bethesda_Tutorial_Story_Manager
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http://www.creationkit.com/PlaceAtMe_-_ObjectReference
http://www.creationkit.com/Bethesda_Tutorial_Papyrus_Introduction_to_Properties_and_Functions
You can use the script you posted. It is perfectly valid (I guess. Never worked with traps, though), just change two things:
First you need to add a property. I think there is a property of type trap? Then link it to the duplicated trap you made.
Replace
refPutridExplosion = SELF.PlaceAtMe(Game.GetForm(0x00082E18))
With
refPutridExplosion = SELF.PlaceAtMe(name_of_your_property)
And try if it works.
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04 is the place of your mod in the loading order list.
Use placeatme(baseobject) [and add a new object property for the baseobject of course.]
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Use onstorykillactor to start a quest. With new quest alias filled by event data victim and attach script to alias.
Something like below should do.
Scriptname glowingdeath extends Referencealias
Armor Property Glow01 Auto
Sound Property buzzing Auto
Event Oninit()
getactorreference().EquipItem(Glow01)
nt instanceID1 = buzzing.play(self)
Utility.Wait(30.0)
getactorreference().RemoveItem(Glow01)
Sound.StopInstance(instanceID1)
endEvent -
Thanks. That's good to know.
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