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schatten

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Posts posted by schatten

  1. 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.)

  2. ;)

    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 :D Replace "item" with the item you want to count.

    • Upvote 1
  3. 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? :)

  4. 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.

  5. 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 player
          getactorreference().additem(akBaseItem, (aiItemCount * how_much_gold_is_silver))
      endif
      if (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
    endEvent

     

     

    Something like this should do. Do you understand this script? What's it doing?

  6. 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.

  7. 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.

  8. 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

    http://www.creationkit.com/Quest_Data_Tab

    http://www.creationkit.com/Alias#Fill_Type:

  9. 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.

  10. 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

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