Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

schatten

Ambassadors
  • Posts

    213
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by schatten

  1. It's in the SKSE downloads. src\skse\scripts\modified edit: int count = ; return the number of the effects int Function GetNumEffects() native and ; return the magic effect of the specified effect MagicEffect Function GetNthEffectMagicEffect(int index) native Should help.
  2. Check here: http://www.creationkit.com/UpdateCurrentInstanceGlobal_-_Quest So the global is not updated.
  3. Is debug.messagebox(UpdateCurrentInstanceGlobal(pLOT01AbeceanLongfinCount)) true or false?
  4. Do quest.getstage() >= 15 (or whatever is the next stage) edit: wrong logic
  5. http://www.creationkit.com/Bethesda_Tutorial_Papyrus_Events_and_Properties http://www.creationkit.com/Reference Hope that explains things better than me. edit: Placing an actor in the render window creates a ref. If you give it a name you can use that name as property and it autofills (Actor Property yourfollowernameinrenderwindow Auto or just add an actor property to the script via right click on the script attached to your book)
  6. http://www.creationkit.com has all you need.
  7. When you create a dialog and it needs a script, type ; in the fragment, close the dialog by clicking okay. Now the fragment file is generated and you can add the scene property and use it in the script.
  8. IsObjectiveCompleted IsObjectiveDisplayed IsObjectiveFailed Should do the trick.
  9. You have to attach that script to the alias. The event gets fired when an item is put into the objects container. So you have to attach that to an player_alias. For game smoothness I would add two global as a count and make the objectives show how much the player has gathered for each ingredient. Check quest NN01 for details.
  10. Create an actor property myfollower and fill it with the reference of your follower.
  11. I have a good idea to create items automatically. Select the items you want the color to change in TEs5Edit. Copy as new record into your mod. Change one of the Armors AA entry, then select all items which you want to change the skin and do a simple copy to selected records. Simple as that.
  12. 1. Nope 2. Yes. Look here on how to add/equip items via scripting http://www.creationkit.com/RemoveItem_-_ObjectReference http://www.creationkit.com/EquipItem_-_Actor You have to create different items with the skin you want in the CK.
  13. You have the event onhit(). You can create a quest and make one alias the player and attach scripts to him. You can create a quests, start it via script event and fill alias with in loaded area -> clostest and check if actor is in combat and maybe have more aliases with in loaded area and conditions set and with onhit script.
  14. You can do delete(). Actor tmp tmp = placeatme blah blah tmp.delete() Should work.
  15. Development of Evangeline is really coming along nicely. :D

×
×
  • Create New...