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schatten

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Everything posted by schatten

  1. Hi. I am in need of a proofreader for english. As a germ (lol) my english is certainly not as good as a native. Anyone kind enough to help me, please let me know.
  2. Hi, when I make a travelpackage and have as target a marker that moves around to quest alias', the NPC does nothing at all. alias (loc and ref at loc) is filled, marker moveto alias ref, evp. Another similar issue is, when the target is the refalias in the package. It is not working. Alias is filled correctly and marker is at the correct place. The travelpackage does work when the target is a vanilla object.
  3. Here is how to fix it: With some help I made a TES5Edit Script: unit UserScript; var slScripts: TStringList; function Initialize: integer; begin slScripts := TStringList.Create; end; function Process(e: IInterface): integer; var s: string; i: integer; sl: TStringList; begin if ElementType(e) = etMainRecord then if ElementExists(e, 'VMAD') then Process(ElementBySignature(e, 'VMAD')) else Exit; // recursively process all child elements for i := 0 to ElementCount(e) - 1 do Process(ElementByIndex(e, i)); if Name(e) = 'scriptName' then begin if SameText(Copy(GetEditValue(e), 1, 5), 'TIF__') then SetEditValue(e, '[4 letter or number prefix]_' + GetEditValue(e)); end; if Name(e) = 'fileName' then begin if SameText(Copy(GetEditValue(e), 1, 5), 'TIF__') then SetEditValue(e, '[4 letter or number prefix]_' + GetEditValue(e)); end; end; end. Then rename your files with this batch script forfiles /M TIF__[whatever your mod index is]*.pex /C "cmd /c ren @file [4 letter or number prefix]_@file" This stuff should work but I haven't tested it yet, fully.
  4. Thanks, mate. Very helpful. I have changed the setting for future scripts. Sadly, I have like 300 fragments (TIF__Blah) and I am not going to change them manually. Here some additional info: http://webcache.googleusercontent.com/search?q=cache:5Qvb8Y7b_M8J:www.gameskyrim.com/conflicts-papyrus-fragments-maybe-rare-but-inevitable-t257825.html+&cd=3&hl=de&ct=clnk&gl=de&client=firefox-a
  5. Another stupid question. My mod has two masters, Sky and patch. The name of my dialog scripts is blah02formidblah (not on my homepc so can't check it and how the naming convention is. But I am sure that the CK has done the naming and the name of the mod is not in the name of the fragment). If I use your method I would have to redo all the fragments. When I do another mod or use another mod, in this case, it could be possible that the name of the script fragment may be identical?
  6. You can put Scripts in BSA, right? I read somewhere on older posts that it might be troublesome?
  7. Especially stuff like sed/awk. (Though I don't know if they exist for windows.)
  8. Hi. Yep, I have a workaround. Even for the event lock object.
  9. Works for me. But I have a free account there, though. (clicking on download and then free download) Anyway, on CK wiki I found others also have that problem that it is not working.
  10. Hi. Is it possible to find the closest, let's say location of type house? Ref alias have the option of closest but location has not.
  11. Check this out. http://www.4shared.com/archive/WqE9EAaQ/lockpicktest.html I am not sure where the error is. It is the most basic example. Just a lockpick event that should start a quest. Quests begins with the startup stage and there is the messagebox. The lockpick is registered on the miscstats and the miscstats event is working. Just not the SM Event. Similar to the other way around issue that kill actor is working but miscstat increase on murder is not. Instead the crimegold miscstat is fired.
  12. I have no conditions on the nodes and a normal startup quest stage with a debug message box. I have made several other event quests that do work without issues but this one doesn't. Maybe you can do a quick test yourself. Then we see if it is a bug or I am stupid.
  13. npcref.moveto(targetlocationref) Actor Property npcref Auto Objectreference Property targetlocationref Auto You do it with moveto. But do it when the player does not see the NPC to make it smooth. edit: Preferable is pathtoreference(). http://www.creationkit.com/PathToReference_-_Actor
  14. Hi. Is it possible that this event is not working? I tested it with a new game, only a "skip tutorial dungeon"-mod and a mod to test this event. It was not working.
  15. Bump. The screens I see sometimes. Now I would like to bump this thread.
  16. Hi. Since scripts are stored in savegame, what is the best practice for modders to use scripts?
  17. 1. Duplicate summoning magic effect. 1.1. Replace Associated Item with the creature you want to summon. 1.1.1. Remember to have the Creature flag summonable enabled 2. Duplicate summon spell 2.1. Replace Summon magic effect with the one you just created For triggers on enter check here: http://www.creationkit.com/Complete_Example_Scripts#A_Trigger_That_Detects_When_The_Player_Enters For pressure plates check here: http://www.creationkit.com/Scripting_Tutorial_Pressure_Plate
  18. I am pretty sure you can add manual line breaks with \n It should work.
  19. A question regarding a clean save. When I deactivate a mod with script and save, is the save clean and the scripts from the mod are no longer in the save?
  20. I got behind it. It is a savegame issue. The newer savegame shows the topic but not the package and an older savegame has no topic but the package is working. What is the best test procedure? Always start/play from a clean save?
  21. I checked it yesterday, the marker is definately moved to the quest alias loc. It seems that the escort package has an issue. The condition is true, though.
  22. Hello, I have the problem that a marker I moveto around, is a target in a package. And an actor should then use the package and travel to the marker. This is not happening. The moveto is done in a quest script and the marker moveto location is a quets alias. To sum it up, the marker gets moved to a questrefalias, and the NPC should use the package to travel to the lcoation. This is not happening. (Alias is properly filled, package conditions are "true", Propertys are properly filled.) Another, similar, thing is working. Here, the moveto happens in a script attached to a marker and the package is working, making the NPC travel to the location. Any idea why the first thing is not working? Maybe issues with moveto in an "extern" script?
  23. Haha... I read something 2 days ago and that principle could work for you. http://www.gameskyrim.com/dynamically-attaching-scripts-actors-near-the-player-t255702.html That might help you. Here you can read up about ref alias. http://www.creationkit.com/Reference_Alias
  24. Yep. This is quite worse to test and debug as Oblivion. Another thing I noticed is that even with singleupdate it is possible that the script bloats your savegame. Not fast but it is noticeable. What works is using states. After I changed the script to use states it is better. Apparently the script "freezes" (might have something to do with findactor, comparing an actor to none and/or an uninitialized actor variable. [assigning none to a non-object]) and creates a new instance or something.
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