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trilioth

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  1. can you fix didymusei Bat Travel Vampire Power again.. his mod doesn't fly up/down when i use space bar during cloud of bats and his mod doesn't have anyway to exit cloud of bat form (i also told him the same thing on their profile)
    1. skannerz22

      skannerz22

      this was before i downloaded your mod i don't know if you fixed it already
    2. trilioth

      trilioth

      I am not currently involved with Skyrim. Also, I didn't have any problems with flying. My mod only fixes a problem in the script that prevents users from using location marks 6-10. I didn't notice any other problems while using it.
  2. I don't know how it's done, but Sneak Tools has implemented climbing through the use of Rope Arrows. A Rope is place from shooting the rope arrow onto a wall and the rope itself is climbable.
  3. Well... it didn't take me long to find what I was looking for really. It looks like I will be going with Dynamo ENB + Nevada Skies.
  4. I am looking to play FONV again after having been away for a while. I am wondering if any one can give me a jump start to finding a good ENB that either makes nights darker or is designed to go with a mod that makes nights darker or a mod that makes nights darker that works well with an ENB. Please leave your opinions/suggestions or concerns about this kind of setup. Thanks in advance.
  5. I don't know. I didn't have that problem. It's been a long time since I did this and I currently don't have access to FONV to review the procedure. It seems like there is an issue with the companion's dialogue. I recommend watching the videos, if you haven't and reviewing each step of my tutorial to see if you have missing something.
  6. The AddInventoryEventFilter would only work if he was using it to test specifically for items that didn't belong in the container, but that would require a lot more code. Better to test for items that belong. Also, checking against inventory type would be good for all those items that don't belong simply due to the wrong type, such as weapons.
  7. Given this: Try summoning an invisible object then move the player to it's location.
  8. I don't use left hand rings, but it may be that they don't have the correct keyword. Also, I would check the keywords differently. The keywords would need to be properties if done this way though. You could still use the form list of keywords without the while loop though. I recommend getting rid of the while loop personally. I use them only when there is no other alternative, because they lag. If akSourceContainer == PlayerREF if Item.HasKeyword(VendorItemSoulGem): bAcceptable = true elseif Item.HakKeyword(VendorItemJewelry): bAcceptable = true elseif Item.HasKeyword(VendorItemGem) bAcceptable = true elseif Item.HasKeyword(ArmorJewelry) bAcceptable = true elseif Item.HasKeyword(ClothingCirclet) bAcceptable = true elseif Item.HasKeyword(ClothingRing) bAcceptable = true elseif Item.HasKeyword(ClothingNecklace) bAcceptable = true endif if !bAcceptable ; (this is the same as bAcceptable == False) RemoveItem(akBaseItem, aiItemCount, True, akSourceContainer) endif endif
  9. I agree. It's a minor inconvenience. Don't worry about it.
  10. Also... I just exported all armor from Immersive armors and found some items that had information stored in the wrong column. I will post a slice of the csv: Nevermind. I figured out what happened and it's not the scripts fault exactly. There are commas in the item's name. I don't know how you could possibly prevent that. Maybe change the comma into placeholder character for output, but that would have to be caught and recognized during import as well. It's something to consider though. Maybe it's not a problem for import as it stands and I could adjust to editing the "off" columns in Excel. Edit: I don't have to import these records or anything I merely exported so I can run a script on the outside to help me data mine the armor values for research for a mod that handles inventory items.
  11. Feature Request Should be rather simple if it's possible. When exporting, create a new folder for where the exported files go based on the name of the mod.
  12. I have run into a snag. It was was working before, but now it doesn't import correctly. The form list is displaying the correct Form IDs, but they are not resolving properly. For example, some items in the form list claim to be cells when they clearly have the correct FormID for item it should be. Some aren't resolving at all. Edit: I was able to get it to work with another file. It's weird. It's my Quick Stash Mod that I am working on. I am making a version for each possible combination of DLC or No DLC starting with the No DLC version. I have a file where I had imported changes for the Dragonborn version, but since I had to make changes to Form Lists in the No DLC version and these changes will reflect in every version, I had to update every form list that was changed for every version. I had no problem importing for the DG-HF-DB version. It did it first so I could test. By remaking the DB file from the No DLC file, I was able to import. I just don't see what the issue is with importing to the old DB file. Edit Again: Dawnguard version imported like it should, but then Heartfire version failed on me. I don't know what's going on. Edit Again: I think I figured out what the problem is... the form ids for the items in the form lists are expecting their masters to have a specific index.
  13. I got was able to use edited csv files to update several form lists at once. Some things to note: You have to export after changing masters so that the record numbers are correct for importing and you need to be sure that the plugin file has masters for the items in the form list. The second thing is a bit obvious but the first one was a bit of a gotcha. Thank you so much for your work here. It made my job a whole lot easier.
  14. Um... I thought I had that... new link? updated recently? Edit. (*sighs*) downloaded TES5EditScripts-master.zip again from the last link you gave me. I somehow had the updated version of everything except mteFunctions.pas. :wallbash:
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