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Dyramisty

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About Dyramisty

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    Netherlands
  • Currently Playing
    Skyrim

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  1. I could help on anything you want except creating custom meshes. If you want to get an idea of my current capabilities, check out my mods on either Steam or Nexus. PS: I'd love to help you out on some high quality voice acting.
  2. Hey guys! As of lately you have been a great help to me as I roam around my way to become a great modder like you guys. As some of you may know my "Mind" series is getting pretty popular on Steam. Now that all the Papyrus scripting is going really well I decided to make my next step and delve into armor conversion. So what I did is, grabbed a New Vegas armor. Stripped it down to work with Blender and edited the armor to fit a Skyrim body. The mesh is pretty much done and I figured to test the _0 version. So I exported back to a NIF file and edited the user versions to work with Skyrim. However after that. I got stuck. I hope you guys are willing to take a look at my file included in the link below and scream out all the terrible stupid mistakes I have made! Since I want to learn form it of course! Thanks in advance, Dyramisty Click here for the NIF file
  3. Yes, I didn't see that, sorry Dyramisty :/ That's okay man. I can continue work now so all is good!
  4. YOU SIR, HAVE MADE MY DAY. THANKS! And thanks everyone else too of course!
  5. Hey man, thanks for that info. However, now I got my code like this: MyPlayer The compiler screams:
  6. Hey guys, For the fifth installment in my "Mind" series I'm writing a new script and I'm having some issues. I hope perhaps one you guys could help me out. Credits will obviously be given. The code I have so far: Scriptname Base_Add_Conjuration_Selection extends ObjectReference {Adds one spell, removes six.} bool Function RemoveSpell(Spell akSpell, bool abVerbose = true) native bool Function AddSpell(Spell akSpell, bool abVerbose = true) native Spell Property SpellToRemove01 auto Spell Property SpellToRemove02 auto Spell Property SpellToRemove03 auto Spell Property SpellToRemove04 auto Spell Property SpellToRemove05 auto Spell Property SpellToRemove06 auto Spell Property SpellToAdd auto Event OnActivate (ObjectReference akActionRef) If akActionRef == Game.GetPlayer() akActionRef.RemoveSpell(SpellToRemove01, false) akActionRef.RemoveSpell(SpellToRemove02, false) akActionRef.RemoveSpell(SpellToRemove03, false) akActionRef.RemoveSpell(SpellToRemove04, false) akActionRef.RemoveSpell(SpellToRemove05, false) akActionRef.RemoveSpell(SpellToRemove06, false) Debug.Trace("Removed all") EndIF If akActionRef == Game.GetPlayer() akActionRef.AddSpell(SpellToAdd) Debug.Trace("Minds synchronised") EndIF EndEvent And this is what the compiler says:
  7. Hey guys, For the fifth installment in my "Mind" series I'm writing a new script and I'm having some issues. I hope perhaps one you guys could help me out. Credits will obviously be given. The code I have so far: Scriptname Base_Add_Conjuration_Selection extends ObjectReference {Adds one spell, removes six.} bool Function RemoveSpell(Spell akSpell, bool abVerbose = true) native bool Function AddSpell(Spell akSpell, bool abVerbose = true) native Spell Property SpellToRemove01 auto Spell Property SpellToRemove02 auto Spell Property SpellToRemove03 auto Spell Property SpellToRemove04 auto Spell Property SpellToRemove05 auto Spell Property SpellToRemove06 auto Spell Property SpellToAdd auto Event OnActivate (ObjectReference akActionRef) If akActionRef == Game.GetPlayer() akActionRef.RemoveSpell(SpellToRemove01, false) akActionRef.RemoveSpell(SpellToRemove02, false) akActionRef.RemoveSpell(SpellToRemove03, false) akActionRef.RemoveSpell(SpellToRemove04, false) akActionRef.RemoveSpell(SpellToRemove05, false) akActionRef.RemoveSpell(SpellToRemove06, false) Debug.Trace("Removed all") EndIF If akActionRef == Game.GetPlayer() akActionRef.AddSpell(SpellToAdd) Debug.Trace("Minds synchronised") EndIF EndEvent And this is what the compiler says: I hope someone is able to figure this out. Thanks in advance, Dyramisty
  8. Some of you may have come across my name lately. As I'm releasing the "mind" series. Anyway, I want to take my mods a step further and therefore I'm looking for an experienced writer that knows a lot about the Elder Scrolls games. If you're interested in working with me on multiple mods please email me the following to my email: Name Age (18+ only) Native language Proffesion Why should I pick you? Hope to hear from some of you soon, Dyramisty. Email: [email protected] Subject: Skyrim - Writer Submission.
  9. Noted down your way too, already got a solution running now but your info will surely be useful in the future, thanks!
  10. Thanks man, setting it to "Game.GetPlayer()" worked! Topic may be closed now :)
  11. Hi guys, I'm messing around with Papyrus and am currently stuck on something. While compiling it tells me "Did you forget a cast?" The code is: Scriptname Base_Force_Menu_Activate_Object extends activemagiceffect {Forces the object to activate, eg. opening it's menu.} ObjectReference Property PickFurniture auto Event OnEffectStart(Actor akTarget, Actor akCaster) PickFurniture.Activate(Self) EndEvent Hope someone is able to help me out on this one! Cheers.
  12. Would something like this work? Scriptname XYZDyramistyMysteriousSpellActivationScript extends ActiveMagicEffect ObjectReference Property CertainObject auto Event OnEffectStart(Actor akTarget, Actor akCaster) CertainObject.Activate(Self) EndEvent
  13. I have played around with Papyrus, but never scripted form scratch. The only scripting knowledge I have is web-based. An example would help me out tremendously as I think the script itself wouldn't be too big. Thanks for the help.
  14. I've checked his work out, true it's similar, yet my Papyrus skills are by far from what they should be to understand everything in there. Would be great if someone could help me out.
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