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Lucasistheman

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  1. The script your writing extends the script Quest. However quest does not have a function called GetOwningQuest() because it would simply return itself. Remove GetOwningQuest() and just use SetStage(10) and see if that returns any errors.
  2. Thought about some concepts in regards to a specific aspect of the current workshop system: settlement factors. By factors I'm referirng to the displaying of the number of settlers, beds, power, water etc. The factors currently are displayed as a single row across the entire screen and offer very little information except for the current value. The amount of information and the layout of this information should be improved, however there are multiple methods (which some conflict) to implementing improvements. I'm curious to learn how other users perceive the factors bar of the settlement UI; I personally find it plain and only displaying the most basic of factor information. To amend this issue I thought that maybe a smaller grid-based display that can be toggled on/off by users that can be split into multiple pages, in which each page represents a single factor and the first page is the summary of all factors. Above the grid-based a single user-selected factor (default: size limit) can will be shown and will remain unchanged during page swap. Each page will allow more in-depth information regarding the factors, for example: the food page will show a list of all objects generating food and the amounts they produce. I don't particularly focus on the factors during my game but I understand other users do; however not sure what others would want to potentially know.
  3. Having tabs with the rows/columns does add extra complexity to the system, but also functionality for the user. Using tabs as categories maintained by individual users rather than an individual mod would provide a nice filtering system for a user. Possible pre-defined filters could also be implemented (theoretically), such as: filter by object size (ascending/descending), cost, num. can craft etc.. Filters could be used to implement a favourites system in individual categories (rather than a separate favourites category). User-defined categories would likely need data to be stored within additional files and while F4SE will likely provide support for data files, the interface itself will also likely have to be scripted to recognize the additional files and retrieve objects based on user configuration. Filters for finding objects of a set seems possible, by filtering for keywords; however would rely on having the mod authors already pre-define the craftable objects with these keywords. But having a filter for finding mod-specific objects seems difficult, as I have not seen much mod-specific functionality in SKSE, NVSE or FOSE (though my experience using Script Extenders is limited). Updated list :)
  4. Quick navigation would be very great and if the controls used to toggle skipping could be rebound by the user adds far more usability than the current UI. Added to list.
  5. There is a fair amount of wasted screen space true, but too many extra columns and rows could over-clutter the space. Not sure because I run my game on fullscreen at 1920x1080, but I'd assume on lower resolutions trying to add more content to the UI could make text difficult to read or certain objects difficult to see. Though at higher resolutions the current object viewer could be scaled down and more columns/rows added without bumping into these issues. Multi-rows/columns would be very useful so the issue would be finding the balance of screen space usage and empty space.
  6. I can see how some people would like a multi-row/multi-column interface for object selection and I can see it being very plausible. Downside of that would be how much screen space would it take; after all most of the screen space is already dedicated to viewing the object you intend to build. I'll add it to the list.
  7. Settlement Keywords is a great mod that and the work those modders in that topic are doing is amazing. The framework currently could be very useful in achieving a better user interface; as an optimized menu system with a known structure could assist in performance and searching in general. This a reasonable issue that does affect the overall functionality of the settlement UI. The problem however then with using conditions for craftable objects is it enforces a requirement for mod authors to make it compatible or patches to enforce compatibility. However considering the varied use of both FormLists, Keywords and Craftable Objects used for settlement objects, a method that doesn't rely on modder assistance is plausible as long as Bethesda provides some functionality to link them. Some brief research suggests HasKeyword works with practically any Form and therefore means a framework without modder assistance could be potentially possible; but until the Creation Kit releases we won't know if we can easily navigate/manage them via a script. The issue regarding non-automatic menu updating is interesting but a simple solution (depending what functions are available in Papyrus) would be to when a search occurs; the menu is forced closed, search disables the objects not searched for and the menu re-opened. If this is possible it could open the door for other useful functions such as allowing shortcut menus or favourites for the user to easily re-create objects that are a nuisance: A) to find or B) to type/search for. Thanks for your thoughts I'll add them to the list :smile: Edit: Didn't think it was worth creating a new post for so just putting here instead. Thought of an issue that would occur if both a replacer interface .swf file and .esp/.esm file are used for the mod. Simply disabling the .esp/.esm would not revert the interface to the vanilla interface. If the .esp/.esm had scripts that controlled the searching functions, then the interface could potentially cause crashes if the search was unused on the interface without the script present. Hopeful solution would be that the CK will allow replacing flash files for interface components just like an item and then it would cause less issue. Added to list.
  8. With the Creation Kit close to release, this thread allows users to provide opinions about the changes that should be made for the settlement UI. More specifically this thread focuses on these three main aspects: concepts/ideas, methods of implementation and drawbacks/issues. This thread is open to both mod authors and users, in order to improve the settlement UI for every possible user. This discussion is not an active request for a mod to be developed, but an area for features for settlement UI mods to be discussed; neither is this forum making any claims that a settlement UI mod will be developed by myself (currently). Note from Me Hopefully this discussion will provide useful information for future mod authors in improving the current settlement UI. Background To start discussions I'll state some of the major problems that myself and my colleagues have recently discussed; about the most desired function for an improved UI currently: Searching for particular objects. Below is list that will be updated regularly with current thoughts, issues and solutions; separated into multiple categories based on particular functions for the UI. I will edit this main post whenever a user provides a unique thought that discovers new issues, concepts and/or solutions. If you don't see your ideas on the list it will likely be due to the list not being recently updated or that A List of Thoughts: Issues, Concepts & Solutions I know the community will provide some very interesting and unique thoughts about the settlement UI. I look forward any thoughts you may have.
  9. Hey guys, I've been brainstorming ideas for a mod I am currently working on and was wondering if there is anyone who is able to create models and textures that can be used to recreate Frostcrag Spire into Skyrim. I don't mean like porting the models from Oblivion instead if anyone could create from scratch models and textures that look (not 100% like) Frostcrag Spire from Oblivion. If anyone is able or is willing to create models and/or textures for this then can you try to create the following, taking into account I will allow total freedom, the models can look as awesome as possible but still make players think Frostcrag and magical (please do not take this as demands, you do not have to do all of these, just as many as you feel comfortable if you want to help):- The memorable and cool towers from Oblivion, (with new additions, choice of modder)Interior room designs/interior room tilesets/kits (prefered new hallways, rooms than re-texs of vanilla models in Skyrim, hallways, rooms and special rooms, hopefully not similiar to original Oblivion interior)Clutter that matchs the theme, i.e. Columns, Statues, Fountains, Furniture, etc.Anything you want to create and are offering for use with the mod (if possible some link to mage theme)If your willing to help I will make sure that your contributions are recorded and credited when the mod is finished. If you did not play Oblivion or did not own Frostcrag Spire then I will link some pictures I found to help you as concept art. Images Thanks for reading guys, :smile: P.S If anyone is reading this who doesn't like/want/can model and texture but has interest in the mod, I will be looking for other help and assistance another time and will give credit for all contributions.
  10. I've seen this issue before Dawnguard and I found this is usually because your trying to open a script that is in a .bsa file. The Creation Kit cannot open other .bsa files directly and can only access Skyrim's base .bsa files, unless you add them in the SkyrimEditor.ini under: [Archive] SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, (yourbsafile).bsa If your scripts are not in a .bsa file then you might have a corrupt file, I recommend you try opening your scripts in a program like Notepad++ and write the code in that way.
  11. Judging how the Creation Kit has worked to previous versions of Skyrim.esm, the Creation Kit will probably need to be patched soon to allow us to use Dawnguard.esm. Hopefully the patch won't take a few weeks like the last one :P
  12. Scriptname BonePerkScript extends ObjectReference Event OnEquipped(Actor akActor) if akActor == Game.GetPlayer() Game.GetPlayer().AddPerk(BonePerk) Debug.Notification("Bone Harvesting Enabled") endif EndEvent Event OnUnEquipped(Actor akActor) if akActor == Game.GetPlayer() Game.GetPlayer().RemovePerk(BonePerk) Debug.Notification("Bone Harvesting Disabled") endif EndEvent Perk property BonePerk auto try that
  13. try to call akActor the player or simply remove akActor and change to Game.GetPlayer()
  14. That's great! I am looking forward to seeing the mod, please send us a link :)
  15. There actually is a function to disable a actor's ai so they will just stand still. So if you want him to ignore the player and just stand there you can disable his/her AI by: ActorRefNameHere.EnableAI(false) However if you want them to do certain idles and animations while teleporting you might want to make them appear StopCombat() with the player.
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