Jump to content

Syynx

Premium Member
  • Posts

    3
  • Joined

  • Last visited

Nexus Mods Profile

About Syynx

Profile Fields

  • Country
    United States

Recent Profile Visitors

8501 profile views

Syynx's Achievements

Rookie

Rookie (2/14)

0

Reputation

  1. I'm trying to make a mod that disables the ability to save the game unless you've recently prayed at a shrine, but I can't find any command in papyrus that affects the ability to save. Could anyone point me in the right direction? EDIT:Figured it out, it's the Game.SetInChargen(false, false, false) command
  2. Right now i'm working on an edit to the script playerInput.ws to check if the player is near a signpost when he opens up the Esc menu, if he's near a signpost saving is enabled, else it's disabled Right now I have it kind of working, however, it just breaks randomly, not allowing you to save even when you're balls deep in a fast travel signpost Here's the function function isPlayerNearSignPost() : bool { var entities : array<CGameplayEntity>; var i : int; FindGameplayEntitiesInRange( entities, thePlayer, 10, 1,, FLAG_ExcludePlayer,, 'W3FastTravelEntity' ); for ( i = 0; i < entities.Size(); i += 1 ) { if ((W3FastTravelEntity)entities[i]) { return true; } } return false; }and then I added the following code to the OnIngameMenu event from the same script theGame.GetCommonMapManager().AllowSaving( isPlayerNearSignPost() ); Like I said, it seems to work perfectly until it just stops working out of nowhere, I can't reliably replicate breaking it either, it seems totally random Attached is the full modded playerInput.ws script Also I'm curious if there's a better place to test for the player being near signposts than the oningamemenu event, since there's a small issue where if you open the menu when near a signpost it lets you save and you can then quicksave anywhere until you open the menu again
×
×
  • Create New...