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dailyplanet

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  1. It did for me. I stopped playing Skyrim a few years ago, because there was always something new to add, and I would always end up spending more time on modding and making sure everything is compatible than actually playing the game. it just got too tiresome at some point. i tried limiting my mod list, but as we probably all know, it's not easy.
  2. But you can see the model in blender when you import it right? I assume your problem is, blender doesn't load the textures. You can manually change it in blender. As long as you can see the model, there should be no problem in modifying it and later exporting it.
  3. I'm using Blender v2.79b with nif plugin v2.6.0 (https://github.com/niftools/blender_nif_plugin/releases).
  4. I'm having a problem with compiling Enderal scripts. I wanted to edit some quests (just for myself), so that the main quest takes longer time (for example instead of 1 day waiting, I wanted to make it 10 or more days). The problem is that the scripts won't compile. I'm getting a long lists of errors when trying to do that (even when I try to compile original Enderal ones, without any changes).
  5. I guess I need to make some more reading on scripting, because I can't make too much of what you two just said :D I will try to modify my script and see how it works. Thanks for advices.
  6. I should probably mention that last few lines of MoveToLocation() are: Else PlayerRef.MoveTo(Reborn) EndIf EndFunctionI'm sorry, I'm really new to scripting so I'm not sure what is important, and what is not.
  7. MoveToLocation() is a function I made. It looks like that: Function MoveToLocation() If (Whiterun.IsChild(PlayerRef.GetCurrentLocation())) || (WhiterunHold.IsChild(PlayerRef.GetCurrentLocation())) || (Morthal.IsChild(PlayerRef.GetCurrentLocation())) || (HjaalmarchHold.IsChild(PlayerRef.GetCurrentLocation())) PlayerRef.MoveTo(Reborn) ElseIf (Solitude.IsChild(PlayerRef.GetCurrentLocation())) || (HaafingarHold.IsChild(PlayerRef.GetCurrentLocation())) PlayerRef.MoveTo(RebornHaaf) ElseIf (Markarth.IsChild(PlayerRef.GetCurrentLocation())) || (ReachHold.IsChild(PlayerRef.GetCurrentLocation())) PlayerRef.MoveTo(RebornReach)and so on. I replaced all GetActorReference() and Game.GetPlayer() with PlayerRef, but the problem still persist. The situation when it happens is like a player keep dying after PlayerRef.ResetHealthAndLimbs(), so the script starts all over again before MoveToLocation() can even trigger, or because of that it fails to trigger.
  8. Really? That's good to know. I always thought ck won't accept .esp as masters. So what exactly need to be changed?
  9. Wow, that looks compliacated :D (I'm kind of new to scripting maybe that's why). The problem happens between "GetActorReference().ResetHealthAndLimbs()" and "MoveToLocation()". It's like the script can't trigger function "MoveToLocation()" when player is lying down unconscious. I tried to use different functions instead of ResetHealthAndLimbs(), but nothing I tried worked. EDIT. After further testing it turns out it doesn't happen everytime. My guess is, the problem occures when player is taking damage while knocked down, but I'm not sure.
  10. As I remember creation kit only accepts .esm as masters.
  11. Hi everyone, I've been working on a mod, that makes player essential and everything works perfectly fine until player dies when being knocked down. Normally, when player enters bleedout mode, he would bleed out for a few seconds and the would be teleported to a different location. But when he dies from i.e. unrelenting force or other attack which cause a player to be knocked down, he would stuck in some strange loop, being teleported to the same spot over and over(still lying on the floor unconscious), until finally would be transferred to correct location. Here is the script fragment(more or less): Game.DisablePlayerControls() PlayerRef.SetNoBleedoutRecovery(True) Utility.Wait(3.0) PlayerRef.RemoveAllItems(Container, True, True) Utility.wait(1.0) FadeOut.Apply() FadeOut.PopTo(FadeHold) PlayerRef.SetNoBleedoutRecovery(False) GetActorReference().ResetHealthAndLimbs() MoveToLocation() FadeHold.PopTo(FadeIn) Game.EnablePlayerControls() Does anyone know how to resolve this problem?
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