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zelazko

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  1. I have similar script for other illegal items like skooma paraphernalia and dwemer artifacts. Scriptname MoonSugarIngredTMZMScript begin OnActivate if ( IsActionRef Player ) if ( GetOwner != ImperialWatch ) SetOwnership ImperialWatch Activate else Activate endif endif endI would like to avoid editing directly base PotionSkooma object to avoid compatibility conflicts. Given the mod I am including those scripts already edits a few major city worldspace. So the less headache the better... foreach item2 <- containerWhat does this expression mean? I can't figure it out that thing foreach <-
  2. So far I was only successful in making all skooma references placed in the world marked as stolen/belonging to the Imperial Watch. I am struggling making a script to get any skooma player picks up marked as stolen = belonging to Imperial Watch. I tried assigning HasBeenPickedUp && PlayerRef.IsContainer to different variable but I just cannot crack this nut. Scriptname SkoomaTMZMOwnedbyWatch ref Skooma int SkoomaIllegal int SkoomaCount begin function {SkoomaIllegal} Let Skooma := GetFirstRef SkoomaIllegal while ( skooma != 0 ) if ( Skooma.GetIsID PotionSkooma == 1 ) Set SkoomaCount to PlayerRef.GetInventoryObject Skooma set SkoomaCount to PlayerRef.GetItemCount PotionSkooma Skooma.SetOwner ImperialWatch Message "Loop Completed cycle" endif Let Skooma := GetNextRef loop end
  3. In response to post #73624738. #73625908, #73626058, #73627533, #73629743, #73632343 are all replies on the same post. @RON|N - thanks for clarification. @stahpk - sorry if that is the case. @pickysaurus - your answer doesn't answer the question but dodges it. Footer is at the bottom of the website and not flashes or pops up. Btw nexus already have footer.
  4. In response to post #73624738. #73625908, #73626058 are all replies on the same post. Your accusations are baseless if I didn't support users I wouldn't release single mod here. There are other sites for mod hosting you know? I don't advertise any products here I dunno what you want nor I care.
  5. How do I remove annoying bottom vortex pop ups that appear and disappear when changing the card on the same content page? I don't want your inferior mod manager software but appreciate the mods.
  6. begin DuraSlaveBracerScript If HasItemEquipped "DuraSlaveBracer" "dura gra-bol"-> AiFollow 0 0 0 0 0 endif endI have this attached to item "DuraSlaveBracer". It still won't make Dura to follow NPC which gets the item. I made sure via dialogue result that the NPC gets this item equipped. Equip, "DuraSlaveBracer"I can even see NPC equips this item but dura does not want to follow the equipping NPC. Before the script activates dura follows player. When I gave her command in the dialogue result "dura gra-bol"->AIWander 1000 0 0 60 10 10 10 10 0 0 0This AI would overtake. If I didn't use above AIWander the she would still continue follow player. I can't use NPC ID as dialogue is Race based to transfer dura follow AI. Never mind I decided to ditch this as this too difficult to me and use on cell change "NPCID"->PositionCell, 0, 400, 0, 0, "CELLID, CELLID"
  7. The LOOT masterlist for the Oblivion was last updated in 2016 while BOSS masterlist in December 2019. Use BOSS and Wrye Bash and avoid MO2 and LOOT for Oblivion. That's what latest guide says. Bevilex' modlist for Oblivion - Graphics
  8. Thanks a lot it's double luck! I am making mod that affects Dura gra-Bol quest and you just happen to make mod that affects her quest. I wouldn't know it if you did not post. I will patch for Reward for sparing Vadacia and Alleius 1.1 Do you allow me to make Dura gra-Bol quest overhaul that will require your ESP as master? I will make two version one which will require your Reward for sparing Vandacia and Alleius.esp and other standalone to cut the number of plugins to the minimum. Otherwise I would have to make two ESP - one for my Dura overhaul quest and other for the Reward for Sparing Patch.
  9. Thank you for setting me on right path. :smile: 1) Adding simple Companion Share topic and setting right requirements for the speaker gives ability to exchange items. Is it possible without MWSE to rename the topic to something else without editing sCompanionShare value? I wish there was possibility to duplicate sCompanionShare. 2) I have NPC following player and how do I transfer the AIFollow to the last NPC I spoke with so my followers starts to follow that NPC I spoke with? Dialogue is Raced based. Because the new leading NPC is not specified by ID but by race I can't make it work via standard AI follow like described here: https://en.uesp.net/wiki/Tes3Mod:AIFollow The best I can do is to make follower lead the NPC I last spoke with it. I want the reverse.
  10. Is it C3_DestroyDagoth 50? At what journal ID and stage Ashlanders called player Nerevarine?
  11. Problem I was encountering was because I used "NPC ID"-> where I should have just used without NPC ID given it was the same actor that was going to get teleported. Choice function to make dialogue split in two helps a lot with the delay so the NPC will not disappear while still in the dialogue mode. Abot you seem very knowledgeable is there way to trade items with NPC under AiFollow Player Also I couldn't find anywhere how to make NPC change its class via dialogue results or scripts. I lost this bet against Morrowind engine: "NPC ID"->Setclass "Guard"I got the feeling maybe I get lucky with this command. :D
  12. I have my high hopes. It works on my savegame that numerously changed by adding and deleting mods. It works on new game too. Users will prove it in the end if they will be interested enough to use the mod.
  13. http://mw.modhistory.com/download-44-12396 I leave it for legacy for anyone googling may come in handy never know. I moved NPC to that cell using dialogue result and never have visited that cell before. NPC was there right after it got moved and and after waiting more 72 before entering that cell first time. OpenMW tested though.
  14. I tried using "NPCID"->PositionCell, 0, 400, 0, 0, "Valenvaryon, Propylon Chamber"but this will just not work. However when I use without the ID it moves NPC to the location: PositionCell, 0, 400, 0, 0, "Valenvaryon, Propylon Chamber"Problem with PositionCell, 0, 400, 0, 0, "Valenvaryon, Propylon Chamber" I have is that it will move NPC instantly without displaying the dialogue. I tried to add Goodbye but it does not fix that. Any code monkey knows better solution? In my previous attempts I found that using PositionCell with the NPC ID worked as intended. But now it works halfway only and it was move to the same cell with same coordinates. :sleep: Found workaround by making Choice function and adding only one choice. :D http://mw.modhistory.com/download-44-12396 I leave it for legacy for anyone googling may come in handy never know.
  15. Boss doesn't show,that some of the mods are dirty,and LOOT does. Same goes for compatibility issues between mods.I use WAC,and fake esp combined with MOO,MMM,and Francesco,and I didn't know,that WAC.esm is problematic with my install,until I did a random scan with LOOT,and saw a big warning about compatibility. I've already had a high level character at this point,so I didn't start over. Maybe it's best to use both,or stick to LOOT,hence it's being up to date. I just ran BOSS and a html page popped up with information about Bash Tags, uncleaned mods and other stuff. It warned that wac.esm was incompatible with other overhaul mods. With the load order I listed above the FCOM-WAC worked fine when I was playing it in 2016. You just need patches. I don't remember BOSS giving me errors because I had patches.
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