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Spinner385

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    Starfield and ESO

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  1. 1. Installed on Steam. (Z:\SteamLibrary\steamapps\common\Starfield) 2. Created Custom ini file. (Z:\SteamLibrary\steamapps\common\Starfield\StarfieldCustom.ini) [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal=3. Installed Vortex. (Z:\Program Files\Black Tree Gaming Ltd\Vortex) 4. Added Starfield and set game location. (see 1) Vortex installed mods aren't working. Manually installed mods aren't working either. I'd appreciate any help.
  2. Try this Edit: Take your time and read carefully.
  3. Thnx =] I was basing it on the delete wiki page. It was saying it was only filled properties that stopped the delete. But I'm pretty sure your right and that regular variable is stopping it. I'm going to put some kind of event (one that doesn't register) on the TestScript along with the Index property on it. Then I'll trip the event and see what items respond. After clearing the variable of course. Thanks again for the help =]
  4. Hi, I'm setting up a MiscObject called "TestForm" with a script on it called "TestScript". The script only has a property on it called "index". Then i'm placing 2 copies of the MiscObject at a marker and filling "index" of each. Finally I want to delete these placed object references. Here's the script: The message box still displays "1 + 2" as if they weren't deleted. From reading the wiki it appears I've meet the conditions to delete them. I need to make sure I am deleting these object references before I can begin to start what I'm doing. Can anyone please help me assure that I am deleting them properly? P.S. - I created the object in a custom cell (where the marker is) so it couldn't be referenced else where. Also the script on the object has no code just the "index" property.
  5. Since isinmenumode doesn't work for dialogue. I'm trying to figure out how to check this. player.istalking() doesn't compile (says its not a function) player.getdialoguetarget() always returns none for the player (according to the wiki) To make isindialougewithplayer work I would have to know who is talking to the player. All the is__ControlEnabled() functions don't work Even tried some animation variable checks out of desperation. This has to be possible right? Any help with this would be appreciated.
  6. I really like Project Reality, great weather/lighting mod. Sharpshooters is a good ENB that is not very demanding. If you don't know what an ENB is, basically it makes your game look better. Lush Grass, Lush Trees, Skyrim Flora Overhaul, and Skyrim HD are all good mods to make the environment look better but may hit your performance. Most people prefer Skyrim HD over the texture pack on steam, but its an opinion thing. If you ever get into gameplay type mods. Skyrim GEMS is a great place to find them.
  7. Is it possible to point at something and retrieve its form/objectreference while in a menu. For use in a script. I wanted to make sure I'm not missing a function somewhere. There is also a new SKSE in BETA and it may be possible with its new menu functions. I just may be to blind to see any of this.
  8. I'm trying to fix the problem where user enchanted armor doesn't apply the effect with equipitem. I got to where I have a set of effects associated with the armor in question. Now I need a way to deliver those effects to the player. I tried equipitem, cast, and activate. How can I directly "equip" an effect or can I somehow setup a spell to have an effect that I send it via script? Just a note - One other problem is that OnObjectEquipped is not sending the objectreference as it should. It always sends "None". Unfortunate.
  9. This is the update event in my More HotKeys Please mod. I wanted to go ahead and see if anyone had any ideas to speed this up? Some people with slower systems say the response could be better. I know from load testing that under very heavy strain it can slow down to where you have to make deliberate keypresses. I'll explain below. Event OnUpdate() If key0 != input.GetNthKeyPressed(0) key0 = input.GetNthKeyPressed(0) Stop = False endif If key1 != input.GetNthKeyPressed(1) key1 = input.GetNthKeyPressed(1) Stop = False endif If key2 != input.GetNthKeyPressed(2) key2 = input.GetNthKeyPressed(2) Stop = False endif If !Stop Stop = True If key0 > 1 int i = 0 while KeyPressA[i] != 0 && i <= 50 int test = KeyPressA[i] If key0 == test || key1 == test || key2 == test If SetKeyCastVar.getvalue() == 0 bool Found = False If !Utility.IsInMenuMode() Found = FindKey(key0, key1, key2) Endif If Found RegisterForSingleUpdate(MHP_Update.getvalue()) Return endif Endif endif i += 1 endwhile endif endif If SetKeyCastVar.getvalue() == 1 debug.notification("Saving HotKeys...") SetArrays() debug.notification("HotKeys Saved!") SetKeyCastVar.setvalue(0) Endif RegisterForSingleUpdate(MHP_Update.getvalue()) EndEvent KeyPressA[] holds the hotkeys they set, I set it up so once you reach 0 you can stop searching it. SetKeyCastVar tells the script to save the data they just selected (1) and lets it know if they are pressing keys because they are setting them (!0). The find key function determines what type of key was pressed and where it is in the array. Then goes on from there to take action. Possibly the shear size of the entire script is the problem (40 kb). I don't think it should matter though as this is the only portion that actually monitors keypresses and that is the issue. I tried making this part a separate script but had the same result. Update is at 0.01 btw. It runs great for me and I have to spawn like 10 or more dragons to really notice any problems. I would like to make it run good for everyone though. Thnx in advance
  10. I'm about finished with the first official release of my mod. Before I can finish I have a few questions to some major problem that I can't seem to resolve. These all pertain to the Papyrus/SKSE language. Any advice, answers, or workarounds for these issues would be greatly appreciated. 1. Is there a way to equip Object References (to prevent Form conflicts)? 2. Why aren't scripted item's script activating with equipitem? Is this related to user created enchantments not equipping with the item? 3. Is it in any way, shape, or form possible to get a weapon in the left hand? 4. Has anyone ever found a way to activate console commands? More specifically animcam. One last quick question. I was told a nice trick that naming an item when enchanting helps with form conflicts. I'm trying to figure out how I can replicate this process with an imaginary enchantment just so the user can rename the item. Or I would like to replicate what naming an item does. Does anyone have experience with this? Thanks!
  11. Common someone I'm dead in the water till I get this straight. My onplayerloadgame, onobjectremoved, onupdate commands are all not working in the script. I have tried using console commands to start and get stages of the quest (the quest is running). I tried setting the player with a specific reference and a unique actior. I added stages 0 (startup stage) and 10. I tried to add quest objectives with text. The text doesn't come up when I setstage in the console.
  12. I was having problems with my script conflicting because it was added directly to the player. I was given a tip to create a quest and a quest alias linked to the player then attach the script to that instead. When I ran it, it appears the script didn't load to the player. The quest is run game enabled. Do I somehow need to activate the player in the quest? Any help is appreciated.
  13. Well I had the most limited success and now it looks like a failed experiment. Unless someone else with more knowledge can help. I used this combination of code (Tried only 1st line and only second line didn't work) Game.DisablePlayerControls() Game.SetPlayerAIDriven() CastSpell.setvalue(1) Then in my package I set the flag draw weapon. Although it didn't attempt to cast a spell, it did draw my weapon. At least I know the package is activating. Problem is I have to freeze my controls regardless, so I believe this idea is dead. Thanks for helping!
  14. Thanks for the quick reply. Added that line before the setvalue(1). The Game.SetPlayerAIDriven() worked but it still didn't cast. It locked up my controls except I could still cast and such. Just not move. I want to be able to have full control but only automate casting. Hope its possible.
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