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Harvey2112

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  1. I'd like to have the player have inventory transfer control between two containers without referencing the player container. Can this be done and if so how?
  2. I have a mod that uses a standard chest NIF as an activator to open a remotely located container. I do this so I can have multiple access points to my storage. I am having problems with the animation behavior on the chest. When the activator is triggered, the remote chest inventory opens properly. Upon exiting the inventory, the chest object opens and stays open. On the next activation, same behavior except it closes. I'd like to either suppress the animation or fully cycle it. I've tried a number of approaches but I'm just flailing here. Here is the basic function Scriptname xGSxGeneralStores extends ObjectReference {Unsorted remote container opening. Use properties to select container.} Import Game Import Utility Import Debug ObjectReference Property xGSxPotionsREF Auto Event OnActivate (ObjectReference akActionRef) ; BlockActivation() <------BlockActivation here prevents subsequent animation, but not the initial opening IF akActionRef == Game.GetPlayer() OpenStores (xGSxPotionsREF) EndIF EndEvent Function OpenStores (ObjectReference akActionRef) xGSxPotionsREF.Activate(Game.GetPlayer()) EndFunction Any thoughts?
  3. Dedicated Dragon Claw display racks are available as a modders resource. http://static.skyrim.nexusmods.com/mods/images/18340-1-1339428099.jpg General Stores No prize, but sure beats placing them by hand.
  4. Much, much faster. Eliminating the need to walk through the formlist was a breakthrough. I knew a fresh set of eyes would help. :thumbsup:
  5. The following code snippet is designed to store a single copy of each Book acquired into the reference container (xGSxBookStoreREF). The script currently walks through a formlist of all books (xGSxBooksFLST) and then runs conditional tests on the player's inventory and the reference container, moving a single copy if a new title. The script works fine but takes forever and a day. I am open to new ideas on how to accomplish my goal more quickly. If iButton == 0 ; Store New Books Notification("Painfully slow book sort. Please go about your business until the menu returns") Int iIndex = xGSxBooksFLST.Getsize() while (iIndex > 0) iIndex -= 1 Book CurrentBook = xGSxBooksFLST.GetAt (iIndex) as Book IF Game.GetPlayer().GetItemCount(CurrentBook) > 0 IF xGSxBookStoreREF.GetItemCount(CurrentBook) >= 1 Else Game.GetPlayer().RemoveItem(CurrentBook, 1, True, xGSxBookStoreREF) EndIF EndIF Endwhile Notification("New Books stashed") iButton = xGSxBooksMenu.Show() Endif
  6. Been scouring the Creation Kit and now I'm more confused then ever. I'd like to script a function that adds a number of "un-disenchantable" enchantments to the players list of known enchantments. For the life of me, I cannot figure out how the game tracks which enchantments the player has unlocked. Any insights greatly appreciated.
  7. In the base game, snowglobes in the Lucky38 are persistent objects which can be toggled and tracked. For the DLC's, Obsidian used a different approach. DLC globes are spawned as temporary objects via an OnAdd script attached to the globes you recover. This creates a challenge for house modders in that there is no persistent indicator of any kind that a globe has been retrieved and added to the shelf at the Lucky38. One solution is to modify the globe scripts to concurrently add your house's globes when the Lucky38's are spawned. Downside is that it would not work retroactively on globes previously recovered and every house modder will end up conflicting on this script. Why oh why Obsidian?
  8. This is a known bug with the FNV engine which only effects shells in 1st person. No-one, to date, has come up with a fix.
  9. Sunnie is spot on with the advice. FNVedit is the tool you want to use, not GECK. If deleting these entries does not revert the weapons to the vanilla forms, then you have another override somewhere. One possibility (which would explain 2/3 of your issues) is that you are loading Mo'Uniques.esp as well as Mo'Guns.esp. Second alternative is that you previously created a merge file that includes these weapons and simply forgot to update your merge. It should be a no brainer to start FNVedit with all your active mods and trace the weapon entries to see what esm/esp is overriding the vanilla entries.
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