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xJACKTHERIPPERx

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  1. I'm working on a house that has a couple of spots where you can see out into the world, and I'm wondering how to add sort of an LOD version of the world outside my house, kinda like what you see when you're standing in Whiterun. I've looked at making a location for my house but that seems to be mostly for references for story and dialogue stuff. Can someone point me in the right direction for accomplishing this?
  2. Anyone have any insight on this? I still can't make any headway on this.
  3. Does anyone know how to make this happen? I've seen a few posts requesting this but I can't get it to work. I tried adding the Bats spell to a tome and learning it, but all that does is show the visual effect of the bats around your body. I also tried linking one of the stages of Whirlwind Sprint to it in hopes that they would work together to show the bats, and propel me forward, but nothing seems to work.
  4. I just tried it with a Dawnbreaker (Fine) and it seemed to work great. Thank you very much. This has been bugging me since I started this mod. I came close to figuring it out, but I never would have gotten it all the way. Thanks again.
  5. Well I just tried it using DAHolder.removeItem(Wabba, 1,False,akActivator) and it seemed to work fine. And ya, I was just using the same script on each rack, and was going to just put all the items into one chest. I'm just really new to scripting and don't really know how to assign something to a variable. I just pasted what you wrote into the script. Should that have worked? Or was there something else I was supposed to have changed? EDIT: oh wow, that makes a lot more sense. I like that. Do you mind if I use it in my mod?
  6. I had just kinda figured out that first part, but I don't quite get what you mean with the Actor Someone = akActivator NewContainer.removeItem(Wabba, 1,False,Someone) part I have the new ObjectReference Property linked to a chest called DAHolder. This is what it looks like now. EDIT: also, when I place the weapon it doesn't seem to show up in the referenced chest that I added. Scriptname WabbaRack2 extends ObjectReference WEAPON Property Wabba Auto Bool Property isPlaced = false Auto Hidden ObjectReference Property DAHolder Auto Message Property defaultLackTheItemMSG Auto EVENT OnActivate(objectReference akActivator) if(isPlaced == FALSE) if akActivator.getItemCount(Wabba) >= 1 isPlaced = TRUE self.getLinkedRef().enable() (akActivator as actor).removeItem(Wabba, 1,False,DAHolder) else defaultLackTheItemMSG.show() endif else isPlaced = FALSE self.getLinkedRef().disable() Actor Someone = akActivator DAHolder.removeItem(Wabba, 1,False,Someone) endif endEvent
  7. Can anyone help to shed some light on this? There seems to be something I could do with the 'akOtherContainer' parameter, I just don't know how to implement it.
  8. Open the source files with extension .psc not the .pex versions. Ohhhhh ok, thanks. Now to figure out these weapon displays lol
  9. I've been trying to look at some of the scripts in the game with Notepad ++, but most of the time it's filled with a bunch of NUL and DLE and BEL characters, and I have no clue what to do with those.
  10. I'm trying to make a display room that includes all of the Daedric Artifacts, and so far, I've basically just renamed weapon racks for people to place the item in, but I wanted something a little cooler so I tried making an activator that searches for the item in the players inventory, and if it's there, activates a disabled static of that item. I basically just adapted Sjoggas script from his dragon claw rack tutorial. The problem is though, it doesn't give the player back the original item, it just replaces it with a new one, so any enchantments/improvements get removed. Is there a way I can have it store the players original item, and give it back when they click the activator again? I'm new to scripting and I've tried for a few hours to get this to work, but I can't get it. This is the current script I'm using. Scriptname WabbaRack extends ObjectReference WEAPON Property Wabba Auto Bool Property isPlaced = false Auto Hidden Message Property defaultLackTheItemMSG Auto EVENT OnActivate(objectReference akActivator) if(isPlaced == FALSE) if akActivator.getItemCount(Wabba) >= 1 isPlaced = TRUE self.getLinkedRef().enable() (akActivator as actor).removeItem(Wabba, 1) else defaultLackTheItemMSG.show() endif else isPlaced = FALSE self.getLinkedRef().disable() (akActivator as actor).addItem(Wabba, 1) endif endEvent I'm sure there's a way, I just can't figure it out, if anyone can help it'd be really appreciated.
  11. My friend and I finally put the finishing touches on our first attempt at house making in the CK today. It's been built from the ground up to accommodate vampire players mainly, but is also suitable for non vampires as well. Its features include: -Secret Passage entrance NE of Whiterun Stables -Alchemy garden (mainly poison ingredients) -Full crafting area with ore/ingot/leather/pelt storage -Cooking area (for you non-vampire folk) -Lore and BSR friendly shrine room -BSR friendly cattle pen -Secret passage directly into Whiterun for late night hunting and thievery -Large armory with enough mannequins, weapon racks and display cases to showcase everything vanilla Skyrim has to offer -Bedroom with more mannequins, racks, plaques and display cases to show off your own favorite personal collections of weapons and armor -Dragon Priest Mask display area
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