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volvaga0

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  1. oooooo this API sounds very interesting. I might have to update my 'ENB and ReShade Manager' and make good use of it! I already pull data from the Nexus, but this should hopefully make it more streamlined. Nice one!
  2. almost thought this was an april fools thing
  3. Thank you Dark0ne, even I'M getting abuse on steam as well as bad comments on my main steam profile. It's madness!
  4. I still can see comments inside mod articles. This has been an ongoing thing, does anyone else have this issue?
  5. I'd like to request the sticky post to have the option to lock it. Some great additions, I'm already enjoying them. They will come in handy for sure.
  6. I have recently also been trying to do this myself, but haven't got anywhere with it... I was starting to think the whole zoom in with a bow thing is hard-coded and can't be used with something else, I just couldn't see how anything would work without having a arrow drawn. Is this even possible to do, I would LOVE such a thing from an SKSE keypress function. I've yet to see a mod that does this, even on the Nexus
  7. Success! I have it working now :dance: The code as it was, is perfectly fine. It works with that code, minus the top 4 lines that is... I'm not entirely sure why this is, but the RegisterForKey() function (and the other SKSE functions) simply doesn't/wont work when written in an 'ObjectReference' script. I took your advise and had a quick look through my papyrus logs to see if it actually is being called, or is throwing out errors. Sure enough, it was giving an error: error: Unable to call RegisterForKey - no native object bound to the script object, or object is of incorrect type This lead me to believe the code wasn't being called, because it's not in the correct script extension. I made a quick blank Quest with a single script in it (the same code that is on the first post), called the sections of code via functions from my object reference script, and it worked! For a good lot of hours I've been wondering why my sections of, seemingly correct code; wasn't working. It was in fact correct, but being called from the wrong script extension, causing the errors. Thanks for the assistance and the will to help a fellow modder through his troubles, it's an honor to be a part of this solid community. Thanks again!
  8. Ill try the Form.RegisterForKey() when I get home. I dont want to have to resort do doing an onupdate() loop that often as that's quite intensive for what I want.
  9. So I got rid of those top four lines, however I'm still getting no response from the key presses. The only reason I had those top two lines there was because the script wouldn't compile without them. It was something to do with my SKSE instal not being 'correct' somehow. I did a fresh copy/instal of the SKSE files and the script compiled correctly (without those line in them, as they wouldn't before). I thought that would solve my problems... NOPE. I don't understand why I can't get a response when using that code. I've even put the int value for the DXScancode in a global variable, and calling it using globalname.GetValueInt(), but that didn't get a response either (just trying different things to trigger a response). Is there a specific scriptreference where the Registerforkeypress() has to go? At the moment I have the code running in a 'Scriptname nameofscript extends ObjectReference'. Does it even matter?
  10. EDIT: SOLVED!!! Thank you steve40 for the sound advise. +Kudos to you my friend So I've been trying to get one of my mods to use a keypress function, but have not had any luck in getting it working. What I think will work, just doesn't and I just don't know why :wallbash: I've been trying to use the 'OnKeyUp' function to call some code, but have had no luck. Here is what I've got as of now: Function RegisterForKey(Int KeyCode) Native Function UnregisterForAllKeys() Native Import Input Import Form Event OnEquipped(Actor akActor) - INSERT CODE HERE - RegisterForKey(49) - INSERT CODE HERE - EndEvent Event OnKeyUp(int keyCode, float holdTime) if keyCode == 49 - INSERT CODE HERE - Debug.MessageBox("KeyPressed N") endif EndEvent Event OnUnEquipped(Actor akActor) UnregisterForAllKeys() EndEvent This script is being called from an item the player equipts, it should then register for the 'N' key, and call an action when that key is pressed. I'm not sure what I'm missing here as it's not working at all. Can the 'RegisterForKey()' not be called from within an event? Does it have to be from a function? I haven't found/seen much documentation on on SKSE keypress events so im not entirely sure what the correct syntax is, all this is from what I can gather from various Creation Kit wiki pages and a few mods that have working SKSE keypress events. If someone who knows what they are doing, could tell me what I'm doing wrong, please do!
  11. New problem now... fml :dry: Since the random hangs and error messages, my mod esp has BLOATED a lot. it was at 32kb in file size, now it's at 6592kb and causes the game to hang and takes AGES to load into anything to do anything about it. Why is my mod esp suddenly become so bloated? I have been doing no different to what I've always been doing when making mods and mod updates. This all has seriously upset me as I'm not sure on what to do with it right now... Looks like I am going to have to rebuild what I had done up to this point from a previous mod version. Again, if anyone knows why mod esp's get bloated like that, let me know. I'm probly not going to be modding again anytime soon, I really can't be botherd with it right now EDIT: I hadn't updated my CK to the correct version. I was still using the v1.6 CK with patch v1.8. I'd imagine the slight incompatibility was causing the mod file to bloat and become corrupted. Problem averted people. Sorry all!
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