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jrs3071

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  1. Thank You Very Much! I will investigate that.
  2. Hi All I have run in to a brick wall using Actor.EquipItem(). If the item to equip is a player enchanted apparel, it gets equipped OK but the buff does NOT get applied to the player - it does not show up in the 'Active Effects' list! SkyUI somehow manages to properly equip a player enchanted item through its Favorites menu and then using Groups. I would dearly love to know how SkyUI team accomplished this. If anyone knows how to contact them I would certainly appreciate that. Meanwhile, I will be very grateful for any insight Papyrus coders out there can give that will shed light on this problem. Solutions? Work arounds? Anything! TIA! Hummm. I just found a thread here dated May 13, 2013 which says exactly what I wrote above. EquipItem does not work correctly with player enchanted apparel. Nothing has been done to fix this in the last 4 years? Bleck.
  3. I should not have posted my msg to this forum. Unfortunately, I do not see where I can delete it. Can anyone out there point me in the right direction about how to remove a topic? Anyway, I will now post this topic in (I believe) the correct forum - Skyrim Mod Troubleshooting. Sorry for the inconvenience.
  4. Hello World - I have been through the Creation Kit exhaustively - searching the Quests that are Dialogues - hunting for where certain 'Hellos' are to be found. The 'hellos' I am searching for are spoken by a character who is addressing a Thane. For example: 'I am your sword and shield'; 'Honored to see you, Thane.'; 'Long life to you.' Please, before I go nutty, some genius out there please show me the way. Where are these Topics to be found? TIA
  5. The way to actually work it out is to visit the Bethesda site where you will learn that 1 foot equals ~21.333 'units'. So, for example, if you want a distance of 10 feet you would have to (21.333 x 10) = 213.33 units. HTH
  6. Hi - Not sure if I should have made a reply in old thread, but I made this new thread because I am having same problem. I just added new Mod to Nexus and it did not create a message thread for it. The "Posts" tab is not there. Only the "Forums" tab. My mod: http://skyrim.nexusmods.com/mods/35258 TIA
  7. Hi. I am unable to figure out how to enable comments so that the "Post" tab is visible for the mod I have here on Nexus. Please help. TIA.
  8. I found the answer to my question. FWIW - here's what I did... In my own quest I added a new quest stage. In that stage's fragment I added a ReferenceAlias property and set it to the 'Follower' alias from the 'DialogueFollower' quest (my own quest's follower alias is available by default). Then I added to the fragment this line: {myalias}.forceRefTo( {dialoguefolloweralias}.getActorRef() ). Now that's done, I opened the 'DialogueFollower' quest and opened for editing 'DialogueFollowerScript'. Inside the 'setFollower()' function block I added a call on my quest to set the stage to the stage described above that assigns the follower. Voila! Now, when an NPC agrees to follow, my quest's alias gets updated appropriately.
  9. The code you give above does work. But, at least in my testing, it doesn't work AS EXPECTED. If the quest is running BEFORE the follower is made, Follower remains "NONE" even after the NPC has agreed to follow. If you start this quest AFTER there is already a follower it will work as expected. My question: how to have an alias to Follower that is dynamically updated as the game is played. Any help out there? TIA
  10. Hello All I have modded an NPC and removed the default outfit. To prevent naked condition I am attaching script to NPC that handles the OnInit event in hopes of equipping clothing. However, my calls to equipitem have no effect. What gives? Am I missing something? TIA. Scriptname GetDressed extends ReferenceAlias Armor Property ClothesPrisonerRags auto Function doequip() self.EquipItem( ClothesPrisonerRags ) ; doesn't work self.getActorReference().EquipItem( ClothesPrisonerRags ) ; doesn't work Debug.Notification( "IsEquipped: " + self.IsEquipped( ClothesPrisonerRags ) ) ;always returns 0 for unequipped!!! endFunction Event onInit() Debug.Notification("Annekke Get Dressed") ;Utility.wait(7) doequip() endEvent
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