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Offtherails

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  1. Dark0ne, thankyou for all your efforts, and your openness about this issue.
  2. Thankyou for all your efforts. You guys are the reason Skyrim is still exciting after four years, and not enough people seem to be saying that.
  3. I gave up in the end. Rather than trying to give each hotkey its own formlist, I've created a form[] array that will hold all the forms. Another, parallel array holds indices into the form[] array for each hotkey. It's not ideal, but at least it works. Thanks for all your help guys.
  4. Thankyou Seven. Unfortunately that isn't working. HotkeyItems[] stays empty. I added a wee bit of debug code: Debug.TraceUser("COCODebugLog", "AddHotkey() is adding a new hotkey to index " + i) HotkeyOptions[i] = "0RE0.0" ;write default hotkey options (fully listed, right hand, equip only, no delay) formlist list = HotkeyItems[i] Debug.Traceuser("COCODebugLog", "list = " + list) list.AddForm(COCODummyMenuNew) Debug.Traceuser("COCODebugLog", "list = " + list) HotkeyItems[i] = list ;add dummy form to list Debug.TraceUser("COCODebugLog", "HotkeyItems[" + i + "] = " + HotkeyItems[i]) list isn't getting populated at all: [05/08/2015 - 04:47:43AM] AddHotkey() is adding a new hotkey to index 0 [05/08/2015 - 04:47:43AM] list = None [05/08/2015 - 04:47:43AM] list = None [05/08/2015 - 04:47:43AM] HotkeyItems[0] = None Puzzling.
  5. http://skyrimgems.com/# and http://wiki.step-project.com/Main_Page might be what you're looking for
  6. I'm trying to put together a hotkey mod, partly because none of the ones I've seen do precisely what I want, and partly because I like to punish my brain with activities I have no aptitude for*. I'm using a bunch of parallel arrays to keep track of various things. Things like dual-cast flags are stored in a string array and scancodes are in an int array. I planned to create a Formlist array to store the spells/weapons/whatever the player attaches to a particular hotkey. An example might be helpful. Say the player wants to bind Y to cast Stoneflesh on both hands, followed by Fireball on the left hand and then equip Ice Spike on the right hand: hotkeys[0] will be 21, the scancode for the Y key hotkeyOptions[0] will be CDCLER (Cast Dual/Cast Left/Equip Right) hotkeyItems[0] will be a formlist containing Stoneflesh, Fireball, and Ice Spike The second hotkey would be stored in hotkey*[1], the third in hotkey*[2] and so on. The int array hotkeys[] and the string array hotkeyOptions[] are working perfectly. I've spent days getting them synchronised, and I was really happy with what I added. Then I added this little line of code: HotkeyItems.AddForm(item) ...and my life fell apart The item variable is supposed to be whatever the player selects. I'm planning to use an MCM menu option to get the FormID to add to the formlist. The MCM is all working fine. Problem is, whatever I do, HotkeyItems[] just stays as None, None, None, None, None... ad infinitum. I can't add anything to the list. The script compiles ok, and everything seems to be going fine, but the formlists stay empty. Needless to say, the ability to equip such things as spells and weapons is an integral feature of the mod. Code extracts: If the rest of the script is necessary for context, please shout and I'll post it. But I think I've extracted everything that might be relevant. I'm filling the property in the CK (triple checked that). Completely out of ideas. I'm on the verge of scrapping the whole project which Wouldn't Be A Good Thing because I'd have to take up reading, or ice skating or something. *Seriously, no aptitude whatsoever. Ask my university. They suggested suicide, or burger king.
  7. http://kotaku.com/valve-cancels-paid-mods-for-skyrim-1700526130 Four days?
  8. The "proper" way is to not touch Belethor (or whatever) at all. The CK isn't really built with Bethesda didn't have to worry about dirty edits, because DLC load order is very well-defined and if Hearthfire touches something in Dawnguard, they just patch Hearthfire. They also, presumably, have an equivalent to TES5Edit that can strip out dirty edits if they're causing trouble. The CK does not, so far as I know, provide the facility to clean a mod beyond writing down everything that you've changed, and putting together a new esp. A mod is just a list of records. The loader doesn't care about whether a particular record is identical to the master, it only knows that the esp is saying something about Belethor, a bookshelf, a spell or a whatever. Even if what it's saying is the same as what Skyrim.esm is saying, it still counts. If you delete him, you're not removing him from your esp; you're saying "delete Belethor". Tes5Edit is the best way to go. It will strip out all references to Belethor from your mod, just as if you'd never touched him.
  9. This is a thing. Alternate moons are hardly going to Ruin The Gameā„¢. Publish and be damned, I say.
  10. The most extraordinary thing's just happened. I rebuilt the esp from scratch and tested it on a clean save. It's working perfectly, for reasons I can't begin to fathom. I'm positive I didn't do anything differently this time; maybe it's just Bethesda Voodoo at work. Now I'm trying to figure out how to export the player's name to the log. Game.GetPlayer() and PlayerREF both print [Actor < (00000014)>] to the log. I've tried imitating quest WEJS28 (the assassin ambush, carrying a letter from Astrid naming the PC), filling a ReferenceAlias property on the quest. All I get in the log is: [ReferenceAlias <alias PlayerRef on quest SkymapHelperQuest (B1000D62)>] ...which isn't quite what I'm after. Any ideas anyone?
  11. Thanks Arron; I tried what you suggested. No change.
  12. Hailhell can you help with this? I'm tearing my hair out.
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