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ConcreteTraveler

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  1. Add Dawnguard.bsa to the SResourceArchiveList2 parameters in the SkyrimEditor.ini file has worked for me. SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa
  2. Ah yes, I have not see it was noticed at the Actor::AddPerk() CreationKit wiki in the Notes section. I've take a look at your link, is talking about ActorBase objects with Spell::RemoteCast() function, its author saids "It's not very efficient or pretty :-) but it's the best I could do". Unfortunately what he does is not compatible with the project I'm making. Hoping together for a soon SKSE or creation kit update which allow the Actor::AddPerk() function to NPSs.
  3. For a new mod project, I need to add some perks to NPCs. I tried in various ways but none works. I have created a Quest Quest Aliases : points to a unic actor. 1st Method_________________________________________________________________________ Scripts : Actor Property myActor Auto Perk Property myPerk Auto Event OnInit() ; This event will run once, when the script is initialized RegisterForSingleUpdate(2) GotoState ("polling") EndEvent State polling Event OnUpdate() myActor.AddPerk(myPerk) If myActor.HasPerk(myPerk) Debug.TraceAndBox("Perk added") Else Debug.TraceAndBox("Error Perk not added") EndIf UnregisterForUpdate() GotoState ("active") ; Switch to a state that doesn't use OnUpdate() EndEvent EndState State active ; Do nothing in here EndState 2nd Method____________________________________________________________________________ Scripts : Propertys : the ReferenceAlias of my actor. the Perk I want to add to my actor. ________________________________________________________________________ Script code : Scriptname FPstart extends Quest ReferenceAlias Property myRefActor Auto Perk Property myPerk Auto Event OnInit() ; This event will run once, when the script is initialized RegisterForSingleUpdate(2) GotoState ("polling") EndEvent State polling Event OnUpdate() myRefActor.GetActorReference().AddPerk(myPerk) If myRefActor.GetActorReference().HasPerk(myPerk) Debug.TraceAndBox("Perk added") Else Debug.TraceAndBox("Error perk not added") EndIf UnregisterForUpdate() GotoState ("active") ; Switch to a state that doesn't use OnUpdate() EndEvent EndState State active ; Do nothing in here EndState __________________________________________________________________________________ It everytime goes to the Error debug, as well as if I am in the same cell thant the actor, as if I am not.
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