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iller

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  1. Good thinking! It does load the inn in Riverwood so I guess you're right. I didn't think of that because a message box shows up when you "spawn" in the inn, which have already been shown at the first stage of the quest made by me, and it should't be shown again. So I thought the game had loaded a save before I started the quest. Do you know why the game has problems loading the area and how to fix it? Thanks
  2. Hi, When I try to load a save inside a place which I have created myself, the game loads a completely different save file. And even weirder, that file doesn't even exist in the my games/skyrim/saves folder. I deleted all the files except the one inside the area created by me, and the game still loaded the wrong file. There is maybe another folder where backups are kept, and the game uses them instead. This only happens with saves that are saved in the are created by me, so it's obviously something fishy about my mod. Does anyone know why this happens, and if there is another folder for save files? Thanks in advance.
  3. Hi, I have done a scene for a quest, but I have a problem. The scene wont start. I have tried both the Start() command and making the scene a quest itself, so it starts when the quest is started. I followed some tutorials when I made the scene (for example ) and I did everything they said. Is there anyone who might know what the problem is? Thanks in advance.
  4. Hi, I have done a scene for a quest, but I have a problem. The scene wont start. I have tried both the Start() command and making the scene a quest itself, so it starts when the quest is started. I followed some tutorials when I made the scene (for example ). Is there anyone who might know what the problem is? Thanks in advance.
  5. Thank you very much. I got it working. It was as you said, I didn't need the get distance part. I didn't know about the t-box. I shall read stuff more carefully in the future. :)
  6. Thanks for your reply. I managed to get a script together from what you linked, but unfortunately it didn't work. Here it is: Event OnTriggerEnter(ObjectReference akActionRef) if(akActionRef == Game.GetPlayer()) && (Game.GetPlayer().GetDistance(Xmarker) + " 5") MyQuest.setstage(30) endif EndEvent Nothing happens when I stand close to the xmarker. I'm not really sure if I'm putting the script in the right place though, should it be in the quest script or in the xmarker itself? The problem is though, if I put it in the xmarker I can't define the xmarker. Is there a way to tell the script to make the object which the very script is attached to into a property itself, no matter what it is? In this case the xmarker. Just like Game.GetPlayer, when it comes to the player. Or is it simply something wrong with the script?
  7. Hi, I need help with a script. I'm making a quest mod, and I would like to trigger a certain quest stage when the character enters a limited area around a certain point. I did this when I made a quest mod for Oblivion, but as we all know Bethesta has changed the scripting system quite a lot for Skyrim. I used a "get distance" script in Oblivion similar to this one: begin gamemode if ( Player.GetDistance xmarker <= 1000 ) setstage MyQuest 10 endif end The point is "xmarker" and "1000" is the area around it. My question is, how should I write this script with Papyrus? The if statement (red) is what I want to know the most, I know how to do the setstage part with Papyrus. Thanks in advance!
  8. Super! I will contact you via a personal message.
  9. Hi, I have always wanted to do a fully new, custom, weapon for Skyrim and I have now tried that. However there are some issues, or an issue, I don't really know. I followed the instructions of Nexus' own tutorial on how to make a new armor for skyrim (http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1). I did as it said (except some stuff that I guess wasn't available to do if you are creating a weapon instead of an armor), but when I load the file in the CK it just shows this big exclamation mark. The mesh looks good in Blender and Nifskope. Maybe there is someone here who knows how this stuff works, and is willing to help me in a way where I send you the file, and you just check what's wrong with it. I would appreciate it a lot. Thanks in advance.
  10. Thanks to all that replied! @steve40 your solution worked, so thank you very much :D I did as you said plus ticked the box that said "Start Up Stage", and it worked. PS. I don't really know what I did when I wrote that script. As I said, I was just adding some scripts together :P
  11. Hi, To put it simply: I want to write a script that shows a message (Debug.MessageBox) after a certain quest is done. I'm not so good at scripting so I just added some scripts together. Here is the script as it looks at the moment: http://i1067.photobucket.com/albums/u429/illerification/Namnls.jpg "myStage" is the last stage of a quest, and that's the quest which the message should be shown after. I have tried to use some kind of "getquestdone" command but I can't find any that works. Thanks in advance for any help!
  12. This thread is down... Don't know how to delete...
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