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duggelz

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  1. When I say "static object" I mean MovableStatic forms like "AutomotiveCar02Debris01" or Static forms like "TireStack1", not random ground geometry. In Skyrim, I made books glow by using QuestAliases. And it worked, but could be flaky at times. I was hoping there was a more direct way.
  2. I'm thinking about some kind of "portable scrapper" weapon, either melee or projectile, that runs some code whenever the player hits an object in the world. How would I get this event? I can't attach a script to every object in the world, and the events on the player are for when the player gets hit by something else. Thoughts? It looks like cloak-type enchantments still can't apply an Effect to a non-Actor object?
  3. Read about Save File Notes (Papyrus) in the wiki. Short answer: Yes and it will drive you utterly insane.
  4. You might try going to a unimportant interior location and using the wait command to wait 30 days. Yes, wait 30 times of 24 hours each. Then save your game, exit game, restart game, load game. This will reset every location that is resettable.
  5. Oops, didn't read your second comment. I use OnInit() in a script attached to a quest alias attached to the Player without any trouble. Maybe attach a script to the Quest, and use OnInit() in the Quest script?
  6. Maybe try extending Book, not ObjectReference, and attaching directly to the book object? Scriptname tinyangrytrollsscript2 extends Book
  7. Yes, but it's ridiculously indirect. 1. Create a Message with the title set to the new name of the item, and the "Message Box" box UN-checked. You'll probably also want to look up "Text Replacement" in the wiki. 2. Create a Quest. 3. Add a ReferenceAlias to the quest. Set the alias' "Display Name" to the Message you just created, and you might want to enable "Clears Name When Removed" depending on whether the name change is supposed to be temporary or not. 4. Arrange for the quest to be started somehow. Either check "Start Game Enabled", call quest.SetStage() or quest.Start() from a script, or use a StoryEvent to tell the Radiant Story Manager to start the quest. 5. If using the Radiant Story Manager, you can use things like "Find Matching Reference" which is handy. However, then you'll need to add some things to the "SM Event Node" tree. 6. Arrange for the alias to be "filled" somehow, either from a script, or by the Radiant Story Manager. 7. I've probably left something out. So, yeah, it would be kind of nice if they had an object.SetName() function.
  8. Is there any way to manipulate the order that inventory items appear in the Barter, RepairServices, and Inventory menus? It would be remarkably nicer if the RepairServices menu was sorted alphabetically, and then by decreasing item health. Likewise, it would be dispel a lot of aggravation if items on the Barter Menu didn't randomly dance around as you sell them.
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