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XN0X0neX

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  1. This hurts me knowing i went through the trouble of scripting mine to do this...
  2. Shouldnt this be settled by using a Event OnHit() Script?
  3. That is the exact reason i gave up on a merchant.
  4. At first glance the only two ways to do this effectively would be to set up a quest then use either a global variable or register forupdate papyrus scripts attached to the items. Thats just my guess though. Prolly attach them to 50 different stages in the quest and just have the items register the update to the quest through script on itemadded then a getitemcount script like u mentioned. This is just a guess though dont take my advice to heart.
  5. Actually nvrm im not sure if that can be done through a spell at all. Idk thats not my field of excellence.
  6. Wouldnt that be done by declaring the target in the condition of the oneffectstart then declaring them as the objectreference under that?
  7. you could try copying a vanilla one and just retexturing it to what you want it to say. Programs like gimp make that process very easy. Just rename the mesh to use your custom texture through nifskope.
  8. I usually to copy the exterior design of a vanilla location then customize the interior. Is this inn just for u or random npcs as well?
  9. Could u not use a event oncellattach() and attach it to the npc so that when they do move locations it re equips what it had on. Maybe by using global variable check or something?
  10. How about not assigning them in the editor and just script driving adding items and equiping then removing items once unequipped?
  11. Exterior cell and interior cell or just interior with a trap door in the exterior cell?
  12. Create a esp file alter the texures of said items copy the mesh file to its original folder them copy the textures you altered to the mesh files textures location then in the editor update the mesh file it doesnt do it automatically save you esp file delete the mesh but keep the textures. Im thinking this is how its achieved. Typically use nifskope to figure out the texture paths. Youl have to keep the new mesh file if u alter it though.
  13. Could you not force equip the items on them by puttin the items in there inventory and attaching the script to a dialogue topic or something?
  14. Okay so this script fires once i enter the cell that the mobmarker is in and activate the object twice but im trying to figure out how to get the same effect but only have to activate the spawner once and not have to enter the cell. Is there a way to achieve this? Heres a fragment of the script. Please let me know where changes can be made. scriptName XN0XArenaEntry extends ObjectReference cell property XN0XArena auto leveledactor property XN0XSkelEnemy auto leveledactor property XN0XWerewolfEnemy auto leveledactor property XN0XWarlockEle auto leveledactor property XN0XDraugrEnemy auto LeveledActor Property XN0XFalmer Auto LeveledActor Property XN0XDwarven Auto LeveledActor Property XN0XSpiders Auto ObjectReference property XN0XMobMarker auto miscobject property Gold001 auto message property XN0XArenaMobAmount auto message property XN0XArenaMobs auto Message Property XN0XArenaMobs2 Auto function OnActivate(ObjectReference AkActionRef) if AkActionRef == game.GetPlayer() as ObjectReference XN0XArenaMenuMain() endIf endFunction function XN0XSkel() Int Button = XN0XArenaMobAmount.Show() if (Button == 0) XN0XMobMarker.PlaceAtMe(XN0XSkelEnemy, 1) endIf if (Button == 1) XN0XMobMarker.PlaceAtMe(XN0XSkelEnemy, 2) endIf if (Button == 2) XN0XMobMarker.PlaceAtMe(XN0XSkelEnemy, 3) endIf if (Button == 3) XN0XMobMarker.PlaceAtMe(XN0XSkelEnemy, 4) endIf if (Button == 4) XN0XMobMarker.PlaceAtMe(XN0XSkelEnemy, 5) endIf endFunction function XN0XArenaMenuMain() Int Button = XN0XArenaMobs.Show() if (Button == 0) XN0XSkel() endIf if (Button == 1) XN0XWereWolves() endIf if (Button == 2) XN0XNecroMages() endIf if (Button == 3) XN0XDraugrs() endIf if (Button == 4) XN0XArenaMenuMain2() endIf If (Button == 5) Endif endFunction
  15. Glad you got it working. yep sure did i went the route of duplicating a bunch of non playable creatures and adding the script to them manually then adding them to a leveled actor form then opening the esp in tesvsnip and adjusting the lvled list so that the appropiate creatures spawn during lower lvls. Set the timer to 30 seconds though quick question. Will this work as seen or only run first part utility.wait(30) disable() utility.wait(5) delete()?
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