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Joubarbe

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  1. I'm pretty sure I tried that without success. I can't guarantee it but anyway, I found this : http://www.creationkit.com/Notepad%2B%2B_Setup#Setting_up_a_quick_compile And now, I'm compiling directly into Notepad++, which is more convenient IMO. Thanks anyway!
  2. EDIT : it's like if the creation kit was keeping a cache version of the file. I can erase it, make another script of the same file name, and CK will compile the old file, with the same properties and everything, even if the file itself is blank!
  3. Hi, I'm working on a script that compiled ok since now. Now the compiler said that it succeeds, but it's not, because I don't see any difference in the editor (about properties). Even if I add some errors in the code, the compiler say "succeeded". I tried to restart the CK, but nothing changed. I tried to Copy/Past all the file into another script and then it worked fine... But I'd really like to update my existing script, not to add another one... Does anyone have ever had this problem ? Thanks.
  4. Thank you for your answers LP1. However, I found another solution : Encounter Zone. I attached an Encounter Zone with a No Reset flag to my references. It took me the day to find out but this way, I keep my thousand lines of code. I know it is written on the wiki, but first I had to understand how Skyrim reset things. Now the problem is I can't update my mod ^^' Because if you reset your reference, you reset the properties and validate the changes, and as far as I know, it's the only way to do that (I'm pretty sure there are other solutions).
  5. Yes I saw that for Global Variables. But still, there are many other things that won't update, like all local properties. EDIT : and there's another question related to that one. Some properties (bool as far as I know) are reset to their default value when the cell is reset. So what is the best way to set a "one-time" value ? For example, I have to set the variable "iMoneyToCollect" at 100 on an ObjectReference. I did this : Event OnLoad() BlockActivation() if bTimerSet == false iMoneyToCollect = 100 bTimerSet = true endif EndEvent Problem is : bTimerSet is reset every time the cell resets if I set it to "False" in the editor. If I clear the value and keep the <Default> state in the editor, bTimerSet do not reset when the cell reset, but do reset when I reset the objectreference itself (here, an actor). The thing is to update some other values, like manually defined INT properties, the only solution I found is to reset the actor. (EDIT : hmm I'm probably wrong here, but it's really a mess and I don't get it. If a cell reset always reset my "bTimerSet", how to maintain its scripted value... ?) Creation Kit is really weird :smile: EDIT 2 : I used an OnInit() Event and an "active state" to set my iMoneyToCollect value, but that's not working either.
  6. Hi, I'm stuck with this problem for a while now, and I'm tired of asking to do a clean install every time I update my mods. I didn't see any solid tutorial about the subject on the wiki, except the notes on savegames (but it's not clear imo). Well, here is the problem : if I change a property (Auto) value from A to B, the A is kind of linked to the savegame and I never see the B. For example, if I declare a "GlobalVariable Property GVTest Auto" and change it from 1 to 2 (in the editor), I will still see this GV with a value of 1, unless I start a new game. I see a lot of mods here that update without problem, and I really don't see how to do a clean update of my mods :( Same things for scripted furniture, that won't move if I move them into the CK between two versions. Thanks.
  7. But how to add this as an Active Effect and not as a spell given to the player ? EDIT : I have the message "Spell added" but nothing happens and I see no effect applied. EDIT 2 : I used the function Cast(), which seems to be the right one to use :)
  8. Hi, I created an ability I would like to last 10 seconds. It's Fire & Forget - Delivery : self. I see it in my UI, but the timer stays at 10s. I call this ability via a spell added by a script (player.AddSpell). Any help ? Thanks.
  9. Hi, I released this mod in 1.1 and I encounter a serious problem about objects not being in their proper places (places who has changed for this update)... I made a maintenance script with the help of this tutorial but even though the boats and the ropes (two activators) moved as they should do, my sit markers (invisible chair) don't move. I tried MoveToMyEditorLocation(), Disable() and Enable(), but nothing seems to work. I don't see any other tutorials on the wiki and that's a shame, because I'm sure this problem affect a lot of mods. So please, help a poor boatsman ! :) Thanks.
  10. Hi, I'm currently working on a mod that teleport the player in a custom cell when he reads a book. There is no other way to go in that cell. For gameplay purpose, I deactivated the possibility to save the game when inside the dungeon, so the player needs to clear it at once and he can't reload the game inside the dungeon. The problem is I really need the creatures to respawn each time the player dies and goes back to the book, to his last save. If I kill a creature and die, it will respawn the next time. Then if I kill it again (and die), it won't respawn. That's the problem. So I made a "Start Game Enabled" quest, a "Player" alias and write this script : ScriptName ResetDungeon extends ReferenceAlias Cell Property CellToBeReset auto Event OnInit() CellToBeReset.Reset() EndEvent Event OnPlayerLoadGame() CellToBeReset.Reset() EndEvent ... but it doesn't work. Another solution would be to use Resurrect() on each references, but it will take a lot of time, as I have many many creatures. And maybe it will slow the game to resurrect more than 200 creatures every time the player loads his game. Anyway, the Reset() function should work, should it not ? That would be the best solution, by far. NB : my custom dungeon has no encounter zone and no location and all the creatures have the "Respawn" flag on. Thanks!
  11. Hi, I tried a few things but I cannot make what I want. I must confess that I suck at scripting, but anyway, I play with a lot of "realistic" mods, and the savegame system is not realistic at all. What would be great is if the game forbid savegames (with the SetInChargen(True, True, True) command) in all interior cells. I know I can do that myself (I mean, don't save), but it's funnier if it's imposed by the game :) I'm pretty sure it's not hard to make such a script, maybe by verifying if the player can or can't fast travel in his current cell. I started by putting a script on all clearable dungeon's doors, but it's a mess, nothing works as intended. Thanks
  12. Hi, Simple questions : is there a way, without heavy scripting, to give basic attacks a stamina cost, and a way to make impossible all offensive actions when the player has no stamina left ? Thanks.
  13. Hi, I'd like to use the Reference Batch Action Window, but every time I click on it via the menu "View" or the shortcut "minus", it doesn't do anything, the window doesn't show. Is there something I missed ? Thanks.
  14. Hi, As the title say, I'm trying to find a way to disable savegames in dungeons. In fact, everywhere where you can't fast travel. Does anyone have an idea how to do that ? Thanks.
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