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rjhelms84

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About rjhelms84

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    Skyrim

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  1. No, I'm afraid I don't have time for modding at the moment.
  2. Hi everyone! Sorry I'm not around much to comment/help these days. I'm now on the final year of my Software Engineering and Game Development degree, and I've been working on some personal game projects, which has kept me very busy. I've recently started a new blog, if anyone wants to follow what I'm currently programming. It's not really a showcase of sorts, as it's mainly small tech demos and things like that. The blog is basically to chart my learning in the field, but if you'd like to see what I'm up to, here is the link: robertjohnhelms.wordpress.com
  3. I'm on a programming degree now as well, so been too busy lately to help push things along.
  4. Sorry, I need to delete some PM's as my inbox is full. Yeah, you can translate into German, no problem, that's be great! Good luck! :) Rob
  5. If you simply want code to run when a specific creature dies, you can add a script to the NPC form itself, and begin your code with an "OnDeath" block.
  6. Not true, though I am planning to lend my hand in programming for a large NV project.
  7. Thanks for the kind comments, guys!
  8. In response to post #11938095. People have reported problems using NMM. I didn't program NMM, so I wouldn't know much about the issues, and I'd recommend manual download and installation.
  9. Just added a little video clip of the Ogrim to the blog as well, if anyone's interested.
  10. Give the NPC an AI package that has him follow the player, but put a condition on the package, so it only runs when you want it to. For example, you can set the condition so it only runs when the quest is at a certain stage. You may also need to call the evaluatepackage() function on the NPC, in the quest stage's script fragment, so the NPC changes to his new package immediately.
  11. You can write it yourself in the script, but you still need to set what the property points to in the properties window.
  12. Lol, this thread is mad funny. Forget about alias's and all that stuff. Just go onto the quest stages tab of your quest, click onto the stage you want to add the gold, and add a new property to the script fragment there, of the type "miscitem" and call it Gold001, and then use autofill, and it will fill it automatically. Then back in the script just type this: Game.GetPlayer().Additem(Gold001, 2000)
  13. Good to see you, Brad! Hope you get your PC sorted out soon, so you can join us again!
  14. Yeah, like Ishara says, each trigger has its own separate instance/version of the script, so practically speaking they each have a different script.
  15. Actually, ignore most of what I just wrote! It's a lot easier than that! You can reuse the same script with the Add button, and just set the properties to point to a different reference in your subsequent activators, as the properties need to be set for each activator individually. So you can simply set your gate property to point to the specific gate you want, in the properties window of each activator.
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