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agerweb

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    Skyrim
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    Heroes of Might and Magic III

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  1. I need to provide a player with a journal I can update as the game progresses. The easiest way is to add a journal to their inventory as a quest item and then remove and replace it with an updated versions; but I don't want the game to give the message item added or removed each time. I am aware that I could add an item by using a dummy NPC and transfering: Alias_Actor01.GetReference().RemoveItem(Alias_Object01.Getreference(),1,False,Game.GetPlayer()) which doesn't give a message, but, transfering from the player to an NPC still gives the message - item removed.
  2. Your best asking on the SE Forums then. https://forums.nexusmods.com/index.php?c=4040,4045
  3. If you using global variables you don't need to declare that variable within a script; but the same usage applies if you do. Just create the Global from the Object viewer in the CK. The advantage of Globals is they are then available to any script fragments you use. In the 'quest data' tab of a quest there is a box on the right where you add the global variables you are using in the quest. I have never been entirely sure whether this is necessary, but I do it to be on the safe side.
  4. Why don't you just create however many Integer Global variables you need and then in the papyrus fragment on the Topic Info do this: MyVariable.SetValue(<something>) or if you just want to increment it: MyVariable.Mod(1) Don't forget to start the line with a semi colon, then when you have assigned the property to MyVariable take away the semi colon and recompile.
  5. Right and he is in a faction with a chest attached to him, with the correct items that he can sell. Which for him is apothecary items like potions, poisons, and alchemical ingredients. In which case the fact that you have made the potions themselves owned by a faction may be the problem. I haven't seen that done before and as a side effect it also may mean those potions can't be sold by any other faction.
  6. The merchant NPC needs to be in a faction that has a merchant chest associated with it and that merchant chest contains the items he can sell.
  7. thank, it is entrance to the manor Garden. Seen it, and with just this mod loaded the chest is a vanilla one. You must have another mod which replaces the chests with different ones.
  8. By asking on the Fallout 4 forum: https://forums.nexusmods.com/index.php?/forum/3935-fallout-4-creation-kit-and-modders/
  9. Having looked at the Proudspire mod you referenced in the CK, I can't find the chest resource. The screenshot you showed with the entrance the walls and the assets (chest, table etc) is not in this mod. It doesn't actually look like an entrance to the Manor at all.
  10. All skill books are under Books the name starts with 'Skill' eg SkillAlchemy01
  11. I seem to remember there is a "forcegreet" package for NPCs
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