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Ceftadzime

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About Ceftadzime

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    https://www.youtube.com/channel/UCRKHDaZUdDrx_TDJ8IU7QSw
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    Skyrim / Fallout 4
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    Fallout 3, The Witcher 3, Skyrim

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  1. There's an XMarker in all of the cities that acts as an enable parent to the guard references; you don't need to care how it's turned on or off, you can leave that to the default civil war scripts, you just need to use it to enable the correct faction's actors at a given checkpoint. Okay cool, thanks I will give it a shot.
  2. I was trying to make a mod that will add military checkpoints around Skyrim and they will, of course, be manned by either Stormcloaks or Imperials. But as the civil war progresses I would like to have the checkpoints change hands depending on who is winning the war. I was wondering if someone knows how they did this with the guards in the cities holds in the base game or of any other way this could be achieved. Thanks in advance.
  3. Sorry, I'm very new to making script like this and I'm having a terrible time finding the Object Reference, everything I have tried keeps giving me different results, but none of them have worked.
  4. So I actually did create the door as an alias already, and I'm trying to add this script, and I think I have it set up correctly but It won't compile. This is what the script I have looks like. Event OnActivate(CraterDoor akActionRef) SetStage(20) SetObjectiveDisplayed(20)EndEvent These are the error messages that I am getting as well."unknown type craterdoor""SetStage is not a function or does not exist""SetObjectiveDisplayed is not a function or does not exist""the parameter types of function onactivate in the empty state on script craterdoorscript do not match the original script referencealiasNo output generated for CraterDoorScript, compilation failed." By the way thanks for all the help.
  5. Are you referring to the scripting in the quest stages on a quest, or do i need to create an actual trigger box?
  6. Im having trouble getting the quest stages to advance. I can get the first stage and objective to appear telling the player to go to an autoload door, but once you go through the door the next stage and objective won't appear.
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