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se7enraven

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About se7enraven

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    se7enraven#4903
  • Country
    United States
  • Currently Playing
    Fallout 4. Was Fallout: New Vegas
  • Favourite Game
    Deus Ex

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  1. Are you looking for models/retextures, how to set up custom flora, etc? Do you have a specific item/s you are looking for?
  2. What style of electric fence? Do you have any visual references?
  3. What about attaching magic effect/spell to an explosion delivery system? Just an idea.
  4. I may be wrong, but I believe it is the price of the mod. I cannot remember if it is the object mod price, or the misc object mod price.
  5. Everything works well except two "keys" are still removed. I'm not sure if it matters, but the other door does not have the script on it and is located outside the playable area of the cell. I really do appreciate the help and your patience. Thank You!
  6. This script works, but the message still posts (Upper left in hud) when teleporting, and all the keys for that type are removed. I would like only a single key to be removed, as the player an purchase multiple keys ("metro pass"). And while I do appreciate the ease of not having to link the same message for every set up, I do like how default messages post in the enter of the screen as opposed to the upper left. Thank you!
  7. Does this version remove the key? I'm not seeing a function (name?) for it?
  8. Awesome! I think that did it. It's a little buggy, as sometimes the message still posts, but I can use it. Thank you Zorkaz and LarannKiar for the good work! When the mod is released, I will make sure to add you to the credits. This is what the final script looks like: Scriptname FXM:FXMscriptMetroTainDoor02 extends ObjectReference Key Property TheKey Auto Message Property NoKeyMsg Auto Event OnActivate (ObjectReference AkActionRef) If AkActionRef == Game.Getplayer() RegisterForPlayerTeleport() ; Add this line to your script If Game.Getplayer().getitemcount (TheKey) > 0 Game.Getplayer().RemoveItem(TheKey, 1, abSilent = True) Else NoKeyMsg.show() Endif Endif EndEvent Event onPlayerTeleport() ObjectReference DoorRef = (Self as ObjectReference) DoorRef.Lock() DoorRef.SetLockLevel(254) ; so it will require its Key UnregisterForPlayerTeleport() EndEvent
  9. So, the message posts when no key is in inventory, which is good. When the key IS in the inventory, the message still posts, but the door opens and works anyway. The only other problem is, the door does not lock again. I am wondering if maybe I should attack this problem in a different way? The idea was to have a metro train system, and the key (metro pass) is required to access the trains to move from station to station. I am starting to wonder if maybe I should have the train "door" just be an activator, and teleports the player to a marker in another cell? Being that you are an expert at this (I have "The Wilderness" and "Marshlands" installed and playing them) what do you think I should do? I Thank you for your help!
  10. Hey guys! Thanks for the reply! I tried using the script: Scriptname FXMscriptMEtroTrainTeleport extends ObjectReference Key Property TheKey Auto Message Property NoKeyMsg Auto Event OnActivate (ObjectReference AkActionRef) If AkActionRef == Game.Getplayer() If Game.Getplayer().geitemcount (TheKey) > 0 StartTimer (5, 10) Game.Getplayer().removeitem (TheKey,1) Else NoKeyMsg.show() Endif Endif EndEvent Event OnTimer (Int AiTimerID) If AiTimerID == 5 Self.lock() Endif EndEvent I get these errors: Compiling "FXMscriptMEtroTrainTeleport"... C:\Users\se7enraven\AppData\Local\Temp\PapyrusTemp\FXMscriptMEtroTrainTeleport.psc(8,20): geitemcount is not a function or does not exist C:\Users\se7enraven\AppData\Local\Temp\PapyrusTemp\FXMscriptMEtroTrainTeleport.psc(8,41): cannot compare a void to a int (cast missing or types unrelated) No output generated for FXMscriptMEtroTrainTeleport, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on FXMscriptMEtroTrainTeleport Thank you for your time!
  11. Hello! I am requesting a script which removes the key used to unlock it, or posts a message. So basically it is a regular door, but removes the key when opened or posts a specific message if the player does not have the key. I am working with the following conditions: -"DoorA" is an animated door load door. It is locked and requires "KeyA" to unlock. -If the player does not have "KeyA", door will remained locked and post "MessageNoGo". -if the player has "KeyA", "DoorA" will unlock and remove "KeyA" from the player's inventory. Once open, player will transport to linked cell. -"DoorA" will lock again after player transport, and requires another "KeyA" to unlock. Other info: -This script must be applied to different doors. ("DoorA", "DoorB", etc.) -Each door requires a different key. ("KeyA", "KeyB", etc.) I thank you for your time and reading this, and if the script is used, I promise to credit the script author on my mod release. -Peace!
  12. I have uploaded a resource including a shovel to be used as a weapon. It would be a great opportunity to learn to mod! -Peace!
  13. I believe it's: Data/Interface/HUDMenu.swf. The icons are in the .swf itself. JPEXS is a good tool for opening these files.
  14. I just uploaded a file here: https://www.nexusmods.com/fallout4/mods/23990. Not usre if it's what your looking for but I hope it helps-Peace!
  15. So, for anyone who has played the "Far Harbor" DLC & knows about Eliza Gibbons: I have two questions. 1. What do you believe happened to Eliza Gibbons? 2. Let's say Eliza Gibbons survived. Let's also say, Eliza was rescued from Far Harbor (before the bombs fell). She could be anywhere, but safe. Let's even say she could be in any time/dimension (even ours). What would Eliza be doing today? What would be her occupation/ demeanor? I'm interested in your thoughts. Thank you.
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