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superl

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About superl

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    http://www.lujosoft.net/
  • Country
    Canada
  • Currently Playing
    Skyrim

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  1. Suggestion for a new name for the application, the new version will work on Fallout also so calling it Skyrim Script Editor would be misleading. I'm thinking like SSE Script the SSE for Skyrim Script Editor.
  2. I should be able to post a link in here on sunday tor testing so any other suggestions will be welcome
  3. I found a solution for it, to make sure that if you need to compile a DLC script, like shown in the picture I included a menu with the choice
  4. I'm been ask many time to ported to Fallout 4 at many occasion so I'm done at about 96% before uploading it, for more info about it here one of the link My questions are: -1- The structure of the source folder is giving me problem, I understand that pcs file must be save in the user folder and that's simple, the problem occur when it compile the script because of the dependencies that are in the Base folder so I manage it like this $@"{tab.Tag as string} -f=""Institute_Papyrus_Flags.flg"" -i=""{_skyrimSource}\User;{_skyrimSource}\Base"" -o=""{_skyrimScript}"" -op -r -final"; So now the question is do I need to put all DLC's and CreationClub folders in it also? It would look like this $@"{tab.Tag as string} -f=""Institute_Papyrus_Flags.flg"" -i=""{_skyrimSource}\User;{_skyrimSource}\Base;{_skyrimSource}\CreationClub;{_skyrimSource}\DLC01;{_skyrimSource}\DLC02;{_skyrimSource}\DLC03;{_skyrimSource}\DLC04;{_skyrimSource}\DLC05;{_skyrimSource}\DLC06"" -o=""{_skyrimScript}"" -op -r -final"; -2- Are the scripting almost the same as Skyrim. Also I see different properties reference like Native Hidden also different script extension. So can you please give me a list so I can add them to the list when creating a new script for now I have for script extension: extendsextends ActiveMagicEffectextends Actorextends Formextends MiscObjectextends ObjectReferenceextends Questextends ReferenceAliasextends SKI_ConfigBaseextends TimedObjRef properties reference:AutoAutoReadOnlyConditionalHidden
  5. I created a mod to remove enchantment, everything works fine but with one problem, I can't get rid of the glow left by the enchantment, the glow will only show when equip, it wont show if you drop it here is my script Scriptname _DS_DisenchantingScript extends ActiveMagicEffect event OnEffectStart(Actor akTarget, Actor akCaster) Target(akTarget) endEvent Function Target(Actor actorRef, int handSlots = 2, int firstSlot = 30, int lastSlot = 61) global ; enleve enchantment main gauche. if handSlots >= 0 && WornObject.GetEnchantment(actorRef, 0, 0) != None WornObject.SetEnchantment(actorRef, 0, 0, None, 0) Weapon sword = actorRef.GetEquippedObject(0) as Weapon ;float Tempered = WornObject.GetItemHealthPercent(actorRef, 0, 0) ;string Name = WornObject.GetDisplayName(actorRef, 0, 0) ;actorRef.RemoveItem(sword, 1) ; ;ObjectReference NewOne = actorRef.PlaceAtMe(sword) ; NewOne.SetItemHealthPercent(Tempered) ; NewOne.SetDisplayName(Name) ; actorRef.AddItem(NewOne) Debug.Notification("Enchantment removed from " + sword.GetName()) endIf ; enleve enchantment main droite. if handSlots >= 1 && WornObject.GetEnchantment(actorRef, 1, 0) != None WornObject.SetEnchantment(actorRef, 1, 0, None, 0) Weapon sword = actorRef.GetEquippedObject(1) as Weapon ;float Tempered = WornObject.GetItemHealthPercent(actorRef, 0, 0) ;string Name = WornObject.GetDisplayName(actorRef, 0, 0) ;actorRef.RemoveItem(sword, 1) ;ObjectReference NewOne = actorRef.PlaceAtMe(sword) ; NewOne.SetItemHealthPercent(Tempered) ; NewOne.SetDisplayName(Name) ; actorRef.AddItem(NewOne) Debug.Notification("Enchantment removed from " + sword.GetName()) endIf int index = firstSlot while index <= lastSlot ; check armure equiper. int slotMask = Armor.GetMaskForSlot(index) Armor armure = actorRef.GetWornForm(slotMask) as Armor if armure != None ; enchantment oui ou non. Enchantment ench = WornObject.GetEnchantment(actorRef, 0, slotMask) if ench != None ; enleve enchantment sur armure. WornObject.SetEnchantment(actorRef, 0, slotMask, None, 0) Debug.Notification("Enchantment removed from " + armure.GetName()) endIf endIf index += 1 endWhile EndFunction All the comment code in the handSlot is what I tried so far and does work at all, the glow still return and also rename with a double (fine) and do the same for all the same base weapon in the inventory. Thank you for the help
  6. If I created a mod with script that include Skse function like "WornObject and GetEnchantment", do the user need Skse on is game also
  7. OK solve it, I didn't think about the in game refID the two first numbers are the load order, I replace them with the one that CK use for me it's 05 did a search and got it. It was attach to the ceiling fixture over a door " must being selected at the same time I put the script on the door " :laugh:
  8. Hi everyone I removed a script from 6 doors in my esp and after deleted from the drive Scriptname DL_AutoCloseDoorTimerSciprt extends ObjectReference int property Timer = 10 auto {The time at which to wait before closing the door default is 10 seconds} Event OnActivate(ObjectReference akActionRef) int openState = Self.GetOpenState() if (openState == 1 || openState == 2) Utility.Wait(Timer) Self.SetOpen(false) EndIf EndEvent [02/01/2019 - 06:46:34AM] Cannot open store for class "DL_AutoCloseDoorTimerSciprt", missing file? [02/01/2019 - 06:46:34AM] Error: Unable to bind script DL_AutoCloseDoorTimerSciprt to (2212D81F) because their base types do not match Now my papyrus log is full of this error, so my question is how do I find this reference 2212D81F I tried in CK64 search text, check in the object windows all papyrus script attach for DL_AutoCloseDoorTimerSciprt, I also tried with SSedit with no luck at all If I run the game for a few minutes papyrus log will be minimum 1MB of size of repeating those error lines Thank You Edit I also started a new game to make sure it wasn't in the save game file I also created a workaround a dummy script and the error goes but for me it's not a solution and the script never fire up Scriptname DL_AutoCloseDoorTimerSciprt extends ObjectReference Event OnActivate(ObjectReference akActionRef) Debug.MessageBox(akActionRef + " <> " Self) EndEvent
  9. Endorsing from Vortex not working properly, here a list of my observations If you endorse a mod from Vortex and you go on the mod page you will see the button white, meaning that you endorse it,. But it will not increase the endorsement count of the mod, won't increase given endorsement credit and you won't be able to see your endorsement in the activity of the mod or your profile. Now the only way to give the endorsement to the mode is to remove the endorsement "giving you a -1 given endorsement credit to my account" it and re endorse it. Thank you for the great work you guy's are doing :happy:
  10. The total download count was increasing to fast today I add maybe around 450 download with about 70 view, so that means that every user d/l it at least 6 time each, that occur for about 4 hrs I was about at 1250 d/ls and now I'm at 1746
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