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ubuntufreakdragon

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About ubuntufreakdragon

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  1. I forgot about this for a while but as Nexus notifications seam to work, I could start working on this during winter holidays.
  2. I had no internet for the weekend and some clash with my provider, I will continue to work on this next weekend, so feel free to add mor points to the list
  3. ToDo-List: 1 Call to Arms Restore the power noted. Edit: Noted, btw. I don't own the DLC's yet, so I will keep to the main game for now. Edit2: Done power in Call to arms. I take some break for today, (manage reallive).
  4. I missed this felling of entering a lazaret and healing all injuries because I'm good at it, or repairing a nuclear reactor with some ducttape. I came up with the idea to make such a mod myself, making a skillcheck is not hard, but it's hard to find fitting places if someone provides a explicit detailed list, where these checks would fit, I will make them, if I have the time. btw I found this thread while think about making one about this topic. what generally help finding objects in ck: world position cheat: getpos x,y,z, formids kicking things in console and writing down the hexnumber, questnames and stages.
  5. Ups that None belongs inside the bracket :wink:
  6. Nah formlist are much better than objectreference arrays, as you can make them inside the CK they have an infinite maxlength and can be shared easily. FormList Property LocationMarkers Auto Const ;should contain only contain placed markers Event OnEffectStart(Actor akTarget, Actor akCaster) Objectreference targetposmarker If (LocationMarkers.size() == 0) debug.traceandbox("critical: no locations given") return endif targetposmarker = LocationMarkers.getat(Utility.RandomInt(0,LocationMarkers.size() -1)) as Objectreference If (targetposmarker == None) debug.traceandbox("critical: location not valid") return endif (Game.getPlayer()).moveTo(targetposmarker) EndEvent
  7. Normally you have to click on the "select as active file" button while selecting the plugins to load into the ck to mark one existing file to be changed. To merge already independent esps you have to use a 3. party tool.
  8. you only need to use the Editor id if you want to use the auto fill feature, so this allows the CK to directly link the correct weapon automatically, if you want a more variable script you can use any other name and have to link it manually when attaching the Script.
  9. this works a bit different: Papyrus doesn't know anything about the handled objects, so it work like this: you tell Pap there is an object A of this type eg. weapon than in your esp you attach the script to an object B and tell the object B which object A is. the code looks like this if you are using a weapon. Weapon Property PropertyName_UseTheWeaponsEditorIdAsNameToEnableAutoFill Auto Const Than you attach the script and select the matching object in CK
  10. Native Calls e.g. using self are normally not possible for inventory items only persistent items remain accessible in inventory. The easiest way to workaround this is to add a Const Property linking to the BaseItem and running unequip on this Property.
  11. The Script seams to be correct, you could try debug.messagebox() to make sure you don't just missed the Notification, and the Object it's attached to should off cause be equipable. But I guess your real Script is a bit more complex than this. If it's not a ObjectReference Script but e.g. a ReferenceAlias on you should write "import ObjectReference" to receive ObjectReference Event If you don't need any Variables you should make the Script Const to block Papyrus for storing data about it in the Save.
  12. When ever I create a quest with an Alias to the Player (to receive some events, without editing the Player) I get an edit to Location->VirtualLocation[0x0002178e] when opening the esp in FO4edit. The edit is recreated by the CK if deleted by FO4edit. Does anyone knows why this happens?
  13. well I could help you if you give me an .esp and a bit more information. I need:(objects exsisting inside the esp and their editorids) something like a button (or anything else working like an activator) to call the script via OnActivate + id The creatures base actors + their ids Some form lists containing the summoncosts + ids + ids of linked creature Once you did them I can do the script part.
  14. scriptname somename extends Quest conditional actor property creature1 auto conditional actor property creature2 auto conditional actorbase property killerrabit auto actorbase property killercat auto message property menu auto message property menu2 auto int mutex_a_turn = 0 int mutex_a_number = 0 function summon(actorbase creature_to_summon) int local_number=mutex_a_number ;wait() mutex_a_number+=1 while (local_number!=mutex_a_turn) utility.wait(0.2) endwhile actor temp= player.placeatme(creature_to_summon) as actor actor temp2=none temp2 = creature1 creature1 = temp temp = temp2 temp2 = creature2 creature2 = temp if temp2 != none dismiss_private(temp2) mutex_a_turn+=1 ;signal() endfunction function dismiss(int number) int local_number=mutex_a_number ;wait() mutex_a_number+=1 while (local_number!=mutex_a_turn) utility.wait(0.2) endwhile if(number == 1) dismiss_private(creature1) creature1=creature2 creature2=none elseif(number == 2) dismiss_private(creature2) creature2=none endif mutex_a_turn+=1 ;signal() endfunction function dismiss_private(actor toremove) if (toremove==game.getplayer()) return endif toremove.kill() toremove.disable() toremove.delete() endfunction function altar_activated_by_player() int return = 10 while(return!=3) return=menu.show() If (return == 0) select_summon() elseif (return == 1) dismiss(1) elseif (return == 2) dismiss(2) ;................ endif endwhile function select_summon() actorbase to_summon=none int return=menu2.show() if(return==0) ;remove resources to_summon=killerrabit elseif(return==1) to_summon=killercat ;............. elseif(return==9) return endif summon(to_summon) endfunction and: scriptname altarscript extends activator quest property myquest auto event onactivate(ObjectReference akActionRef) if akActionRef == game.getplayer() (myquest as somename).altar_activated_by_player() endif endevent should do the job, the enabling/disabling of the buttons is done by conditions inside the message_objects (everything ending with conditional can be tested here). by the way do you know a person, who is good in AIpackages?
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