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IsharaMeradin

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IsharaMeradin last won the day on January 31

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  1. Why the wasted real estate at the top to the right of the profile picture? Is something planed for there that has not yet been shared? If not, couldn't the endorsements given, profile views and kudos be stacked vertically to the right of the profile picture? It would bring the rest of the content a little closer to the top as well. I know the space isn't for ads as I logged out to see how the layout would be with ads present. The content gets pushed down with ad space between the profile and the NexusMods dropdown ribbon. Also a banner pops up over the content in the center bottom. Effectively blocking the initial view of what bits of content can be seen. It should be noted that I zoom in at 125% so that I do not need to switch glasses and move my head about in order to read through a small portion of my progressive lenses. So that may play a factor in some of the appearance.
  2. At what point is it failing? Is it not getting the enchantment? Is it not getting the base enchantment? Is it not determining if the player knows the base enchantment?
  3. The update registrations apply to the object itself. This means that any script attached to the object will be able to receive the OnUpdate event. It may be possible that the mod in question was designed to interact with something else. It may be possible that there was an OnUpdate event at one point that has since been removed and the registrations forgotten about. It is also possible that they were copied from an example without understanding what it was meant to do. Who knows at this point. If the mod works without them, no need to include them. FYI - pretty sure that the OnKeyUp event would be better than using a while loop with IsKeyPressed. Use OnKeyDown to start playing, then OnKeyUp to end playing.
  4. An armor replacer with assets from other mods. Are you replacing existing base game meshes / textures? If yes, you just need to place the loose files (meshes & textures) and make sure that the necessary armor and armor addon records are pointing to the correct meshes. If you do not want to edit the NIF files to ensure that they point to the correct textures, texture sets can be created in the Creation Kit to override anything assigned to the mesh file. If you're doing something else, you'll need to be more specific. This will be a good read: https://wiki.nexusmods.com/index.php/Creating_an_armour_for_Skyrim._Part_2. Yes, the wiki was written for LE. But it is still valid for SE. If anything, read the Add the armour to the game sections for both the _0 and _1 mesh files.
  5. I was at work tonight. So no, I was not 'here'. So... this boils down to not knowing the full intention. In most scenarios, one would want to disable anything not associated with the current thing. That is how this is set up. It sounds as if you are relying on all the previous "piles" still being present. If that is the case, remove every instance of the myActive variable that I had added. The script would then enable any "pile" that is lesser than the value and disable any "pile" that is greater.
  6. Add some debug statements to see how far things are going in the script.
  7. Are you testing on a new game or one that has not seen the mod you are working on? If the object that the script is attached to is already loaded and stored in the save file, not all script changes will be recognized. Without actually seeing the setup and how everything hooks together, I cannot begin to speculate where it might be failing. The script itself is sound.
  8. Have you tried doing a complete re-install of the game? Seems like something did not get properly updated after returning / refunding the AE upgrade. This would be a Steam issue and not a Bethesda one as it is Steam's software that thinks you still have the AE upgrade and wants to download it. I'd reach out to Steam if you have not already.
  9. Sorry, this is what happens when using an existing example that is unfortunately spread out on a fairly large script. I forget the inital declarations for the arrays. Add this to the empty state (i.e. with the properties) ObjectReference[] VaultLoot Int[] MaxValue Add those two lines and the script will compile without error. You'll need to test for proper function.
  10. I wonder if this line is part of the problem: ObjectReference BQ01MapMarker = mapmarkerAlias.getreference() As ObjectReference The compiler won't complain about it, but you are casting a returned object reference into an object reference. It could be possible that this is confusing things. Try dropping the cast since GetReference already gets the reference. It may or may not help but could be worth a shot.
  11. You have a local form variable labeled gold001. While this is the editor ID name of the gold item, there is no actual data assigned to this variable. In essence, you are comparing a passed in item to nothing. This will fail to increase your count which in turn causes your script to do nothing. Change it from a local form variable to a MiscObject property and assign the correct item to it. This should allow the rest of the script to continue processing. Furthermore, a dual array approach may be best here. By using arrays, you can work with more items with less code. I've adapted your script to use arrays built at run time so that no changes to already assigned properties needs to be done. That said, array properties would be an even cleaner approach.
  12. In your other section of code, what is the actual data being assigned to the form list represented by csbmagmarkersNordR? Because whatever it is, it is not matching the map marker filling the alias. If your form list contains the base objects of the map markers, then you will need to compare the base object of the alias' map marker against the stored base object in the form list. I think you can put object references into a form list, but you'd have to drag and drop from the cell view window rather than the object window. But it has been a while and I may be thinking of having filled an array with object references via the properties window. Which, if that is the case, you may want to consider.
  13. The key is to make sure that the items in the arrays are index matching. For example: index 0 -- iron knife and iron weapon, index 1 -- steel knife and steel weapon When you've set them up as index matching, you just need to find the index of one, then you can use that index to get the other.
  14. Alright here is an untested modification. Basically, it uses two index matching arrays as properties. The ammo array is searched when ammo is equipped and the index matching weapon is equipped while the ammo is locally stored. When any other weapon is equipped the weapon array is checked and if the weapon is not in the array the locally stored ammo is unequipped. If the ammo is unequipped, the ammo array will be searched and the index matching weapon unequipped.
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