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thejadeshadow

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  1. Update: Solved. I deleted all scripts and activators pertaining to this error and remade them. No error now. Edit: ugh....typo in topic name. Meant skinny-dipping. This post is about this skinny-dipping tutorial: https://forums.nexusmods.com/index.php?/topic/1081510-tutorial-by-subtanker-on-how-to-make-npcs-go-skinny-dipping/ I use this in my mod Elysium Estate, in three activators at spas that remove NPC clothing when they walk into the spas, and re-dress them when they leave. However, I do get Papyrus log errors and I was hoping to get help with getting rid of them. I follow the above tutorial without changing anything (except putting EE_ in front of the names of scripts so i can find them easier). Everything works fine. Except for the many many papyrus errors. Here are the errors. I am pulling these from Tes5Edit (which pulls them from the Papyrus log, just makes them easier to find). error: Cannot cast a spell from a None sourcestack:[ (080C57A6)].SPELL.Cast() - "<native>" Line ?[ (080CF9C3)].EE_LVENakedActivator.OnTriggerEnter() - "EE_LVENakedActivator.psc" Line 10 error: Cannot cast a spell from a None sourcestack:[ (080C57A6)].SPELL.Cast() - "<native>" Line ?[ (080CA8BD)].EE_LVENakedActivator.OnTriggerEnter() - "EE_LVENakedActivator.psc" Line 10 error: Cannot call IsInCombat() on a None object, aborting function callstack:[ (080CA8BD)].EE_LVENakedActivator.OnTriggerEnter() - "EE_LVENakedActivator.psc" Line 8 warning: Assigning None to a non-object variable named "::temp2"stack:[ (080CA8BD)].EE_LVENakedActivator.OnTriggerEnter() - "EE_LVENakedActivator.psc" Line 8 error: Cannot call IsInCombat() on a None object, aborting function callstack:[ (080CF9C3)].EE_LVENakedActivator.OnTriggerEnter() - "EE_LVENakedActivator.psc" Line 8 warning: Assigning None to a non-object variable named "::temp2"stack:[ (080CF9C3)].EE_LVENakedActivator.OnTriggerEnter() - "EE_LVENakedActivator.psc" Line 8
  2. Follow up! (sorry for the long delay, holidays and all.....busy life!). AMAZING! I love this script so much. It's effective, easy to apply and customize and is exactly what I wanted. Thank you a thousand times to everyone who helped! The new script will be up on the Elysium Estate nexus starting with version 4.1 and higher if y'all want to see it in action. (not currently in the 4.0 version). :laugh:
  3. Preliminary findings...so far, so awesome! Everything works as expected, but I have only tested a little. Get back to you after I do more testing. :D :D
  4. I've tried both variations of the code below, as well as each true and false flag for both, but I can't access the chest no matter what. bool Property DisableActivationByPlayer = true Auto {Defaults to false, but if set to true the player will not be able to open the container by activating it.} bool Property DisableActivationByPlayer = false Auto {Defaults to false, but if set to true the player will not be able to open the container by activating it.}
  5. Okay, so this is weird. (Tested this many times and checked that all my properties were set up correctly). I have a SoulGem Activator set to a Black Star Static. And a MiscObject Activator set to a Paragon. And a Weapon Activator set to a Miraak Staff. Click the Black Star Activator, removes it from my inventory, and enables the static, and stores it in the chest. Click the Paragon Activator, won't remove it from my inventory, won't enable the static, doesn't store it in the chest. Click the Miraak Staff Activator, won't remove it from my inventory, won't enable the static, doesn't store it in the chest. Also.... I can't access the Master Container whether the DisableActivationByPlayer property is set to true or false.
  6. I will do some testing with my mod and let you know how it goes soon. :)
  7. After some more testing, it's only when I change formlist to "armor" or "weapon" properties etc that the script will work properly. if I use a formlist (my own or the game's premade forms), the item won't display properly, come out of my inventory or go to the master chest. Sorry for all the nagging. This seems to go on and on. But...can this script be expanded to include the main 7 types of properties? Or do you have any other advice? This script is exactly what I have been looking for for years. I love it. Just so close! Armor Weapon MiscObject Book SoulGem Ammo Potion
  8. Oh...figured it out. It should say "Formlist" not "Form". Not it is letting me set all the forms as properties. Nice :smile: Or I can set it as individual properties as well, of course. Edit: Ah, setting individual properties would bring a whole host of changes I'd need to make. I'll see if I can just set up formlists for each item. Edit: If I set it as SoulGem property, and set the specific item, and then change it back to Formlist...it does not work. I think it reverts to None after I switch it back to Formlist.
  9. Hey, you are right cdcooley...If I replace the "Form" word with "SoulGem", I get a list of soulgems to place in the property instead of...nothing. So do I need a new script for each property type (weapon, armor, soulgem, miscitem etc)? Or is there a way to keep this all in one script? Form[] Property ItemToPlace Auto {An item (or group of leveled items) that can be stored in the container and displayed.} SoulGem[] Property ItemToPlace Auto {An item (or group of leveled items) that can be stored in the container and displayed.}
  10. I've set up this last script you mentioned, the array, but the only property I don't understand is the ItemToDisplay formlist on ItemDisplay_ActivatorScript. I can't drop and drag forms into it... the only things it will let me put in are "CommanderActorPersistanceForm" and "Papyrus Persistance Form". Shouldn't I be able to assign the object reference or a form I want them to place? Edit: Also, I assume with this script, the user "has" to put the item into the master container for it to display? Because right now with my errored Bool Function script I posted above, the player clicks on on activator and it automatically removes the item from the player's inventory to sort it.
  11. I am experimenting with this other script, because it would allow me to combine all my different types of form scripts into one. http://forums.nexusmods.com/index.php?/topic/1235874-item-display-script-problem/ I've spent about 40 hours implementing it into my mod, Elysium Estate, this week. I expanded it to 6 items total and allowing ammo for form 7. It works very well. However, I am getting this error in Papyrus. 04:59:27AM] warning: Assigning None to a non-object variable named "::temp3"stack:[ (040EC726)].EE_UniversalDisplayScript.OnActivate() - "EE_UniversalDisplayScript.psc" Line 87[12/14/2014 - 04:59:27AM] warning: Assigning None to a non-object variable named "::temp3"stack:[ (040EC726)].EE_UniversalDisplayScript.OnActivate() - "EE_UniversalDisplayScript.psc" Line 88[12/14/2014 - 04:59:27AM] warning: Assigning None to a non-object variable named "::temp3"stack:[ (040EC726)].EE_UniversalDisplayScript.OnActivate() - "EE_UniversalDisplayScript.psc" Line 89[12/14/2014 - 04:59:27AM] warning: Assigning None to a non-object variable named "::temp3"stack:[ (040EC726)].EE_UniversalDisplayScript.OnActivate() - "EE_UniversalDisplayScript.psc" Line 90[12/14/2014 - 04:59:27AM] warning: Assigning None to a non-object variable named "::temp3"stack:[ (040EC726)].EE_UniversalDisplayScript.OnActivate() - "EE_UniversalDisplayScript.psc" Line 91[12/14/2014 - 04:59:27AM] warning: Assigning None to a non-object variable named "::temp3"stack:[ (040EC726)].EE_UniversalDisplayScript.OnActivate() - "EE_UniversalDisplayScript.psc" Line 92 The "FAllowedItem01() through FAllowedItem06()", is the culprit. Any insights into why this is happening? I don't want to be spamming people's logs with these warnings. Also, this is on a Skyrim+DG+DB game with no mods installed besides Elysium Estate. Scriptname EE_UniversalDisplayScript extends ObjectReference Bool Property isPlaced = false Auto Hidden ObjectReference Property HiddenChest Auto Actor Property PlayerRef Auto ObjectReference Property StaticItem01 Auto Int Property DisplayType01 = 0 Auto ; 1 = Soul Gem, 2 = Book, 3 = Weapon, 4 = Misc Object, 5 = Potion, 6 = Armor, 7 = Ammo Int Property DisplayType02 = 0 Auto ; 1 = Soul Gem, 2 = Book, 3 = Weapon, 4 = Misc Object, 5 = Potion, 6 = Armor, 7 = Ammo Int Property DisplayType03 = 0 Auto ; 1 = Soul Gem, 2 = Book, 3 = Weapon, 4 = Misc Object, 5 = Potion, 6 = Armor, 7 = Ammo Int Property DisplayType04 = 0 Auto ; 1 = Soul Gem, 2 = Book, 3 = Weapon, 4 = Misc Object, 5 = Potion, 6 = Armor, 7 = Ammo Int Property DisplayType05 = 0 Auto ; 1 = Soul Gem, 2 = Book, 3 = Weapon, 4 = Misc Object, 5 = Potion, 6 = Armor, 7 = Ammo Int Property DisplayType06 = 0 Auto ; 1 = Soul Gem, 2 = Book, 3 = Weapon, 4 = Misc Object, 5 = Potion, 6 = Armor, 7 = Ammo SoulGem Property tSoulGem01 Auto Book Property tBook01 Auto Weapon Property tWeapon01 Auto MiscObject Property tMiscObject01 Auto Potion Property tPotion01 Auto Armor Property tArmor01 Auto Ammo Property tAmmo01 Auto SoulGem Property tSoulGem02 Auto Book Property tBook02 Auto Weapon Property tWeapon02 Auto MiscObject Property tMiscObject02 Auto Potion Property tPotion02 Auto Armor Property tArmor02 Auto Ammo Property tAmmo02 Auto SoulGem Property tSoulGem03 Auto Book Property tBook03 Auto Weapon Property tWeapon03 Auto MiscObject Property tMiscObject03 Auto Potion Property tPotion03 Auto Armor Property tArmor03 Auto Ammo Property tAmmo03 Auto SoulGem Property tSoulGem04 Auto Book Property tBook04 Auto Weapon Property tWeapon04 Auto MiscObject Property tMiscObject04 Auto Potion Property tPotion04 Auto Armor Property tArmor04 Auto Ammo Property tAmmo04 Auto SoulGem Property tSoulGem05 Auto Book Property tBook05 Auto Weapon Property tWeapon05 Auto MiscObject Property tMiscObject05 Auto Potion Property tPotion05 Auto Armor Property tArmor05 Auto Ammo Property tAmmo05 Auto SoulGem Property tSoulGem06 Auto Book Property tBook06 Auto Weapon Property tWeapon06 Auto MiscObject Property tMiscObject06 Auto Potion Property tPotion06 Auto Armor Property tArmor06 Auto Ammo Property tAmmo06 Auto Form AllowedItem01 Form AllowedItem02 Form AllowedItem03 Form AllowedItem04 Form AllowedItem05 Form AllowedItem06 EVENT OnActivate(objectReference akActivator) If akActivator == PlayerRef if(isPlaced == FALSE) FAllowedItem01() FAllowedItem02() FAllowedItem03() FAllowedItem04() FAllowedItem05() FAllowedItem06() if PlayerRef.getItemCount(AllowedItem01) >= 1 isPlaced = TRUE StaticItem01.enable() PlayerRef.removeItem(AllowedItem01, 1,False,HiddenChest) elseif PlayerRef.getItemCount(AllowedItem02) >= 1 isPlaced = TRUE StaticItem01.enable() PlayerRef.removeItem(AllowedItem02, 1,False,HiddenChest) elseif PlayerRef.getItemCount(AllowedItem03) >= 1 isPlaced = TRUE StaticItem01.enable() PlayerRef.removeItem(AllowedItem03, 1,False,HiddenChest) elseif PlayerRef.getItemCount(AllowedItem04) >= 1 isPlaced = TRUE StaticItem01.enable() PlayerRef.removeItem(AllowedItem04, 1,False,HiddenChest) elseif PlayerRef.getItemCount(AllowedItem05) >= 1 isPlaced = TRUE StaticItem01.enable() PlayerRef.removeItem(AllowedItem05, 1,False,HiddenChest) elseif PlayerRef.getItemCount(AllowedItem06) >= 1 isPlaced = TRUE StaticItem01.enable() PlayerRef.removeItem(AllowedItem06, 1,False,HiddenChest) else debug.notification("You lack the required item.") endif else isPlaced = FALSE StaticItem01.disable() HiddenChest.removeItem(AllowedItem01, 1,False,PlayerRef) StaticItem01.disable() HiddenChest.removeItem(AllowedItem02, 1,False,PlayerRef) StaticItem01.disable() HiddenChest.removeItem(AllowedItem03, 1,False,PlayerRef) StaticItem01.disable() HiddenChest.removeItem(AllowedItem04, 1,False,PlayerRef) StaticItem01.disable() HiddenChest.removeItem(AllowedItem05, 1,False,PlayerRef) StaticItem01.disable() HiddenChest.removeItem(AllowedItem06, 1,False,PlayerRef) endif EndIf endEvent Bool Function FAllowedItem01() If (DisplayType01 == 1) AllowedItem01 = tSoulGem01 ElseIf (DisplayType01 == 2) AllowedItem01 = tBook01 ElseIf (DisplayType01 == 3) AllowedItem01 = tWeapon01 ElseIf (DisplayType01 == 4) AllowedItem01 = tMiscObject01 ElseIf (DisplayType01 == 5) AllowedItem01 = tPotion01 ElseIf (DisplayType01 == 6) AllowedItem01 = tArmor01 ElseIf (DisplayType01 == 7) AllowedItem01 = tAmmo01 EndIf EndFunction Bool Function FAllowedItem02() If (DisplayType02 == 1) AllowedItem02 = tSoulGem02 ElseIf (DisplayType02 == 2) AllowedItem02 = tBook02 ElseIf (DisplayType02 == 3) AllowedItem02 = tWeapon02 ElseIf (DisplayType02 == 4) AllowedItem02 = tMiscObject02 ElseIf (DisplayType02 == 5) AllowedItem02 = tPotion02 ElseIf (DisplayType02 == 6) AllowedItem02 = tArmor02 ElseIf (DisplayType02 == 7) AllowedItem02 = tAmmo02 EndIf EndFunction Bool Function FAllowedItem03() If (DisplayType03 == 1) AllowedItem03 = tSoulGem03 ElseIf (DisplayType03 == 2) AllowedItem03 = tBook03 ElseIf (DisplayType03 == 3) AllowedItem03 = tWeapon03 ElseIf (DisplayType03 == 4) AllowedItem03 = tMiscObject03 ElseIf (DisplayType03 == 5) AllowedItem03 = tPotion03 ElseIf (DisplayType03 == 6) AllowedItem03 = tArmor03 ElseIf (DisplayType03 == 7) AllowedItem03 = tAmmo03 EndIf EndFunction Bool Function FAllowedItem04() If (DisplayType04 == 1) AllowedItem04 = tSoulGem04 ElseIf (DisplayType04 == 2) AllowedItem04 = tBook04 ElseIf (DisplayType04 == 3) AllowedItem04 = tWeapon04 ElseIf (DisplayType04 == 4) AllowedItem04 = tMiscObject04 ElseIf (DisplayType04 == 5) AllowedItem04 = tPotion04 ElseIf (DisplayType04 == 6) AllowedItem04 = tArmor04 ElseIf (DisplayType04 == 7) AllowedItem04 = tAmmo04 EndIf EndFunction Bool Function FAllowedItem05() If (DisplayType05 == 1) AllowedItem05 = tSoulGem05 ElseIf (DisplayType05 == 2) AllowedItem05 = tBook05 ElseIf (DisplayType05 == 3) AllowedItem05 = tWeapon05 ElseIf (DisplayType05 == 4) AllowedItem05 = tMiscObject05 ElseIf (DisplayType05 == 5) AllowedItem05 = tPotion05 ElseIf (DisplayType05 == 6) AllowedItem05 = tArmor05 ElseIf (DisplayType05 == 7) AllowedItem05 = tAmmo05 EndIf EndFunction Bool Function FAllowedItem06() If (DisplayType06 == 1) AllowedItem06 = tSoulGem06 ElseIf (DisplayType06 == 2) AllowedItem06 = tBook06 ElseIf (DisplayType06 == 3) AllowedItem06 = tWeapon06 ElseIf (DisplayType06 == 4) AllowedItem06 = tMiscObject06 ElseIf (DisplayType06 == 5) AllowedItem06 = tPotion06 ElseIf (DisplayType06 == 6) AllowedItem06 = tArmor06 ElseIf (DisplayType06 == 7) AllowedItem06 = tAmmo06 EndIf EndFunction
  12. Hm, I am getting these errors when I compile: (27,6): required (...)+ loop did not match anything at input 'IsInChest'(29,1): mismatched input 'else' expecting ENDIF(31,1): mismatched input 'endif' expecting ENDEVENT I've been having problems with the "mistmatched endif expecting ENDEVENT" since I started this script. What does this mean because I've tried looking it up and lots of variations of if statements. Is there a limit to the elseif statements you can use or where you can put them?
  13. I was looking into arrays (which yes, I don't really understand lol..), but mostly I just need a single item display, and the mutli item display will only be covering a few overall objects, Thank you so much for your help. :) :)
  14. Thank you for responding. The first script works well....lets me drop one item and displays it, and let me retrieve it and disables the display. If I want to add more properties, where do I add them in the event and how? What I want is, for instance, a display for miraak's mask. But the player could have any 1 of 6 masks. So whichever the player has, I want that certain display to grab their miraak mask. I put them in the properties section, but any variation of getting them in the event section has compiled, but not worked properly. (script shown below with my properties, but not in events. Only added 3 properties for now, I can expand on it later once I understand how to script them in). Scriptname EE_DisplayArmorScript extends ObjectReference Armor Property ItemToPlace Auto Armor Property ItemToPlace2 Auto Armor Property ItemToPlace3 Auto ObjectReference Property EE_DisplayMasterChest Auto Actor Property PlayerRef Auto Event OnActivate(objectReference akActivator) if akActivator == PlayerRef if EE_DisplayMasterChest.getItemCount(ItemToPlace) > 0 EE_DisplayMasterChest.removeItem(ItemToPlace, 1, false, PlayerRef) elseif PlayerRef.getItemCount(ItemToPlace) > 0 PlayerRef.removeItem(ItemToPlace, 1, false, EE_DisplayMasterChest) endif endif ; update the display static if EE_DisplayMasterChest.getItemCount(ItemToPlace) > 0 self.getLinkedRef().enable() else self.getLinkedRef().disable() endif EndEvent
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