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kefka95

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  1. One of my Skyrim mods (SkyComplete) was removed a few months back, apparently due to some missing credits/permissions on the mod page. Two questions: Where can I get an explanation of what exactly needs to be added/updated in order to get the page back up? I understand that it relates to credit/permission issues, but I'm not sure what exactly the issue is. I'm happy to make any necessary changes, but want to make sure I'm on the same page as the admins. And, once I'm ready to update the page, how do I do that? The mod doesn't show up in my user profile anymore. Any help would be appreciated!
  2. I'm attempting to load a very simple test script. However, the log indicates that it cannot find the script, as below: CK.com suggests that this is due to a missing .pex file in the Scripts folder. However, the .pex file is definitely there. This has started happening for some of my other scripts as well, but I have been unable to identify the cause. What am I missing?
  3. I feel like this is probably a really basic thing, but it's the last piece of my mod that I don't know how to do, so I figured I'd just ask. I'm trying to get a script to run when the player selects a specific "Misc" item in their inventory (the purpose of the item is to launch a mod menu). The script is fully written, I just need to get it to fire when the item is selected. I attached the script to the item, but I'm not sure what to do from there. I thought I could just add some code to the OnActivate() event in the script, but it doesn't seem to be that simple. Any help would be appreciated! EDIT: I did get this working eventually. I determined that the OnActivate() event only fires when an actual instance of an item is activated in the game world (as opposed to an item sitting in your inventory). I ended up creating a Magic Effect that in turn held the script and ran the code, and then attached that Magic Effect to a Potion item.
  4. Thanks, I just tried that and it worked. Not an ideal solution, but not a showstopper either. I still don't quite understand what the game is doing to cause the issue in the first place, but at least I can work around it if needed!
  5. I'm having an odd issue. My mod displays several Debug.MessageBox objects in a specific order. However, the game is displaying them in a completely different order than what's specified in the code. For example, when I run the code below: Event OnInit() debug.messagebox("1") debug.messagebox("2") debug.messagebox("3") debug.messagebox("4") debug.messagebox("5") debug.messagebox("6") debug.messagebox("7") debug.messagebox("8") debug.messagebox("9") debug.messagebox("10") EndEvent The game displays the messages in the following order: 1, 2, 3, 5, 7, 9, 10, 8, 6, 4. It's almost as if the game continues executing code while the message is displayed, and "stacks up" the messages in the background (although even that doesn't make sense based on the order they display). Has anyone seen this before? Is there any way to get it to display in the same order as the code? EDIT: I was able to get them to display in order by inserting a "Utility.Wait(1)" in between each message. The 1 second pause in between the messages is kind of annoying (there are times when you just want to quickly flip through the messages without waiting), but it's better than nothing. EDIT 2: Actually, I realized I can use 0.1 for the timer instead of 1 (for some reason I thought Wait() took an integer). The 0.1 time works just as well but causes a much less noticeable "pause" in the messages.
  6. I recently started using True Vision ENB (what a difference compared to vanilla, like playing an entirely new game!). I did experience an FPS drop after activating the ENB, but my game still runs at a reasonable 30 FPS most of the time. However, I'm having an issue in certain locations where the FPS will suddenly drop to almost nothing (down to 1 or 2 FPS), but only if I'm looking in a specific direction. For example, in Riften, as soon as I look in the direction of Mistveil Keep, the FPS plummets. If I look in a different direction, or do anything else in town that doesn't point me toward Mistveil Keep, the game runs perfectly fine - the FPS drop only occurs if my character is looking at that specific area. I've seen this same issue in several other areas as well (most commonly in towns or villages). Here's the strange part. If I alt-tab out of the game and get back into it, it resumes running at its normal speed, including in the areas that previously ran at 1-2 FPS. However, as soon as I look at the map and then go back to the game, or enter a building and come back out, it goes right back to the 1-2 FPS, and I have to alt-tab out of the game to get it working decently again. Any ideas as to what would cause this? My specs are below: CPU: i5-3570K GPU: Radeon HD 7870, 2 GB (drivers are current) RAM: 8 GB, DDR3 1600
  7. Thanks Terra Nova, I think I did finally get this figured out. Mostly I think I just misunderstood how the function worked. I copied a post I made on the Bethesda forums below:
  8. Yeah, I'm at a bit of a loss on this one. I tried using the SetCleared() function as well, and it didn't appear to do anything either. I've googled these functions enough to believe that they do work (ie, other people seem to have used them successfully). I'm sure there's just some other "thing" somewhere that I'm not doing quite right. If I could get this to work it would allow me to add some cool functionality to my mod (well, cool to me at least), but I'm striking out so far.
  9. Unfortunately that method produces the same result (ie, it states it's not cleared). For what it's worth, I believe my original test should work as well - a bool should implicitly convert to a string (I've done that same thing for other tests and had it work okay). Out of curiosity, does the IsCleared() function work correctly if you run it on your own game? I'm wondering if it's just an issue with my particular setup. Don't know why it would be, but stranger things have happened.
  10. Thanks for the reply. I added a location property named BleakFallsBarrow in CK, and set the value to BleakFallsBarrowLocation (selected from a dropdown, so I couldn't have typed it wrong). However, when I run the IsCleared() function from that property, it always returns False, which is not correct. It compiles fine, but doesn't return the correct result. I'm using the code below: Debug.MessageBox(BleakFallsBarrow.IsCleared())I'm sure I'm just doing something wrong, but can't figure out what.
  11. I'm writing a script for an MCM menu in which I want to verify whether a given location is cleared. I know that within the Location script there is an IsCleared() function that would accomplish this. However, I don't know how to "get" the location in the first place. For example, in SKSE, there is a GetQuest() function that retrieves a quest with a given ID. I can't find an equivalent for locations. There's a GetLocation() function, but it doesn't work in the same way as the GetQuest() function. It seems to run off of a given LocationAlias, but I don't know then how to get the location alias into my code in a useable way. In short, I guess I don't fully understand how all these things fit together. To put it simply, if I wanted to verify whether Bleak Falls Barrow (for example) is cleared, how would I get at the Bleak Falls Barrow location object in order to run the IsCleared() function?
  12. Please disregard. Apparently all I had to do was close and reopen CK, and now it works (go figure!).
  13. I'm trying to create a very basic empty MCM menu, specifically following the directions from the MCM "quickstart" guide (https://github.com/schlangster/skyui/wiki/MCM-Quickstart). At the beginning of the instructions, it states to do the following: I got the one-line script added without issue (scriptname MyConfigMenu extends SKI_ConfigBase), and it seems to compile okay. However, when I go to the properties for the script, I get an error that states "Errors encountered while attempting to reload the script". That's all it says. It then brings up the properties menu, but the ModName property is not there. Any ideas? MCM will be an important component of the mod I'm working on, so I'm hoping I can get this resolved.
  14. I am the owner of the TweakMB application in the M&B Warband Nexus (http://mbwarband.nexusmods.com/mods/1751//?). TweakMB automatically came over along with everything else from the M&B Repository, but I don't believe I ever established myself as the owner of the file. How do I go about claiming ownership of the file? EDIT: I did find a link on the Repository to claim the file. However, when I follow the link, it doesn't seem to do anything (it may just be an old link). Any further assistance would be appreciated!
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