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MilletGtR

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  1. Uploaded an update to my mod iActivate, today around 9 hours ago. File was corrupted in the same way that everyone has posted here. Tried reuploading it right now but its still the same issue. Something about the servers are wack. The thing is, I remember when I uploaded the previous version of iActivate, Nexus had this exact issue (17:55, 23 November 2014), multiple people having corrupted uploads of their mods. After a while it was fixed and the corrupted file started to work.
  2. At least we are gettings somewhere. DrakeTheDragon, do you have any ability to contact any of the site devs? If so, could you please inform them of the situation?
  3. Hi, I just uploaded a new version of my mod iActivate, during which a site Maintenance took place, at around 15.00-16.00 GMT+1 today. All uploaded files that took place after the maintenance are corrupted. Via NMM the file simply does not download and just says 'Error'. When downloading manually, it says the file is 0 kb in size and is corrupted upon opening the file. Here are a few links to files that are corrupted: iActivate (only v3.0) Krikke the femaleorc follower Crafting Requires Tools - Hunterborn As you can see, what these files have in common is that they were uploaded after 15.00 GMT+1 today. I hope this is posted in the right place, and that someone who can do anything about it sees it. MilletGtR
  4. I just added Debug.Trace ("Initiated trace") to Event OnInit, this showed up in the papyrus.0.log, however, I also added Debug.Trace ("It works!") to the Event OnStoryIncreaseLevel, which didn't show up in the same log when I forced a level increase on my character. I should mention that I force a level-up by issuing the console command: adv.skill <attribute> <skillpoints> (for instance sneak 5000). I get the perk and everything, but nothing from my script is called on increase level. Got any other suggestions? Edit: Found out the solution thanks to Sjogga: http://forums.nexusmods.com/index.php?/topic/716118-cant-get-a-script-to-run-when-player-levels-up-help-please/&do=findComment&comment=5695255 The key was to add a new Questnode under Character -> Quest -> SM Event Node. and then link it to your quest, where the condition for the new Stacked Quest Node should be GetLevel, Player, >= 1. Thanks for the help!
  5. Hi fellow nexus forumers! You could say I'm a newcomer to scripting, so I would like to hear some of you more advanced scripters to tell me why a part of my script is not triggering: The bolded part is what is not working currently. I get the "Initiated." notification in game when I start the mod for the first time, which means the quest setup and script is working. The intended use of this script is for something to happen when the player levels up, but the notification never displays. The quest which is tied to the script has the Event Node: Increased Level (what makes the quest trigger), and Run Once unchecked. Am I missing something, or using the OnStoryIncreaseLevel wrong? Any help is appreciated. Kind regards MilletGtR
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