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Alaebasta

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About Alaebasta

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    https://www.patreon.com/alaebastamodsandtutorials
  • Discord ID
    Alabasta#0475
  • Country
    Italy
  • Currently Playing
    SKYRIM
  • Favourite Game
    SKYRIM

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  1. Hi guys! I'm the author of Simpler Knock I just wanted to let you know that this issue was fixed in the last update, also, i researched a lot of this matter of disappearing quest marker. First thing to do is looking at you PAPYRUS LOG, if something is wrong you can see it by "Dumping stacks" that might keep happening in the log for some reason. In case of Simpler Knock the issue was coming from 2 specific situations, the research of who is holding the key of their respective houses in DarkWater crossing and Katla's Farm. In simple word, my mod was searching for a key that existed in the game but wasn't given to their respective owners. Something that i couldn't anticipate :pinch: My mod's logic basically runs on conditions wich were ALL THE SAME besides these 2 cases, wich in my opinion should be adressed also in the USSEP. But about this issue in general, my opinion is that Skyrim has a LIMITED quantity of active quests wich can be displayed, that if surpassed, it just simply delete from the journal but still don't hide from the markers on the map as i could see. I hope i clarified a little. Have a nice day.
  2. Let me get this straight, this topic is about ppl that don't want to pay for a service, wich they openly declare they abuse of (100 mods installed, and i bet you used some kind of mod manager... maybe NMM at start right?). Does any of you geniuses have a job? do you think that professionals, servers, partnerships are all free? Also premium membership is about 3000DP, a couple of translation mods and you are done free of charge, and if you don't have time, this means you have a job, then that you can pay. Also that you don't understand this simple loop right here...
  3. I'm using SKyrim LE SmartCast in my Skyrim SE game. I did it by reading the comment section where someone explains how to port it for your own personal use. Lol you are the best. "Situation defused". The answer of this whole 3d should have been: "Let me guess someone stole your sweetroll?".
  4. You can still change the mod to SE for your personal use.
  5. Vampirism is an ensemble of magic effect, lesser powers and abilities. Probably all tied to a quest wich handles everything, the quickest way for you is to open the ck and check out the single objects. Especially the feed action wich is a perk, since it restores the stages of vampirism. You might just duplicate that perk and add the condition to restore the stages pratically in the game without the use of a script.
  6. Empty Actor = Create an actor don't fill ANYTHING and place it into the world (should come up ad an invisible actor) try this should work to use the function i told you. Is an experiment there is nothing on the internet about this if it works congrats we discover something XXXXD
  7. If i may... i would replace a marker with this function https://www.creationkit.com/index.php?title=SetCameraTarget_-_Game and an empty actor in the same spot as the marker EffectShader Property VisualFX01 Auto {Visual FX to Play on Actor} ObjectReference Property xMarkerVisualRef Auto {Use the marker to fire at the spot of the actor the visual effect} Actor Property NullActor auto {An actor without any kind of graphical references} Sound Property SoundFX01 Auto {Sound FX 01 to play} int instanceID EVENT onTriggerEnter(ObjectReference akActionRef) if akActionRef == game.getPlayer() Game.DisablePlayerControls() Utility.wait(1.0) instanceID = SoundFX01.Play(game.getPlayer()) Game.SetCameraTarget(NullActor) VisualFX01.Play(xMarkerVisualREF) Utility.wait(5.0) Game.EnablePlayerControls() Utility.wait(0.5) self.Disable() Utility.wait(0.5) self.Delete() endif endevent
  8. If i may... i would replace a marker with this function https://www.creationkit.com/index.php?title=SetCameraTarget_-_Game and an empty actor in the same spot as the marker EffectShader Property VisualFX01 Auto {Visual FX to Play on Actor} Actor Property NullActor auto {An actor without any kind of graphical references} Sound Property SoundFX01 Auto {Sound FX 01 to play} int instanceID EVENT onTriggerEnter(ObjectReference akActionRef) if akActionRef == game.getPlayer() Game.DisablePlayerControls() Utility.wait(1.0) instanceID = SoundFX01.Play(game.getPlayer()) Game.SetCameraTarget(NullActor) VisualFX01.Play(xMarkerVisualREF) Utility.wait(5.0) Game.EnablePlayerControls() Utility.wait(0.5) self.Disable() Utility.wait(0.5) self.Delete() endif endevent
  9. Hmmm... Looks like you got something missing there. You tried to reinstall ck and try to compile a simple script? Or as IT crowd says "Have you tried turning on and off again?"
  10. Did you simply blindly copy a script hoping to work? Your script is the example of the function and it fires still in the old location (the debug message fired while opening the door, or after you switched the location?). Try this. Event OnLocationChange(Location akOldLoc, Location akNewLoc)if (Game.GetPlayer().GetCurrentLocation() == akNewLoc) Debug.Trace("We entered in the new location") MyWeather.ForceActive()endIf endEvent
  11. Motivation of this script not working might be 2 - The function "OnOpen" fires when the door has finshed the animation, not when you changed the cell, the weather might change but you changed it in the interior cell. - If you know the location of the 2 cells use this function instead wich will fire when the location is actually changed https://www.creationkit.com/index.php?title=OnLocationChange_-_Actor Let me know if it works
  12. Formlist as it sounds is a list of FORMS like Projectiles type Objects. You can create one from the object window, put in all projectiles you want to trigger your event and use the function IsInList(MyProjectileformlist) (use != 1 if you want to exclude the list).
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