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Wahnfried1883

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About Wahnfried1883

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  • Website URL
    https://wahnfried.online
  • Country
    Germany
  • Currently Playing
    New World
  • Favourite Game
    Skyrim Special Edition

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  1. You are awesome! Thanks! I prefer the second option without the property just in case I have to change something later mid-game. I'll memorialize you in my mod in Maiq's book, I promise. :happy:
  2. Thank you very much for your reponse. Can you be more specific? I have no idea how to do that. Scripting isn't exactly my forte.
  3. Hi, I need help with a script that only should work once per day. The idea behind that is book, that increases your skills by one point once per day. This is the script: Unfortunately, the script will only work one or two times after reading the book. After that, no matter how long I wait, I get always the debug messagebox: "The knowledge in this book can only be used once per day." I tried to read the book in the player's inventory if that matters. What's wrong? Any help is appreciated.
  4. I found a solution myself, but I am very dissatisfied with it. I simply created a dummy "Start Game Enabled" - Quest and put all vanishing things as quest aliases with a "specific reference" in it, and now all things and actors in question stay in place no matter how often I reload the saved game. But this cannot be the final solution. Any other ideas?
  5. Position: (x) -1935.5000 , (y) -2304.0000 , (z) 133.3000 Rotation: (x) 0.0000 , (y) 348.0000 , (z) 270.0000 A note I placed in this cell vanishes too. Meanwhile I found out that the book and the note only will disappear if I had taken them previously in the same game session and then reload. As long as I not take these books in the game session they keep in place, no matter how often I reload the save. Very strange.
  6. Yes, the cell is navmeshed and there are no furniture markers out in the void. The actor in question has no AI packages at all. Could this be the problem? In the meantime I've placed a book on a pedestal and the book also disappears when a saved game is reloaded a second time. I really don't know what's going on ...
  7. I think I have at least found a solution to the missing ore veins. I only made a "Linked Ref" from the ore vein to the mining furniture, but apparently this is not enough even though the ore veins were fully functional. I then created a new link from the furniture markers to the ore veins under the "Active Parents" tab as stated here. Now all ore veins stay in place. All that remains is the problem with the missing actor...
  8. Hopefully someone can help. I created an interior cell (cave) and placed some ore veins and actors. The problem: I saved my game right in front of the cave entrance for testing purposes. When I go into the cell everything is fine. However, if I reload my saved game exactly three times after entering this cell, all ore veins and actors are gone. That said, the first two reloads work, but then it goes wrong and stays that way until I restart the game. The problem does not occur, when I save in the cell. Any clues?
  9. Thanks for the hint. Yes, I'm fiddling around with the original script and I had the intention to change the script name for my mod anyway. Actually, I'm playing with Skyrim SE 64-Bit, and I accidently posted in the wrong forum. I don't know if there is a way to move topics... I'll try your script out. Many thanks for your help!
  10. Yes, I tested it on a new game (and a saved game that has never seen the mod before). Nothing works. I created a new quest, without any other conditions/quest stages etc, this time "start game enabled" and created the .seq file but to no avail. The script on the alias simply doesn't work. Do I have to change something in my script because it's an Actor Script?
  11. I set up a new quest with a reference alias for the actor only and put my script on the alias. I then in my other quest which contains the entire dialogue for the race changes, I tried to start and stop the new quest as you suggested, but nothing works. I tried several conditions on the dialogue lines as well I added a code fragment that should start and stop the quest, but nothing works. How do I start and stop the new quest? Starting the new quest via console has also no effect. What I'm doing wrong?
  12. So, I tried the method above and created a Spell Ability but I don't know how to set up the OnEffectStart event rather than the OnLoadEvent on the Magic Effect. As soon as I change that the original script extends ActiveMagicEffect, the script won't compile anymore...
  13. @ dylbill Hm, after some testing with your script, I found out that the animation events will stop when I switch to another race first and then back to the desired spriggan race. What could be wrong?
  14. I tried your script as you suggested and it works like a charm. Again, thanks for your help!
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