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IWantMyMod

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  1. After some more testing I figured out the cause. I'm using Archmage Khadgar's Robes SE. As I equip and unequipped the armor my current and maximum carry weights go up and down but mostly down. After equipping and unequipped the armor several times my characters has -9 maximum carry weight. It's very odd. I've never seen anything like this and I've been playing this game on and off for since it was originally release.
  2. Hello everyone. I'm having an odd problem with my character. Starting a few day ago my characters maximum carry weight started to drop. It's dropped a little each day an is now at about 59. My character shows no signs of any negative magic effects or illness. I've looked back over the last several saves to try and determine when it started and what may have cause it but I haven't been able to narrow it down. Has anyone one else had this issue? If so what was the cause and how did you fix it?
  3. Thanks but I'm trying to avoid attaching the script to an object just to get some static values. What I have been doing is using Global functions that simply return the static value. The effect is similar but much less elegant. int Function myGlobalInt() Global return 35 EndFunction
  4. I have tried a number of way to create static properties in Papyrus scripts similar to global functions but nothing seem to work. It would be great to have a static value that I could use from any global function or any other script. Is there some way to do that the I am just missing?
  5. Are those functions documented anywhere? There is nothing in the "skse64_whatsnew.txt" about those are any of the "light mod functions". When was IsPluginInstalled() added. I've never seen that one before. Do I need to scan through all the SKSE script files for new functions each time there is a new release? But, of course, that doesn't resolve the issue with existing mods. They still need to be updated since the functions that have been in use for years don't work with ESL flagged plugins.
  6. SKSE functions GetModByName() and GetModName() do not work with ESL flagged plugins. If your mod uses GetModByName() to verify a related plugin is loaded and that plugin has been changed to ESPFE then it will fail. For example, if the ESL flag is set on FNIS.esp then you will get errors from FNIS PCEA2 because of this line of code from FNIS_PCEA2QuestScript: bool isFNISesp = (Game.GetModByName("FNIS.esp") < 255)I sent an email to the SKSE team but I haven't heard anything back so I don't know if that will ever by fixed.
  7. After rereading my post it was clear that the test script that I posted was not really showing what I was trying to say and the point I was trying to make was getting lost. I complete rewrote the post so that it make my point clear (i hope). However, I would like to point out that there was nothing in my original post that claimed that GetFormFromFile() was not working as expected or that there was a bug with GetFormFromFile(). In fact my test script was intended to showing that GetFormFromFile() was working exactly as expected.
  8. NOTE: edited this (completely change it) so it makes the point I was trying to make it the first place. If your script saves FormIDs to later use with GetFormFromFile() you'll most likely need to update your script to accommodate ESL flagged plugins. With normal plugins you would replace the first byte (8 bits) with 0 before saving it. result = Math.LogicalAnd(formID, 0xFFFFFF)With ESL flagged plugins you need to replace the first 20 bits with 0 or you'll end up with an FormID that will not work with GetFormFromFile(). result = Math.LogicalAnd(formID, 0xFFF)
  9. I would like to use entries in a translation file for the names of some spells that I have created but it doesn't seem to work. Is it possible to use translation file entries for spell names? If so then how? Thank you.
  10. I just launched Skyrim SE from NMM and it auto-updated. That's never happens before. In steam I have it set to only update when I launch the game which usually only updates when I launch the game from steam. Does anyone know if there was a change to steam that caused that?
  11. Thank you. I looked into the "OnLycanthropyStateChanged" and "OnVampirismStateChanged" event. As near as I can tell "OnLycanthropyStateChanged" is triggered by "SendLycanthropyStateChanged". So they are only useful if you use the "Send" functions in your own code or know that other code is going to call them. It looks like I should be able to use OnRaceSwitchComplete() to detect if an actor switches to beast mod but changing to werewolf by calling target.SetRace(WerewolfBeastRace) doesn't seem to trigger that event. I placed this in an ReferenceAlias script. Event OnRaceSwitchComplete() Debug.Trace("ectnTestPlayer - OnRaceSwitchComplete: This actor's race has finished changing to " + GetActorReference().GetRace()) endEvent Nothing shows up in the log even though my player switches to werewolf and back. What am I missing here.
  12. Is there some way to check if an actor is in Werewolf form in a script?
  13. Is there any way to get the cells adjacent to the current cells in a script?
  14. I've been looking for information on ESL files but I'm not having much luck finding it. I would like to know if there is any good reason to look into creating mods using ESLs instead of ESPs and if so how would I make the switch?
  15. I took a look at "A Matter of Time" and it's pretty clear that the data and time come from the Flash UI which I don't think I can access from a script.
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