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trilioth

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Everything posted by trilioth

  1. I don't know how it's done, but Sneak Tools has implemented climbing through the use of Rope Arrows. A Rope is place from shooting the rope arrow onto a wall and the rope itself is climbable.
  2. Well... it didn't take me long to find what I was looking for really. It looks like I will be going with Dynamo ENB + Nevada Skies.
  3. I am looking to play FONV again after having been away for a while. I am wondering if any one can give me a jump start to finding a good ENB that either makes nights darker or is designed to go with a mod that makes nights darker or a mod that makes nights darker that works well with an ENB. Please leave your opinions/suggestions or concerns about this kind of setup. Thanks in advance.
  4. I don't know. I didn't have that problem. It's been a long time since I did this and I currently don't have access to FONV to review the procedure. It seems like there is an issue with the companion's dialogue. I recommend watching the videos, if you haven't and reviewing each step of my tutorial to see if you have missing something.
  5. The AddInventoryEventFilter would only work if he was using it to test specifically for items that didn't belong in the container, but that would require a lot more code. Better to test for items that belong. Also, checking against inventory type would be good for all those items that don't belong simply due to the wrong type, such as weapons.
  6. Given this: Try summoning an invisible object then move the player to it's location.
  7. I don't use left hand rings, but it may be that they don't have the correct keyword. Also, I would check the keywords differently. The keywords would need to be properties if done this way though. You could still use the form list of keywords without the while loop though. I recommend getting rid of the while loop personally. I use them only when there is no other alternative, because they lag. If akSourceContainer == PlayerREF if Item.HasKeyword(VendorItemSoulGem): bAcceptable = true elseif Item.HakKeyword(VendorItemJewelry): bAcceptable = true elseif Item.HasKeyword(VendorItemGem) bAcceptable = true elseif Item.HasKeyword(ArmorJewelry) bAcceptable = true elseif Item.HasKeyword(ClothingCirclet) bAcceptable = true elseif Item.HasKeyword(ClothingRing) bAcceptable = true elseif Item.HasKeyword(ClothingNecklace) bAcceptable = true endif if !bAcceptable ; (this is the same as bAcceptable == False) RemoveItem(akBaseItem, aiItemCount, True, akSourceContainer) endif endif
  8. I agree. It's a minor inconvenience. Don't worry about it.
  9. Also... I just exported all armor from Immersive armors and found some items that had information stored in the wrong column. I will post a slice of the csv: Nevermind. I figured out what happened and it's not the scripts fault exactly. There are commas in the item's name. I don't know how you could possibly prevent that. Maybe change the comma into placeholder character for output, but that would have to be caught and recognized during import as well. It's something to consider though. Maybe it's not a problem for import as it stands and I could adjust to editing the "off" columns in Excel. Edit: I don't have to import these records or anything I merely exported so I can run a script on the outside to help me data mine the armor values for research for a mod that handles inventory items.
  10. Feature Request Should be rather simple if it's possible. When exporting, create a new folder for where the exported files go based on the name of the mod.
  11. I have run into a snag. It was was working before, but now it doesn't import correctly. The form list is displaying the correct Form IDs, but they are not resolving properly. For example, some items in the form list claim to be cells when they clearly have the correct FormID for item it should be. Some aren't resolving at all. Edit: I was able to get it to work with another file. It's weird. It's my Quick Stash Mod that I am working on. I am making a version for each possible combination of DLC or No DLC starting with the No DLC version. I have a file where I had imported changes for the Dragonborn version, but since I had to make changes to Form Lists in the No DLC version and these changes will reflect in every version, I had to update every form list that was changed for every version. I had no problem importing for the DG-HF-DB version. It did it first so I could test. By remaking the DB file from the No DLC file, I was able to import. I just don't see what the issue is with importing to the old DB file. Edit Again: Dawnguard version imported like it should, but then Heartfire version failed on me. I don't know what's going on. Edit Again: I think I figured out what the problem is... the form ids for the items in the form lists are expecting their masters to have a specific index.
  12. I got was able to use edited csv files to update several form lists at once. Some things to note: You have to export after changing masters so that the record numbers are correct for importing and you need to be sure that the plugin file has masters for the items in the form list. The second thing is a bit obvious but the first one was a bit of a gotcha. Thank you so much for your work here. It made my job a whole lot easier.
  13. Um... I thought I had that... new link? updated recently? Edit. (*sighs*) downloaded TES5EditScripts-master.zip again from the last link you gave me. I somehow had the updated version of everything except mteFunctions.pas. :wallbash:
  14. I am having trouble using the import feature. I changed the text files for each form list. But when I go to import using QuickChange v2.4 and choose import, I get this error: Error in unit 'mteFuncitons' on line 247 : Not enough parameters. I have all the form lists selected that I had selected for export. Could it be that I didn't choose enough info to export? The text file part seems simple enough. I didn't change the file names. Could it be that I am loading other masters (DLCs) into TESVEdit? I am doing so, because the lists include items from the DLCs and the altered plugin will have to require the DLCs as masters as well. Edit: I got the same error trying to use [ArrayImport] [FormIDs] [D:\games\TES5 Edit 3.0.31\Edit Scripts\02000800.txt].
  15. @matortheeternal Thank you very much for QuickDisplay v1.5 and helping me understand that. It has proven to be a real life saver. Selecting multiple formlists to be exported as text along with the information stored in Exported.txt is REALLY helpful. :dance: :dance: :dance: :dance: :dance: :dance: :dance: :dance: :dance: :dance: :dance: :dance: :dance:
  16. I don't see this check box of which you speak... I scripted the Quick Stash Key (not actually a key) so that when it's dropped into the cell to disable and delete itself and add another copy back to the player's inventory and when it's dropped into another container it is merely moved back into the player's inventory. Here's the OnContainerChanged Event:
  17. Quick Stash by trilioth Requires SKSE Version 2.0 handles player made items. See Change Log. Tired of inventory management? Would you rather be fighting than stashing your loot? Are you looking for convenience without feeling like you are cheating? If you answered yes to any the above, then Quick Stash might be right for you. [Get It HERE] How to do I use it? Simply drop the the Quick Stash Key* into any container for quick storage of excess items. *not an actual key, but can be found with your miscellaneous items. What exactly does it do? Simply put, it's the one-click answer to unloading items. More precisely, form lists are used for removing a number of items quickly into the container (List 1 Items), then your inventory is scanned to remove further items that are not marked as favorite or equipped (List 2 Items). After items are removed, then more form lists are used to return any items that should remain in your inventory (List 3 Items). Since items of the miscellaneous category are not scanned miscellaneous quest items, gold and lock picks are not removed from your inventory. List 1 Items: All recognized Books (excluding known quest items)All Raw Food (because you normally eat the prepared food.)All ingredients (because you're out hunting treasure not making potions)All crafting materials (do you see a tanning rack or forge nearby?)All Soul Gems (empty ones will be returned as part of list 3)All Animal Parts (because troll skulls are heavy)Miscellaneous Clutter (why did you pick up that embalming tool anyway?)Coming Soon! All of any item you choose (excluding player made potions and player made enchanted items.)List 2 Items: AmmoArmorPotions/Poison/FoodScrollsWeaponsList 3 Items: All Known Quest ItemsEmpty Soul GemsIs there more? Currently the features described are part of the version 1.0 basic package and does not recognize items from DLC. Future plans in this order: DLC aware versions (Easy peasy. I just wanted to cover Non-DLC version first and not have to rip out DLC content)Basic Configuration for User-Defined List 1 Items. (basically you drop the key, which opens a container. Whatever you put into that container goes on the list.)NMM/FOMOD Installer Script (I could use some help with this.)MCM Configuration (in the event that prior goals are met and users request more customization).... Disclaimer: Quick Stash is not responsible for loss of items due to cell reset on respawning containers or player's inability to access the container at a later time.
  18. I thought I had the up-to-date scripts. I got them from the link on the nexus page. Edit: I got it to export. Thanks.
  19. Ok. I was able to get this much: _t_List_Books_All [FLST:03001E42] FormIDs\LNAM: AtrFrgDaedricRecipe00 "Atronach Forge Recipe" [bOOK:0010F776] Do I have to add manully enter a FormIDs\LNAM for every entry in the list in order to get it to export it all? Edit: Nope. Doing it 3 times got the same item 3 times. _t_List_Books_All [FLST:03001E42] FormIDs\LNAM: AtrFrgDaedricRecipe00 "Atronach Forge Recipe" [bOOK:0010F776] FormIDs\LNAM: AtrFrgDaedricRecipe00 "Atronach Forge Recipe" [bOOK:0010F776] FormIDs\LNAM: AtrFrgDaedricRecipe00 "Atronach Forge Recipe" [bOOK:0010F776] Edit Again: I found where indices are mentioned in the help file, but I can't get them to work. FormIDs\LNAM\[0], FormIDs\[0]\ or FormIDs\[0]\LNAM\ gets me nothing. Edit Again: I don't doubt what you say is true. I just don't get the scripting and what it actually does. Sorry to bother you guys. I'll go back to the kiddy pool.
  20. This will be very easy using QuickDisplay's export array function on all the formlists. You'd end up with a text document for each formlist and you could just copy paste the contents of each text document into one new text document, then import that document onto the new formlist. I am just not getting how to use Quick Display then. This is the contents of the text document when I try: _t_List_Books_All [FLST:03001E42] FormIDs:
  21. That'd be awesome. One more thing though. I'd like to be able to select multiple form lists and create a new form list with the contents of the selected form lists.
  22. I'm looking to process all inventory items and add them to form lists if they have certain keywords.
  23. Hmm... Not sure what use that is. It appears just to write out the record types to an ini file, like so: [Skyrim] Records=ARMO,BPTD,CAMS,CELL,CLAS,FLST Edit: What I am looking for is a means to build FLST from keywords on Forms, specifically Inventory Items.
  24. I'd like to be able to generate a form list of a specified form type sharing the same keywords or possibly other properties. Edit: Combining form lists would be nice too. I see mention of a form list manager, but I don't understand how to access it or use it. I used github to grab the latest files. Edit: If I could simply get that first feature along with an import/export into readable text I could do whatever else I wanted outside of TESVEdit and import.
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