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mygames86

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Everything posted by mygames86

  1. Is it possible to block the "Popular Collections" row?
  2. The new layout is annoying. When you are at the front page of a game, e.g. https://www.nexusmods.com/games/skyrimspecialedition click on "View more mods", you used to get to page 2 mods, and only see new mods. You are are on a site where the first new mod is on the first page, last row, second column... has nobody tested the layout beforehand?
  3. If you e.g. go to New Today at https://www.nexusmods.com/skyrimspecialedition you get like 30% mods translated to other languages. I play the game in English, so I do not need those mods. To stop displaying them I need to go to the second page, Refine results and tick off Translation. Is there a way to make that my default search filter? I tried to add every language expect English in Content blocking but those translation mods are still displayed.
  4. Oh sorry, the question was phrased badly. I mean if I want to access the script so i can e.g. call functions from it, it has to be the only script attached to an object?
  5. Okay, just to clear up any misunderstandings, per MagicEffect, Quest, ActorRef etc. I can only attach one script?
  6. Oh man, finally got it to work. Apparently the name of Quest A and the scriptname of the script attached to Quest A has to be identical. Quest A name: AAAQuestAScript Quest B name: AAAQuestBAliasScript AAAQuestAScript.psc Scriptname AAAQuestAScript extends Quest Event OnInit() Utility.Wait(25.0) ; debug.Notification("AAAQuestAScript OnInit detected") EndEvent function PlayerLoadedGame() debug.Notification("AAAQuestAScript PlayerLoadedGame detected") EndFunction PlayerAliasScript.psc ScriptName PlayerAliasScript extends ReferenceAlias AAAQuestAScript Property QAScript Auto Event OnPlayerLoadGame() Utility.Wait(5.0) debug.Notification("PlayerAliasScript OnPlayerLoadGame detected") PlayerLoadedGame() QAScript.PlayerLoadedGame() EndEvent function PlayerLoadedGame() debug.Notification("PlayerAliasScript function PlayerLoadedGame detected") EndFunction
  7. Okay, I created a new quest, added under QuestAliases a PlayerRef, added the PlayerAliasScript, then went back to the original quest, removed the PlayerRef there so it only contains the QuestScript01 under Scripts. Still, as the property QuestScriptProperty01 from PlayerAliasScript I can only select NONE. edit: Someone the old quest was buggy, created a new quest where I attached the QuestScript01 script, and now I can add that quest as the property to the PlayerAliasScript. Am I supposed to set quest as the value of the property QuestScriptProperty01 here? Cause in game the function PlayerLoadedGame isn't executed.
  8. I am following this explanation to call the function of one script from another: https://www.creationkit.com/index.php?title=OnPlayerLoadGame_-_Actor PlayerAliasScript.psc ScriptName PlayerAliasScript extends ReferenceAlias QuestScript01 Property QuestScriptProperty01 Auto Event OnPlayerLoadGame() Utility.Wait(5.0) debug.Notification("PlayerAliasScript OnPlayerLoadGame detected") QuestScriptProperty01.PlayerLoadedGame() EndEvent and QuestScript01.psc Scriptname QuestScript01 extends Quest Event OnInit() Utility.Wait(25.0) debug.Notification("QuestScript01 OnInit detected") EndEvent function PlayerLoadedGame() debug.Notification("QuestScript01 PlayerLoadedGame detected") EndFunction I create a new quest, go to Quest Aliases, create a Specific Reference PlayerRef 14, attach the PlayerAliasScript to it go to Scripts (from the quest itself), attack QuestScript01 to it. Then I go back to PlayerAliasScript, open it and try to apply an object to the QuestScriptProperty01, but I can only select NONE here. It do not understand why I cannot select QuestScript01??? In-game I get both the OnInit and OnPlayerLoadGame even to trigger.
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