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dylbill

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Everything posted by dylbill

  1. Ah, I just tested and you're right, using AddItem for objectreferences in the console doesn't work. Instead, you can still click on the item in the console, then use consoleUtil in your spell like so: game.GetPlayer().AddItem(ConsoleUtil.GetSelectedReference())
  2. Can you still see the objects in game? If so I can think of a simpler solution. You can use in your spell: Game.GetPlayer().AddItem(Game.GetCurrentCrosshairRef()) ;requires SKSE. Or if that doesn't work you can just use the console to do Player.AddItem(FormID).
  3. What specifically are you using this for if I may ask? There may be another way to achieve what you need. As far as getting forms, what I've done is using GetFormFromFile() as Sphered suggests, with the papyrus extender stringToInt function. For your example you would do: Form akForm = GetFormFromFile(PO3_SKSEFunctions.StringToInt(0x0009CD), "Modname.esp"). Although forms that start with FF are usually objectreferences created in game at runtime, so it might not work for that.
  4. For GetForm, you replace the first two characters of the hex id with 0x. So in your example FF0009CD should become 0x0009CD. Edit: NVM that's for GetFormFromFile. What you can try is use to use Papyrus Extender's StringToInt function.
  5. Hello, I'm not sure what the path is for ui functions for messagebox, but there is source provided for SkyuiLib on github which has text input: https://github.com/schlangster/skyui-lib Making your own will require cs4 or cs6 flash professional. If you have questions feel free to pm me as I recently started making stuff with flash.
  6. Hey, you can use the AddToMap function to reveal your map marker directly. Here's how I would do it: Scriptname TreasureMapScript extends ObjectReference ;script goes on your treasure map. ObjectReference Property MyMapMarker Auto Auto State Waiting Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) If akNewContainer == Game.GetPlayer() ;the player picked up this object. GoToState("Done") ;prevent this event from firing again. MyMapMarker.AddToMap(false) ;Add MyMapMarker to map, but can't fast travel to it. Endif EndEvent EndState State Done EndState
  7. Sounds like a cool idea. That's not too difficult to do, script wise, but as Sphered said the hard part is making the suit model.
  8. Verify that your NPC is actually in your custom faction. Test on a save that has never seen your mod before. To verify, you can use console command GetFactionRank or GetInFaction: https://www.creationkit.com/index.php?title=GetFactionRank https://www.creationkit.com/index.php?title=GetInFaction
  9. Hello, I saw this a while ago, but just got around to making a mod for it. It's called Dynamic Jump Height and you can find it here: https://www.nexusmods.com/skyrimspecialedition/mods/65414
  10. The first one that comes to mind is Complete Alchemy and Cooking Overhaul: https://www.nexusmods.com/skyrimspecialedition/mods/19924?tab=files
  11. My process is to 1: Open the .esp in the SSE creation kit and File Save. 2: Run any nifs and possibly textures through SSE Nif Optimizer: https://www.nexusmods.com/skyrimspecialedition/mods/4089. 3: Create new SQL files with SSEEdit. 4: If there are scripts that rely on skse plugin mods, such as Papyrus Extender, recompile them in SSE to make sure there are no issues.
  12. You can put a script on a triggerbox with conditions. Something like this: Scriptname TM_ObjectReferenceScript extends ObjectReference Weapon Property MyWeapon Auto Sound Property MySound Auto Actor Property PlayerRef Auto Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == PlayerRef ;did the player enter this trigger box? If PlayerRef.GetItemCount(MyWeapon) > 0 ;does the player have at least one of MyWeapon in inventory MySound.Play(PlayerRef) ;Play MySound from PlayerRef Endif endif EndEventIf you're new to scripting, I recommend doing a beginner scripting tutorial. There's a lot of em out there.
  13. Looks like the DA05HircinesRingScript is on the ring itself as it extends ObjectReference
  14. Does your mod already have an MCM? If so, you can just reference a script attached to your trigger box directly in the MCM. Let's say you have this script attached to your trigger box: Scriptname TM_TriggerBoxScript extends ObjectReference Function ConfigOpen() ;do something EndFunction Function ConfigClose() ;do something EndFunctionThen in your MCM script you can do this: TM_TriggerBoxScript Property TriggerBoxScript Auto ;in the CK, fill the property with the reference the TM_TriggerBoxScript is attached to. Event OnConfigOpen() TriggerBoxScript.ConfigOpen() EndEvent Event OnConfigClose() TriggerBoxScript.ConfigClose() EndEventThis will only work for when you open and close your MCM menu. If you want to detect when any MCM menu is opened, that might be more difficult to do.
  15. Ah in that case, I think the simplest solution would be to ask the user when they install the mod, which difficulty they want to play the mod at, and store their preference in a global variable or something.
  16. Looks like difficulty is an ini setting, so you can use Utility.GetIniInt("iDifficulty:GamePlay") to get the current difficulty. Requires skse.
  17. try this mod Copy Character Appearance: https://www.nexusmods.com/skyrimspecialedition/users/19968244?tab=user+files There is an LE version but looks like only on Patreon: https://www.patreon.com/posts/copy-character-29936111 It's a console command you use in game and works really well.
  18. No problem. There's also a PlayAnimationAndWait function: https://www.creationkit.com/index.php?title=PlayAnimationAndWait_-_ObjectReference I've never used it, and read it can cause bugs though so using utility.wait is probably the better option.
  19. Hey yeah, I do something similar in one of my mods. You can do something like this: Bool FirstPerson = PlayerRef.GetAnimationVariableBool("IsFirstPerson") If FirstPerson Game.ForceThirdPerson() Endif ;play animation If FirstPerson Game.ForceFirstPerson() Endif
  20. So I downloaded a mod which modifies power attacking stamina, and it looks like that setting is baked into the animation idles, which means you can't change it on the fly. What you can do though, is make a new spell ability with multiple magic effect with conditions to drain stamina and put it on the player. Have all of the magic effects have the condition IsPowerAttacking == 1, then you can use WornApparelHasKeywordCount and go from there. https://www.creationkit.com/index.php?title=WornApparelHasKeywordCount
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