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jasonmbrady

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Everything posted by jasonmbrady

  1. So I am having a weird papyrus issue with a mod I am developing. In my proof of concept, which made a swear jar that gained a cap every in-game hour, running self.AddItem(caps, 1) worked great. Now I am trying the same thing with a compost bin generating fertilizer running self.AddItem(Fertilizer, 1) and it's not adding it in. Here are the two scripts: Scriptname SwearJar:_dd_fillswearjar extends ObjectReference MiscObject Property Caps Auto Event OnInit() StartTimerGameTime(1,1) EndEvent Event OnTimerGameTime(int aiTimerID) if aiTimerID == 1 self.AddItem(Caps, 1) Debug.Notification("That's a cap for the swear jar!") StartTimerGameTime(1,1) endif EndEvent Scriptname BSAG:CompostBinScript extends ObjectReference ------------------------------------------------------------- MiscObject Property Fertilizer Auto Event OnInit() StartTimerGameTime(1,1) EndEvent Event OnTimerGameTime(int aiTimerID) int FertilizerInContainer = self.GetItemCount(Fertilizer) if aiTimerID == 1 self.AddItem(Fertilizer, 1) Debug.Notification("bin contents: " + FertilizerInContainer) StartTimerGameTime(1,1) endif EndEvent Any thoughts as to why the swear jar works perfectly but the compost bin doesn't? Note that the FertilizerInContainer int was so I could check to make sure I was interacting with the correct container, so I put a bag of fertilizer into the bin from my characters inventory, and the Notification does change from "bin contents: 0" to "bin contents: 1"
  2. Well, I haven't yet found a way to change the "Potion of" thing, but you can change the effect name (from Restore Health to anything else, like Being Awesome). This is done by finding the Magic Effect AlchRestoreHealth (or whatever potion you want to edit) and changing the name there. I've tested it with Restore Health to Being Awesome so I know it works. Wish I could help with Potion of but I still got nothing there.
  3. For anyone having this problem, I thought I would post the solution here since it seems to be the top hit on google: The problem is that all of your source scripts for Skyrim got archived into a file called Scripts.rar in your .../skyrim/data folder. In order for it to work correctly, you have to unpack the contents of the ...data/scripts/source/ folder in the archive to the matching folder in your Skyrim directory. I had to highlight them all manually (took a LONG time of scrolling since there is a lot there) because for some reason a basic extract to without highlighting them didn't get the job done. YMMV since plenty of people have reported success at just extracting it normally. I hope this helps anyone who is having this issue! I don't know whether it was Valve or Bethesda that came up with the idea without considering the consequences it would have on the modding community, but at least there is a workaround.
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