-
Posts
17 -
Joined
-
Last visited
Nexus Mods Profile
About cookiedoughnexus
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
cookiedoughnexus's Achievements
Apprentice (3/14)
1
Reputation
-
Timer is frame dependant
cookiedoughnexus replied to cookiedoughnexus's topic in Mod Troubleshooting
This was for Oblivion. But I managed to find the problem already. I made sure to use float values in the code but stupid me used a "short" to define my value. Whenever I post on Nexus I find the answer to my code problems within minutes ( after spending hours before that ). Seems like I don't need the right forum, I just need that Nexus Magic. -
I hope I ended up in the right Forum, feel free to move this post If I didn't. So I feel like a complete noob for asking this but somehow my timers are frame dependant now. I used to create some timers before but I never encountered this problem before. In fact I was rewriting an old project of mine and the exact same timers don't work properly anymore. A four second timer only works when I turn it into a 400 frames timer. This is how part of my script looks: begin gamemode if ( state == 1 ) disablecontrol 15 set state to 2 set timer to 0.3 ;stuff endif if ( state == 2 && timer <= 0 ) set state to 3 set timer to 4.3 ;stuff endif if ( state == 3 && timer <= 0 ) set state to 4 set timer to 0.7 ;stuff endif if ( state == 4 && timer <= 0 ) enablecontrol 15 set state to 0 ;stuff endif if ( state > 0 && timer > 0 ) set timer to timer - getsecondspassed endif end I replaced my actual code with ";stuff" because it's a secret until I am done. What am I doing wrong?
-
Just to make sure nothing comes in the way I created a new project with this script attached to a quest: scn UIPInitQuestScript string_var ico1 string_var ico2 begin gamemode if ( getgamerestarted ) insertxml "UIP\Playground1.xml" 1002 let ico1 := "Menus\Icons\Quest\icon_miscellaneous.dds" let ico2 := "Menus\Icons\Quest\icon_amulet_of_king.dds" endif if ( getstagedone MQ01 90 ) if eval (GetMenuStringValue "test1\filename" 1002) == ico2 message "Trophy" setmenustringvalue "test1\filename|%z", ico1, 1002 endif endif if ( getstage MQ01 < 90 ) if eval (GetMenuStringValue "test1\filename" 1002) == ico1 message "Amulet" setmenustringvalue "test1\filename|%z", ico2, 1002 endif endif end This is my XML file: <image name="test1"> <locus> &true; </locus> <target> &true; </target> <visible>&true;</visible> <filename>Menus\Icons\Quest\icon_amulet_of_king.dds</filename> <zoom> 100 </zoom> <depth> 110 </depth> <width> 64 </width> <height> 64 </height> <x> 400 </x> <y> 350 </y> </image> I have a savegame with 300 hours of gameplay and the main quest done, which I load first. The game sets the icon to the trophy just as expected but once I load my savegame, inside the catacombs following the Emperor, it won't set it to the Amulet of Kings.
-
Thanks for the info but I tried it without eval and it only worked when using "setmenustringvalue "dashach1\filename" popupico1 1002" that's why I went with it. Your version seems to work aswell ( maybe it's better to do it your way ) but the problem really seems to be the "setmenustringvalue". It just sets the icon once but upon loading a save it just stays the same, although the condition changed.
-
I have been trying to set this up for a day now and I just can't seem to get it running. I tried several variations some of which don't replace the icon at all and the others only replaced the icon once but refused to do it again when loading another savegame. I have a mod in the works right now and I am about 80% done but this "easy" task has consumed 30% of my time already and it even puts my whole project at risk. I just don't understand whats wrong? Here is my code: scn aaManagerScript string_var locked string_var popupico1 begin gamemode if ( getgamerestarted ) insertxml "aachievements\dashboard.xml" 1002 let locked := "menus\aachievements\icon_locked_ach.dds" let popupico1 := "menus\icons\quest\icon_amulet_of_king.dds" endif if ( getstagedone MQ01 90 && getmenustringvalue "dashach1\filename|%z" locked 1002 ) setmenustringvalue "dashach1\filename|%z" popupico1 endif if ( getstage MQ01 < 90 && getmenustringvalue "dashach1\filename|%z" popupico1 1002 ) setmenustringvalue "dashach1\filename|%z" locked endif end
-
Hello guys, I have been modding the Xbox 360 version of Oblivion lately ( on an emulator with my bought disc ) and I have ported some house mods over but most of them use custom meshes and it's a shame we can't use those. So I have been looking into the nif files from the XBox and they seem to be almost identical to the ones on PC. I am even able to import the colliders correctly but the model itself is broken. Could somebody with the knowledge look at the files that I provided ( carrot mesh ) and tell me if those files could be ported over somehow? Please feel free to delete this topic If I break any rules. Edit: I found out that you can in fact put custom meshes into the XBox 360 version but the textures are kind of unlit. I tried using the stock textures but when I use those the mesh is still unlit and I get a solid gray color ( just like when you put no textures on your mesh ). I also tried removing the textures so that they were missing and interestingly enough the mesh turned pink ( like expected ) but it stayed unlit. Here are some picturs:
-
GetItemCount function is broken?
cookiedoughnexus replied to cookiedoughnexus's topic in Fallout 3's GECK and Modders
Oh shoot, so it's not possible in F3 I guess since the JIP LN plugin is only available for New Vegas. Thank you for your advice. -
GetItemCount function is broken?
cookiedoughnexus replied to cookiedoughnexus's topic in Fallout 3's GECK and Modders
Yes it is a leveled list item. And I don't don't want the player to open the container ever. I just want to manage the content inside the container with my messagebox. -
I have been trying to create a little mod for Fallout 3 but I don't seem to make any progress since I can't even get the simplest of scripts to run. I wrote this little code and attached it to an container : scn aaMyContainerScript begin onactivate if ( getitemcount aaMyItem > 0 ) showmessage aaMyMessage else return endif end I just want to check if the corresponding container got a certain amount of items and if it does, show my message. But for the love of god it shows up no matter the item count. Doesn't it keep track of the item count because of the onactivate function? Do I need a reference to be called? What am I doing wrong?
-
OnKeyDown function?
cookiedoughnexus replied to cookiedoughnexus's topic in Fallout 4's Creation Kit and Modders
Thank you so much, you are a saviour. -
I am new to the Fallout 4 moding scene and I was planning on creating a small mod but there seems to no scripting function for detecting key inputs. I got some experience with the Oblivion CS and there was an OnKeyDown function added by OBSE but I can't really find a function list for F4SE. Does such an function exist?