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Everything posted by Anikma
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Can't get quest to start when item is picked up
Anikma replied to KaoticToker's topic in Skyrim's Skyrim LE
...Runs back in We're both right of course. There's more than one way to cook an Egg. ...runs back out. Your absolutely right, I just find it much easier to use properties for this kind of scripting. -
Can't get quest to start when item is picked up
Anikma replied to KaoticToker's topic in Skyrim's Skyrim LE
Ok I can confirm that this script works as I use it in my own mod. Scriptname SuhriemMQ01FlyerScript extends ObjectReference Quest Property SuhriemMQ01 Auto Event OnRead() SuhriemMQ01.Setstage(10) Debug.Notification("Script passed!") EndEvent Yes I know its object reference even though I said it shouldn't be but for some reason this just works! -
Can't get quest to start when item is picked up
Anikma replied to KaoticToker's topic in Skyrim's Skyrim LE
I'm not too sure about that. I had a script attached to a book that runs when the book is read. When I get the chance I'll dig it up and post it here. -
Should weapons with SkyRe be overpowered?
Anikma replied to Victory030's topic in Skyrim's Skyrim LE
If you have properly read anything about Skyre then you would know that this is indead correct, and is balanced by the fact that armour is also doubled and these effects apply to everyone. -
Yet another scripting nightmare! need serious help!
Anikma replied to morrowind1979's topic in Skyrim's Skyrim LE
Idk but I just use Self.Disable() at the end of the script to disable the trigger box and prevent any further activations. This is useful in case you need it to be re activated later on. KISS principle applies to scripting too. -
The most important part is the graphics card (duh) which you have not listed :/
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In the respective quests, look for the dialogue topic to buy the house (or horse). There should be a line of script dictating the cost which you can change.
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OK thanks for clearing that up guys!
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I have a large structure put together from various static objects in the creation kit and I want this said structure to move from point A to point B the obvious way been through the use of the TranslateToRef command. However I can only apply this to a single object. So whats the best way to go about it? Is there some way I can just glue the objects together? Cheers,
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My scenes are messed up too. Sometimes they start and sometimes they don't. I started hating the creation kit years ago.
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Ok I found the fix for anyone experiencing the same problem. I installed an adblock which meant that I was able to visit that-other-mod-site-that-shall-not-be-named and there believe it or not I found the solution. For some reason all the Source script files had been moved into a Scripts.rar file in my data folder. I just extracted them all into their correct spots and it works! I am curious to know why they were there in the first place though because I certainly don't remember putting them there :/
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I had this problem for quite a while and I never found a way to fix it but for some reason it fixed itself after I installed a new graphics card although. Doubt its related though.
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Can't get quest to start when item is picked up
Anikma replied to KaoticToker's topic in Skyrim's Skyrim LE
Alright firstly you don't need to declare the desired quest stage as an int property, so scrap that bit. Seeing as your attaching it to a book the script should be extending book not object reference. Make sure you have your desired stage set as the startup stage and your properties are filling. Also use Debug.Notification("Message") instead of trace because that doesn't seem to actually do anything. Edit: Wow Matthiaswagg you beat me to it! -
Looks great! But also looks huge! I hope you have a good team of dedicated people Working with you!
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Looks great! But also looks huge! I hope you have a good team of dedicated people Working with you!
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Looks great! But also looks huge! I hope you have a good team of dedicated people Working with you!
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Hello community, Every time I try to compile a script or add a property I get this error: Starting 1 compile threads for 1 files...Compiling "QF_SuhriemMQ02_05097D58"...<unknown>(0,0): Unable to find flags file: TESV_Papyrus_Flags.flgC:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_SuhriemMQ02_05097D58.psc(3,0): Unknown user flag HiddenNo output generated for QF_SuhriemMQ02_05097D58, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on QF_SuhriemMQ02_05097D58 I've only tried it with quest fragment scripts but it's happening to all of my quests. If anyone can provide help with this I would greatly appreciate it and I do apologies in advance if it has already been discussed and/or solved. (my research skills aren't great).
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Any mods that make the economy more meaningful?
Anikma replied to julius013's topic in Skyrim's Skyrim LE
I remember Skyrim been advertised as having a realistic economy that relied on things like wood mills in villages and such to determine the prices and stock of merchants but for some reason it never appeared in game. I while ago I began work on a mod that attempted to restore this to an extent, however I dropped it for my current projects as I eventually lost interest in it. I do still have the files however so if anyone wants to take a look at them and maybe continue on with them I'll be happy to pass them on. :) -
Ok, I've been once again screwed over by the buggy hell-child of Bethesda commonly known as the creation kit. Now I'm the kind of person that is fanatical about backing up. Every day before I shut down I will back up to the internet, to my second hard drive, my usb and will print out a copy if it can be done. But this time, not even backing up my precious work could save me... I had just spent around 3-4 hours of straight modding, saving every 10 minutes. I begin to get tired so It a day and close down the CK for the night. Just like I usually do, I back up my files and go to bed. The next day I power on my computer and re-open the Creation Kit. When all the files are loaded I open up the interior I've been working on to do some finishing touches. Lo and behold EVERYTHING I had done to that interior had disappeared and it had reverted back into the state it was in before I began work on it the previous day. Sh*t I think as I go down to check my other interior to see if it too has been affected, and whatdaya know, its not even there. Note that this interior was brand new, me having just created it yesterday. Panicking know I open up a quest I had been editing. I breath a sigh of relief as I see that all the quest stages are there in the right order but my euphoria quickly dissipates as I see that all the script fragments attached to them are gone. My hands shaking a switch to dialogue, all gone. Scenes, all gone, actors, items, books, all gone. And not just gone from the plugin, gone from the data folder as well which is odd seeing as all the scripts I wrote compiled correctly. I load my backup from the previous night, and no dice. In case you can't tell, my changes did not save DESPITE me spending more time pressing the save button than actually working (joke). Devastated, I turn to my best friend; google. I frantically type CREATION KIT CHANGES GONE and the only related thing it comes up with is a list of CK bugs on Dark Creations: This sounds about right as I did a lot of work with markers and triggers and stuff however as I would very much like to avoid this happening to me again in the future I need someone who actually understands this to tell me what it means. If its any help i understood about as far as 'Moving or rotating any marker'.' Thank you so much for your time, I know my stupid sob-story must be a pain to have to read but I find writing about things is the best way to express my emotions.
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Hello everyone. I was wondering how I would go about making a originally hostile enemy (e.g bandit) passive until a certain stage of a quest has been reached and vice versa. They should also become hostile if they detect the player. All help is appreciated, Thanks
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There is no legitimate 'fix' for this as the problem is with your installation. Most likely cause is a mod confliction. Posting your load order would be helpful otherwise just reinstall.
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how much interior cell content is too much?
Anikma replied to icecreamassassin's topic in Skyrim's Skyrim LE
That is probably the most likely cause. Consider splitting it up into multiple interiors. -
NEED HELP! CHOOSE THE FOLLOWER I SHOULD WORK ON!
Anikma replied to DingaLyngKing23's topic in Skyrim's Skyrim LE
Why not make all of them? You could do a pretty cool storyline/quest with them. :mellow: -
Creating a different game with the creation kit?
Anikma replied to zombygeek's topic in Skyrim's Skyrim LE
your problem is simple to fix you just ned to duplicate balgruffs armor set in the ck and ctrl+delete the boots and then drag and drop the new boots into the file and save then go to balgrufss actor and change his default armor set to the new duplicated adn altered set and voila he now wears his base armor and the new shoesSeriously? You necro a 3 year old thread with something that is totally irrelevant to the point the OP was trying to make? How did you even find this?