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Everything posted by JcHARP
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SSE Issue with accessing the perk tree.
JcHARP replied to JcHARP's topic in Skyrim's Creation Kit and Modders
Lmao damn. Alright I'll check it out, thanks for the reply :P -
SSE Issue with accessing the perk tree.
JcHARP replied to JcHARP's topic in Skyrim's Creation Kit and Modders
Still having an issue with this any help would be appreciated. -
SSE Creation kit crashing every 5-10 minutes
JcHARP replied to Kanitusa's topic in Skyrim's Creation Kit and Modders
Same is happening to me, I think it's just really a badly made editor. I have Win7 64bit i7-3770k 16gb ram Nvidia 980ti- 20 replies
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When I try to access the perk tree under Character > Actor Values > Destruction > Perk Tree I can't seem to see any of the perks there. I am staring a blank gray box where I can't even put my new perk that I made in. Is there a problem or something I am missing?
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Script Help! Has to do with Triggers and Sitting in chairs :O
JcHARP replied to JcHARP's topic in Skyrim's Skyrim LE
Okay so for instance I use this new script I remade. Event OnActivate(ObjectReference akActorActivate) If akActorActivate == Game.GetPlayer() && PnPQuest00.GetStage() == 5 && Game.GetPlayer().GetSitState() != 0 debug.trace("You sat on me!") PnPBossProposition.GetActorRef().Say(PnPQuest00Topic00AB, none, 1) EndIf EndEvent And I attach that to my chair of interest? Unless I scripted it wrong or don't understand what you mean xD. Does that look like it would work? EDIT: That worked like a charm! Thanks for the hints xD <3 With your help I figured it out :DDDDDDDDDDDDDDDDDDDD -
Script Help! Has to do with Triggers and Sitting in chairs :O
JcHARP replied to JcHARP's topic in Skyrim's Skyrim LE
What Event should I use? I've looked at OnSit, that deals with an actor though and as far as I know I cannot put a script directly on the player themselves so that wouldn't work. Could you potentially explain a bit more I just can't seem to figure it out :( -
Scriptname PnPQuest10Sit extends ObjectReference ObjectReference Property Player Auto Quest Property PnPQuest00 Auto Actor Property PlayerREF Auto Topic Property PnPQuest00Topic00AB Auto ReferenceAlias Property PnPBossProposition Auto Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == PlayerRef && PnPQuest00.GetStage() == 5 && Game.GetPlayer().GetSitState() >=3 debug.trace(akActionRef + " has entered the trig") PnPBossProposition.GetActorRef().Say(PnPQuest00Topic00AB, none, 1) EndIf EndEvent So that's the code but, I think I am using the GetSitState() wrong :(. What I'd like to happen is when all three conditions are met, you enter the trigger, the stage is equal to 5 and you are sitting. My NPC tells the player the topic of my choice without activating said NPC and the quest progresses from there. Does anyone know what I am doing wrong? Any help would be greatly appreciated.
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I've already found a great way of doing it. Theorycrafted some stuffs up and came up with: Quest Property JPCQ01 Auto State JPCQ01Active Event OnBeginState() If JPCQ01.GetStage() == 15 RegisterForSingleUpdateGameTime(6.0) EndIf EndEvent Event OnUpdateGameTime() ;When six hours in-game time passes it's time to GUNGNAMSTYLE! JPCQ01.SetStage(20) UnregisterForUpdateGameTime() GoToState("JPCQ01Active2") EndEvent EndState State JPCQ01Active2 ;This is the final state in the script meaning that if we leave it blank it SHOULD be ignored! Event OnEndState() Debug.Trace("Leaving the state blank!") ;A trace to prove myself right! EndEvent EndState Under Stage(15) I put in Papyrus Script GoToState("JPCQ01Active"). It works like a charm now! I will check out that link too, more ways of doing something is good to know, thanks :D
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Okay, so I am trying to make it so that after 24 hours in game my quest progresses to the next stage. ;BEGIN FRAGMENT Fragment_4 Function Fragment_4() ;BEGIN CODE SetObjectiveCompleted(10) SetObjectiveDisplayed(15) RegisterForSingleUpdateGameTime(24.0) ;END CODE EndFunction ;END FRAGMENT Event OnUpdateGameTime() If JPCQ01.GetStageDone(10) JPCQ01.SetStage(20) EndIf EndEvent Still doesn't seem to work :O What could I possibly be doing wrong?
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Please help me I don't know why I can't set stage for this que
JcHARP replied to Pindrought's topic in Skyrim's Skyrim LE
What you're looking for is under Player Dialogue if you set it up like that. In papyrus script fragment section you're going to go under which Dialogue option you chose, put : GetOwningQuest().SetStage(10). There is no need to create a script because when you hit the compile button it will make one for you. Your dialogue MUST be in the same quest that GetOwningQuest() is called for. For a better understanding, GetOwningQuest() is like saying whatever quest owns this dialogue you forward the .SETSTAGE to (whatever). -
Out of all the troubleshooting I didn't think to even look at the default vanilla scripts -_- thanks haha
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I still need help on this :(
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Wut ._.
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Okay, so I have a trigger box. I want to be able to set a stage to something new when the player enters the triggerbox. I know I have to use OnTriggerEnter but, past that I wouldn't know how to set it up to work. Any help would be appreciated :)
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AHHH! Thank you. I see now that in the syntax you have to use GetActorRef now too! Thank you :)
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OK, so for my script. I want to be able to check that when I kill the guy and his guard the stage progresses. Here is what I have so far: {This is the OnDeath event to progress the quest!} Event OnDeath(Actor akKiller) If Alias_JOBLaniusTarionAlias && Alias_JOBLaniusGuardAlias JOBMQ00.SetStage(15) EndIf EndEvent What I planned on doing was, attach this script to both Refs and then let it fire one time when they die. I don't know if I have to use the .GetDead condition or not. So, what I think is going on is that OnDeath specifies already that if they are dead then the script will fire. I do need help on this and any will be appreciated :)
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My selection doesn't seem to show up after following the tutorial and also doing the SEQ fix. I am troubleshooting but, right now I am new to the CK.
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I still need help with this problem I can't seem to figure it out :(
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I seem to be having an issue where my player's at 100 sneak and my NPC's are detecting the player easily in a dark cave I've made. I have all their perception to low, is that what is required to make the player less visable? If not, what is required?
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Yet another scripting issue/problem.
JcHARP replied to JcHARP's topic in Fallout New Vegas's Discussion
This is exactly what I wanted Haha wow man I appreciate it like you won't believe. I've been racking my brain for about 5 hours trying to figure it out LOL. -
Yet another scripting issue/problem.
JcHARP replied to JcHARP's topic in Fallout New Vegas's Discussion
Does that work? It looks like you're on to something by the looks of it. I never thought of using GetInRace.... xD -
Yet another scripting issue/problem.
JcHARP replied to JcHARP's topic in Fallout New Vegas's Discussion
Do you have the code? Maybe I can work with it? -
Yet another scripting issue/problem.
JcHARP replied to JcHARP's topic in Fallout New Vegas's Discussion
That's what I am fearful of :( -
I have an idea where I would like to make it so that if you kill ANYTHING in the mojave it puts caps in a stashbox somewhere. How would I be able to do that with scripting? So far I have SCN BSPHitmanQuestScript Short DoOnce Begin Gamemode If DoOnce == 1 && Player.IsKiller Caucasian Set DoOnce to 0 EndIf If Player.IsKiller Caucasian && DoOnce == 0 Set DoOnce to 1 BDSHitmanBoxREF.Additem Caps001 25 EndIf End As you can see this script doesn't work. My idea was if I killed someone who belonged to a specific race then it would add caps to a box I placed. However, I don't think IsKiller works off of BaseId's like that. Any help or fresh ideas to try would be appreciated :)
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Thanks to both of you, it works now :)