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itsfreerealestate

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  1. Not sure if I got what you're saying exactly but try this: turn on snap to grid (q) and move one of the pieces off to the side. Then select all the other pieces that should be connected to it, press ctrl+A and click on the piece you moved to the side, then move the rest of the pieces over to it. This aligns all the pieces to the same rotation (ctrl+A) and should snap all the pieces to the same grid.
  2. I'm using Honeyside location. It's 2 NPCs in particular, and they enter on their own (not the "finishing their dialogue" kind of entering). I'll start a new game and test, that sounds probable. Thanks!
  3. Random NPCs are entering my modded player home. I've put a custom lock on exterior doors, changed ownership of the doors to player npc, but they're still getting in when I leave and re-enter the cell. I've also unchecked "public area" from the cell edit menu and made it owned by the player. How do I stop NPCs from entering my home? Thanks for any help!
  4. I have a hallway that I want to use to load another room, but only when you enter that hallway. But doing this appears to force you to have to cover the entire cell with room markers and portals... which is a pain since the shapes overlap. I don't mind the entire rest of the cell loaded at all times, I only want the one room past that hallway to load in only if the player goes to that hallway. Is there a shortcut to do something like this or do I have to map the entire cell if I want to do this?
  5. What changes to the following script should I make to accomplish that? Scriptname aaaQuestItemContainerSCRIPT extends ObjectReference Book Property QuestItem1 Auto Book Property QuestItem2 Auto Book Property QuestItem3 Auto Int Property Unlocked Auto ObjectReference Property QuestContainer Auto String property FailMessage = "You lack the required items." auto Event OnActivate(ObjectReference akActionRef) If (Unlocked == 0) && (akActionRef.getitemcount(QuestItem1) >= 1) && (akActionRef.getitemcount(QuestItem2) >= 1) && (akActionRef.getitemcount(QuestItem3) >= 1) game.getplayer().removeitem(QuestItem1, 1) game.getplayer().removeitem(QuestItem2, 1) game.getplayer().removeitem(QuestItem3, 1) QuestContainer.additem(QuestItem1, 1) QuestContainer.additem(QuestItem2, 1) QuestContainer.additem(QuestItem3, 1) getlinkedref().Enable() Unlocked == 1 Elseif Unlocked == 1 QuestContainer.Activate(akActionRef) Else debug.notification(FailMessage) endif EndEvent The script should allow the display to enable, remove the scrolls, and allow the player to take the scrolls back from the container if desired. But I think taking them from the container still results in them being non-quest items. Thanks for your help! edit: I think I got it, thanks to finding another one of your posts. I made the following changes and it seems to keep the specific items intact instead of removing them from the game altogether: game.getplayer().removeitem(QuestItem1, 1, false, QuestContainer) game.getplayer().removeitem(QuestItem2, 1, false, QuestContainer) game.getplayer().removeitem(QuestItem3, 1, false, QuestContainer) Hopefully this helps anyone else looking to do the same.
  6. I want to make an elder scroll display that the player can use to remove it from their inventory and add back to their inventory if desired. Problem is, when the scroll is removed and then added back, it loses its status as a quest item and now weighs 20lbs and can be dropped. I'm trying to make it return to being a quest item when added back to the player. How do I have the display remove the elder scroll but, when added back to the player's inventory, returns to being a quest item?
  7. I've been trying to set up some bookshelves for a player home I'm making for SSE, but the new CK can't handle duplicating them without infinite hanging/crashing. The Oldrim CK never had this problem. So I had the idea to open my SSE mod into the Oldrim CK to duplicate all my bookshelves and then save it and then go back to the SSE CK for editing. Is this possible? Will doing this cause any issues going back to the SSE CK?
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