Jump to content

Didact2805

Supporter
  • Posts

    48
  • Joined

  • Last visited

Nexus Mods Profile

About Didact2805

Profile Fields

  • Country
    Australia
  • Currently Playing
    Skyrim, Fallout 4, Witcher 3

Didact2805's Achievements

Enthusiast

Enthusiast (6/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Curious if anyones experienced a bug such as this (screenshots) Now everytime I go into racemenu to load a preset the bow position gets distorted. I have run reinstalled extended skeleton and FNIS just in case but no fix. Only happens if I go into racemenu. Can post my full mod list but moreso just an odd bug I've never experienced before. Reverting to a save pre-bug and not using racemenu to load a preset prevents it.
  2. ; Also properties have been filled appropriately, as well.. I attached the script to an activator and it works! But not the chair, for some reason Scriptname BBX_TestChairScript extends ObjectReference Actor Property PlayerREF Auto Quest Property BBX_TestQuestStage Auto Event OnActivate(ObjectReference akActivator) if(akActivator == PlayerREF && BBX_TestQuestStage.GetStage() == 76) BBX_TestQuestStage.SetStage(77) BBX_TestQuestStage.SetObjectiveDisplayed(77)Debug.MessageBox("You sat on the chair with a feeling of fufillment and success.")endif EndEvent
  3. Hey there, thanks for your reply, I've implemented the script (the bottom one) and it compiles successfully, however, it doesn't seem to fire into Stage 77 which is what I want, I've tried creating a different 'object', attaching the script to the chair (via reference) and also as an alias. Will experiment a bit more but are there any other alternatives? I could try a 'global' but that seems excessive for what should be a simple script?
  4. Hi all, Just wondering if anyone knows how to script it where once the player sits, a scene commences? (Like Season Unending when player sits in the council chair) I've tried to dissect Season Unending's scripts to no avail. As long as I can get a SetStage working on sitting, all would be good! Wouldn't mind a hand with ensuring this happens at a specific stage to prevent it from re-activating. Would it include 'ifs' and 'elseifs'? Just want a cutscene to occur when the player takes their seat essentially -> SetStage 8; Stage 8 -> Scene8Starts
  5. Thanks! Came up with this thanks to your input and it works like a charm: Scriptname AAX_C2Q3ArdaalinePrisonCrystal extends ObjectReference GlobalVariable Property AAX_C2Q3CrystalCount Auto Quest Property AAX_C2Q3Property Auto Event OnActivate(ObjectReference akActionRef) If AAX_C2Q3CrystalCount.GetValue() < 1 AAX_C2Q3CrystalCount.SetValue(AAX_C2Q3CrystalCount.GetValue() + 1) AAX_C2Q3Property.SetStage(75) AAX_C2Q3Property.SetObjectiveDisplayed(75) AAX_C2_Q3_ArdaalinePrisonCrystal01.Disable() AAX_C2_Q3_PrisonCrystalBeam01.Disable()Debug.MessageBox("You disrupt the flow of magicka by distorting the configuration of the crystals.")elseIf AAX_C2Q3CrystalCount.GetValue() == 1 AAX_C2Q3Property.SetStage(75) AAX_C2Q3Property.SetObjectiveDisplayed(77) AAX_C2_Q3_ArdaalinePrisonCrystal01.Disable() AAX_C2_Q3_PrisonCrystalBeam01.Disable()Debug.MessageBox("You disrupt the flow of magicka by distorting the configuration of the crystals.")EndifendEVENT ObjectReference Property AAX_C2_Q3_ArdaalinePrisonCrystal01 Auto ObjectReference Property AAX_C2_Q3_PrisonCrystalBeam01 Auto
  6. Hi there, I'm making an activator where, on Stage 73, it should display Message 1 AND also SetStage the Quest to Stage 74. Upon 2nd activation I want it to Set the Stage to 76 (So activating the activator X2 set the Stages to 74 and 76 respectively). Event OnActivate(ObjectReference akActionRef)if BBX_TestQuestProperty.GetStage() == 73BBX_TestQuestProperty.SetStage (74)Debug.MessageBox("Stage 74 Successful.") elseBBX_TestQuestProperty.SetStage (76)Debug.MessageBox("Stage 76 Successful.") The script does compile successfully, however, ONLY the Stage 76 message box appears on activation instead of '74' then '76'. Was wondering what is required to set it properly. Thanks in advance.
  7. Please, is there anyone who knows how to fix this?
  8. Hi all. I have a major problem with my mod. I am trying to reverse the problem, however, nothing I have tried seems to work. The water levels in Whiterun has gone insanely high for some odd reason. There are some edits done to the Bloated Man Grotto, I am trying to reverse both but it won't work. I've tried going into File details in the Creation Kit. And flagging the worldspaces as "Ignored".. but it just keeps popping back up. Any idea how to fix this? Please... frustrated beyond measure.
  9. Good read. Very good read and well said. I became premium because I want to support the Nexus that I love. And when it runs out I'd happily do so again.
  10. I'm personally working on a mod which includes the Thalmor as the antagonists... I won't reveal much until the release of my next update.. It's a companion mod, expanded dialogue and such but with a backstory, quests etc.. I'd be interested to see how this mod of yours turns out.
  11. I'm currently working on a companion mod which adds Ayleid ruins, I've managed to find a very good Ayleid ruin resource, however, it would be nice to have elven armor which slightly resembles that of Oblivion's elven armor or Ayleid. The link to my mod is below: http://skyrim.nexusmods.com/mods/28081 Or if anyone knows if this has already been done... let me know.
  12. Hello. I'm currently navmeshing my worldspace, however, I've encountered a problem. I cannot join navmeshes from one cell in the worldspace to the adjacent one. How can I join them or fix this? regards, Didact/Scannerlegend
  13. Hi. Does anyone know how to make a spell which summons a custom made NPC? Or a walkthrough on how to do it? Appreciate some guidance! Thanks, Didact/Scannerlegend.
  14. I have a voiced NPC (custom voiced)... With unique greetings and goodbyes... However, every now and then I'd have vanilla voice come up every now and then. How do I prevent these from occuring? I have them all set to a very high priority.. 96 to 98. I would logically think that dialogue with higher priorities would come up, or at least first... Is there something missing or something I'm doing wrong? I sure hope I don't have to create a nother "voice type". I appreciate help to solve this problem.. If it even is a problem.
×
×
  • Create New...