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agerweb

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Posts posted by agerweb

  1. I need to provide a player with a journal I can update as the game progresses. The easiest way is to add a journal to their inventory as a quest item and then remove and replace it with an updated versions; but I don't want the game to give the message item added or removed each time.

     

    I am aware that I could add an item by using a dummy NPC and transfering: Alias_Actor01.GetReference().RemoveItem(Alias_Object01.Getreference(),1,False,Game.GetPlayer())

     

    which doesn't give a message, but, transfering from the player to an NPC still gives the message - item removed.

     

  2. If you using global variables you don't need to declare that variable within a script; but the same usage applies if you do. Just create the Global from the Object viewer in the CK. The advantage of Globals is they are then available to any script fragments you use.

     

    In the 'quest data' tab of a quest there is a box on the right where you add the global variables you are using in the quest. I have never been entirely sure whether this is necessary, but I do it to be on the safe side.

  3. Why don't you just create however many Integer Global variables you need and then in the papyrus fragment on the Topic Info do this:

     

    MyVariable.SetValue(<something>)

     

    or if you just want to increment it:

     

    MyVariable.Mod(1)

     

     

    Don't forget to start the line with a semi colon, then when you have assigned the property to MyVariable take away the semi colon and recompile.

  4.  

    The merchant NPC needs to be in a faction that has a merchant chest associated with it and that merchant chest contains the items he can sell.

    Right and he is in a faction with a chest attached to him, with the correct items that he can sell. Which for him is apothecary items like potions, poisons, and alchemical ingredients.

     

    In which case the fact that you have made the potions themselves owned by a faction may be the problem. I haven't seen that done before and as a side effect it also may mean those potions can't be sold by any other faction.

     

  5.  

    Having looked at the Proudspire mod you referenced in the CK, I can't find the chest resource. The screenshot you showed with the entrance the walls and the assets (chest, table etc) is not in this mod. It doesn't actually look like an entrance to the Manor at all.

    thank, it is entrance to the manor Garden.

     

    Seen it, and with just this mod loaded the chest is a vanilla one. You must have another mod which replaces the chests with different ones.

     

  6. The source folder contains the uncompiled scripts (.psc files); you only need it if you are going to use the Creation Kit. The game only needs the .pex scripts in the Scripts folder or any that are in the bsa's.

     

    If you are going to use the CK and will need to create scripts you need to unpack the scripts.rar package in the data folder this has all the vanilla source files which will unpack in to the Source folder.

  7.  

    Third way is to use a static and place an invisible activator in front of it.

    Yes, I listed that in the middle of my post. I'm considering changing my mod to use that method. The file size would be much smaller, and custom meshes and textures would show on the shelves. That COULD be a problem if a mod changed the size of the object much but that should be rare. You are probably right, that might be the best method.

     

    You were suggesting a trigger box which you could use, I'm talking of the rectangular orange invisible activator. Its listed as DefaultInvisibleActivator.

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