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figor888

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    Skyrim, FO4, & Prey

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  1. I solved my issue. I had to keep the damage health spell effect included but set the magnitude to zero.
  2. For my quest mod and reasons I can not figure out, I am not seeing the objective marker for a note I have placed in the thieves' guild headquarters. The quest starts fine via a trigger and the next stage progresses which tells the player to find a note on the desk in the TG cistern but there is no arrow pointing to note. I have the Target Ref set to the note and the Reference Alias is set to Specific Reference and I have selected the note in the window. In addition, after reading the note, it does not set the next stage while using the defaultonread script. The properties are set correctly. It seems like the alias is not being filled out in the game? Any suggestions are appreciated.
  3. I am working on spell mod that is like Equilibrium but reduces stamina instead of health. I have the detrimental box check on the damage stamina magic effect but in game, the magicka restores but the stamina does not decrease. I am unsure what is going on and wondered if the Stamina ActorValue is perhaps different than Health in the game and if that could be part of the problem?
  4. I wonder if you might be able to get Xiderpunk to provide you the the script files in the Caesia patch and see how they are set up? I also noticed that the Caesia has quite a few dialogue lines (.fuz) in the patch so the mod author added those separate dialogue lines into the patch, which integrate into the quest. Having appropriate dialogue for Kaiden might prove tricky if you are wanting it to be immersive. I also see that the Caesia patch has scenes set up. Looks like a quest is set up to handle those scenes and the dialogue occurs in those scenes. I can do basic scripting but am trying to learn more. You might try to check out this youtube series and ask her what she thinks. https://www.youtube.com/c/SkyrimScripting/videos I asked a few questions on her channel and she invited me to her discord to make having discussion easier. Might be worth a shot?
  5. I think it depends on what you are looking to accomplish. You will definitely need access to PSC file(s) in order to open the script in your preferred script editor. Can you be a bit more specific on what you are wanting to do?
  6. I have came across an excellent resource on Skyrim scripting. She explains things very well and makes learning scripting enjoyable. Here is her YouTube channel. Skyrim Scripting https://www.youtube.com/c/SkyrimScripting She also has a twitch channel https://www.twitch.tv/mrowrpurr
  7. Correct, as long as you set your mod as the active file, it will save onto that file. Save often just in case the CK (creation kit) crashes. Also, wherever you have your file saved, such as a working folder, when you save you will see that the modified date will also change and you can make sure your most recent changes have been captured. Good luck with your assignment!
  8. Are you making sure your mod (My mod) is set as the active file when you load the data in the creation kit? Your mod will be an .esp file not an .esm and labeled plugin file under status.
  9. Ishara, I understand most of the script but I am a bit unsure about how the global variable relates to the quest. Is this variable checking that the quest has fired off? GlobalVariable Property myStatus Auto {value assigned to the global variable in quest directing player to Enthir}
  10. Just a thought I had as I work through completing some of my current mods. It seems the most daunting aspect of mod creation is the papyrus scripting aspect. I think many great ideas most likely never went anywhere due to the difficulties in understanding scripting. To me this challenge represents opportunity, what if there was a paid resource of script specialists on Nexus one could access to help make a mod happen? I have met several people on the forums who know scripting very well and I am grateful for all their help but what if someone could hire out a script master for their project to help me through the scripting process? I have been studying papyrus for about a year and I feel I barely understand the basics. I have followed many tutorials, dark fox, doug hamil, Anthony Bellingham and there is a wide gulf between the "hello world' script on the creation kit wiki and actually making a quest work. Would it make sense for Nexus to have a papyrus script resource section of willing participants who might charge a fee to help with scripting? Curious what everyone thinks.
  11. I am looking for some guidance on how I can implement a quest limited container for a mod I am working on. The premise is that the player must be in both the Mages and Thieves Guild and at this point, the player is directed to Enthir to potentially buy some new mage-thief spells I have created. It is my understanding, the end papyrus fragment akspeaker.ShowBarterMenu() access that NPC's specific container. My question is how would I go about setting up a container only available as part of the mod quest? Would the container have a script attached that linked it to a specific quest? Something involving GetOwningQuest perhaps? I would also need an alias for that container as well, correct? Thank you
  12. Many thanks for all the help provided. I am much further along than I was! The script example is very helpful. Thank you ReDragon2013!
  13. this mod involves player entering trigger box along the bridge to college of Winterhold. The trigger should initiate a courier quest to deliver a note by Farengar where the player is to investigate necromancers at a Point of Interest location. Loot involves a Mass Reanimation Spell that I created. I have followed along DF127 and Doug Hamil's courier quest tutorials, Issues I am having, no properties are generated from the auto declaration lines and error is generated when I try to compile that says the following: Starting 1 compile threads for 1 files...Compiling "SM_MassReanimateTriggerScript"...E:\SteamLibrary E\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\SM_MassReanimateTriggerScript.psc(5,0): missing EOF at 'Scriptname'No output generated for SM_MassReanimateTriggerScript, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on SM_MassReanimateTriggerScript here is the script: ;Mass Reanimate trigger scriptScriptname MassReanimate extends ObjectReference Book Property Note AutoQuest Property WICourier AutoReferenceAlias Property NoteAliasRef AutoActor Property PlayerRef AutoActorBase property TriggerActor auto{actor that trigger is looking for - all non-empty trigger actors need to be in trigger in order for IsTriggerReady to be true Update OnInit when adding new trigger properties!} Int InTrigger = 0 Event OnTriggerEnter(ObjectReference akTriggerRef)if (InTrigger == 0) && akTriggerRef == PlayerRef()InTrigger += 1NoteAliasRef.ForceRefTo(PlayerRef().PlaceAtMe(Note))(WICourier as WICourierScript).AddAliasToContainer(NoteAliasRef)endifendifEndEvent Event OnTriggerLeave(ObjectReference akTriggerRef)if (InTrigger > 0)if akTriggerRef == Game.GetPlayer()InTrigger -= 1debug.notification("You thought you saw the courier heading your way")endifendifEndEvent Thank you! Any help is much appreciated!
  14. I am working on creating an MCM. I extracted the Sky-UI based scripts into my data folder, created the quest but the new My Script extends SKI_ConfigBase script fails to compile. I noticed the sky-UI based scripts are version 5.1. I have Sky_UI 5.2 installed. Is this source of the problem? I have been following: https://github.com/schlangster/skyui/wiki/MCM-Quickstart and Dybill's MCM tutorial with Screen Shots. Any help is appreciated.
  15. Thank you both! Your suggestions were extremely helpful!
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