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Shade1982

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Everything posted by Shade1982

  1. Hey all, I have several custom containers made (for example: a table with several potions on it, surrounded by a collision cube and a trigger linked to a chest out of sight) with several items on it. For all these items, I have checked the "Don't Havok settle" option and I have added the script defaultdisablehavokOnLoad. It was fine for a while like this, but then suddenly for no apparent reason Havok still settles the items, causing them to fly across the room. Does anyone have any similar experiences with this, and does anyone know how to stop this? At first I thought it was because I had too many items, so I removed a couple to give them a bit of space, but it still happens after a while again.
  2. Hey all, In my custom castle I have three separate rooms only accessible through an internal teleport (two doors connected in the same cell). I was wondering if it was possible to have it reduced to one door however with some sort of selection menu. For example, if I would access the door in the main room, a pop-up would give me three destination options. Any thoughts on this? Thx :)
  3. Judging by the amount of views versus replies, nobody knows anything about this... :)
  4. Hey all, I have a problem with several containers in my custom house. For some reason chests containing weapons and/or armour are sorting by what appears to be damage or armour rating (instead of the usual alphabetical order). I have found several posts of people complaining about this issue, but no answer or solution so far. Is there even a solution to this issue? Or do I just have to ignore it until (if ever) a bug fix is made?
  5. As a side-note, the dragon claws are only marked as quest items for the duration of the quest, so you should be able to drop them when the quest is completed. That's why you will see dragon claws you can't drop in displays.
  6. I manually created any missing keywords. Same for the dagger for example, for some reason the game treats daggers very differently from other weapon types... Your script seems to work perfectly, awesome! You are my new hero now :). I would give you credit in my mod, but it's for personal use only and will never be published, sorry :).
  7. Otherwise, if it isn't, I suggest systematically disabling mods until the problem is fixed. This should tell you which one it was.
  8. Very interesting advice! I copied your code, but it gives me errors on your integer line "no viable alternative at input 'Game'", I'm trying to figure it out, but haven't found it yet. Both the pickaxe and the woodcutters axe are classified as war axes as far as I can tell. If I use the other script they work like one anyway. [EDIT] Good god, I keep making stupid mistakes because I'm not reading your text correctly. No wonder I can't get anything to work on my own... I got it to work now, thanks :). [/EDIT]
  9. I'm an idiot... I was testing with the wrong save, the unclean one... Sorry, and thanks for your help and support :). Btw, I hate to ask even more of you, but do you know if it's at all possible to create a script for a specific item? Not just a type? For example, I have a rack for my pickaxe and woodcutters axe. A sort of 'Tool Rack'.
  10. Also looks like a great idea. This saves me the trouble of having to create a bunch of scripts :). The issue remains however. It does the check and shows the error message if I try to drop the wrong weapon type, but then drops the weapon regardless. I double-checked and the properties were set correctly.
  11. The else was actually there, but I changed it to to see if that was the problem. Neither helped...
  12. Checked and double-checked. All properties are set like they should be.
  13. Sorry for the TL:DR wall of text :P This is a variation of the original vanilla activator script, combined with what another helpful modder here pointed out to me. This is a script which tells the display case to only accept one weapon type. For example, I have a weapon display for daggers, swords, maces etc... This should show a message saying you're trying to put the wrong weapon in. So far, this part works. That is, it shows the message. Unfortunately, after showing the message, it still puts the weapon in the case... Can anyone tell me what I did wrong?
  14. Also, there is a bug in the system which prevents the mannequins from being useful if they are pointing north.
  15. That actually looks great, thanks :). I apologise if I seem rude, it was just really frustrating to me and I didn't realise it was so hard to do... When looking at the script, it looks like it was designed to use one script for all weapon types, but your solution seems to require a different script for each display case... Am I wrong on this one? Or do you have another idea on this? Also, do you know if there is a way to do the same for armor types? Maybe something related to material type? Thanks for the help anyway :).
  16. Wow, this is seriously disappointing... One day later, I'm on 21 views and 0 replies and on the third page... Nobody has any knowledge on scripts whatsoever? Why is that hard to believe to me?
  17. Wow... 0 Views and 0 replies and I'm already on the second page?
  18. Hey all, I could really use any help in this area. I've been going through the script involved in using weapon cases and mannequins to display weapons and armor, but I'm getting lost really fast. So far, I've been able to get it working the way I like, with just one thing missing. Right now, I'm using one script for all the weapon cases and one script for the mannequins. Both of them are just variants of the vanilla script. That's as far as I can go with scripting. I would really like script with which I can specify the weapon type and armor type. For example, I have a weapon case for a dagger, a sword, a waraxe etc etc and mannequins for leather armor, glass armor steel armor... I need a script which tells the player only a dagger (or whatever specific weapon) can be put in this case... (Also, a minor request, but not as important. Is it possible to make item-specific scripts? For example, I have a separate rack for a pickaxe and a woodcutter's axe.) Thus far, I can see I need two script. One for the activator and one for the container, but that's it... Can anyone help me?
  19. I seem to have this issue as well in a mod I created myself. It seems to be related to staves only, as any other weapon will display fine in the same case. By the way, you staff doesn't disappear. It stays floating somewhere near the display case. If you can;t find it, it will probably be somewhere behind a wall or something. In my case, I was lucky enough so it would float right next to the case. At first I thought it was related to the size of the staff. As it possibly didn't fit in the case, the game would spawn it outside. But after experimenting with ridiculously large display cases, this proved to be untrue. Has anyone been able to reproduce this, or maybe even found a fix for this? [EDIT] I just found this listed on the official Skyrim bugs list. So this isn't mod-related or even Creation Kit-related... We will just have to live with it, until Bethesda fixes this. [/EDIT]
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