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Everything posted by JetSteele
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EquipItem Type your function like this: Game.GetPlayer().EquipItem(ItemName, true) This will prevent you from taking the item off. Then you just need to run an UnequipItem function on the player on the effectfinish and that will allow you to have that type of effect. I'd put the effect as a script archetype instead of a bound weapon one since I'm not sure how it would run so stick to script archetype and use the oneffectstart and oneffectfinish events to add or remove the armour. Oh and make sure to run an AddItem and RemoveItem functions to add and remove the item from the player before you equip it to remove any possibility of bugs.
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What is your biggest Skyrim confession?
JetSteele replied to SkyEmerald's topic in Skyrim's Skyrim LE
I spend more time making mods than I do actually playing the game. I played the game for around 40-60 hours and spent the rest of the 400+ hours testing mods, and I spent about double that time in the CK.- 49 replies
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- skyrim
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Help, Event OnControlDown String Is Not Reconized
JetSteele replied to JetSteele's topic in Skyrim's Skyrim LE
Well that was embarrassing, lol. I didn't think it would work since it was shown with one equals sign on the CK Wiki anyways it compiled properly. Thank you so much! :laugh: -
I'm writing a script and require the use of the OnControlDown Event however right now its being a pain or at least the string attached to the event is. I can write a script with the event inside no problem but as soon as I try doing something like this: Event OnControlDown(string control) if control = "Forward" endif EndEvent I get an error stating: No viable alternative at input 'control' I've tried replacing the scripts with new SKSE ones and still this error persists. I have no idea what could be causing the string to not be read properly but its causing the script that I need to finish writing to be non gamepad friendly. For some it won't be a problem since they use a keyboard and mouse but for those who uses a gamepad this will prevent them from running this script properly. I've tried IsKeyPressed but as stated above this doesn't work with a gamepad which is why I've taken a look at OnControlDown however with this acting up I don't know what else to try. So if someone can help getting this Event up and running or if someone knows another event that can allow controls to be detected by both Gamepad and Keyboard I'll be grateful for the help. *Edit: I'm trying to add this onto a Quest Script
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If a moderator passes by this topic you may close it as it has served it's purpose and isn't required any longer. I want to thank everyone who voted and those who've given their input on how you would prefer the system balanced; the death sequence will continue to be improved upon however it will be mostly animation improvements, effects and small changes like that. Meaning that the worst of the imbalances has past, thanks for sticking with the mod though that storm (if I may make a ship reference :laugh:).
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I'd say to check the integrity of cache for the CK to set everything straight.
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The source scripts have to be IN the source folder or else the CK will not load up the script and you will get that error every time. So place your scripts in the Scripts/Source folder directly. The in-game scripts don't require the source to work so the pex need to be placed in the regular Scripts folder. If put in a BSA then they need to be put in these same directories if not it won't be read. Though if you don't want to include your source you don't need to only the pex are required to make the scripts run in game.
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set Nephilim_DeathGearToken to 3 This will give you the 3 free gear retrievals.
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LE A script to run a console command.
JetSteele replied to thelawfull's topic in Skyrim's Creation Kit and Modders
That's a little different than what I was thinking about but if the LOD is in an INI file then you might be able to use a command like this: SetINIBool just make sure you have a way to reverse it encase someone wants to uninstall the mod. Other than that I know that other commands like Kill, TGM, and TCL have scripting counterparts. I'll look to see if I find one for TLL. -
LE A script to run a console command.
JetSteele replied to thelawfull's topic in Skyrim's Creation Kit and Modders
It is possible; if you have the right function name that corresponds to the console code then you can run it through a script, there may be some that you can't but all the ones that I've needed has a function counterpart. Which command do you need for a script? -
Thanks for all the comments guys; As for my being biased in my opinion about categorizing people in types either casual players or hardcore/realism. It was not my intent to separate 2 camps of people I was trying to point out that there are 2 sides to every argument or feature; people that want something on a harder scale, people that want something easier because they want to relax while playing games and don't want to think too much then there is that middle ground that makes both camps of people happy. Are there other positions that people hold, yes though the most vocal is usually those 2 types; guess I screwed up my explanation there...I still feel as if I'm not explaining myself properly :huh: The upgrading is unbalanced as of right now so I'm fixing it up and by extension the death costs are being fixed up as well. Thanks for the feedback Orbis, I'll work in an initial amount of fragments that will give the player something to work with at the intro of the game. And yes the Grace Fragments are collected from Black Souls; I'll outline everything in the next patch readme to remove any confusion some people may have. @Darcaan: That was actually something I was looking into implementing once I got this part of the death ironed out. Having the Phylactery inside of a cave that will allow some adventuring to happen and make it a little more challenging to corporatize. First I need to balance out this section of the death sequence before jumping into another section of it though. I knew when I started changing up the death sequence that I would be throwing nails into an already working machine; but sometimes you have to wreck something to make it better. I felt that the death was too generic in principal and wanted to have something better so I changed up the death sequence with the implementation of the upgrading system and now dealing with the fallout of it. I'm working now on balancing it all out to remove all of its tediousness. And once I've gotten this portion of it finished (the gear part) I'll work on the corporializing part of it. Thanks for all the feedback so far, its really helping out!
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I've attempted multiple different approaches to somehow getting the word out unsuccessfully because Microsoft SmartScreen keeps blocking me from it or because the e-mail to [email protected] doesn't go through. Hoping this goes through as a comment on the Nexus Mods as this is one of the last things I could try to try to get into contact with someone. I've tried to get into the chat to see if a Moderator or Admin was present but I get locked out of it, I've tried to post topics but again was blocked by SmartScreen, I've tried PMing with the same results. Basically any attempts to contact any Nexus personnel has been blocked because of SmartScreen or failed to go through from my end. This is the only way that I can get into contact with the Nexus. To clarify Nexus Mods is unaffected by this and its purely the Nexus Forums that is affected. 4 Hours ago I've been having no problem getting into the Nexus Forums (all are affected) and even had a discussion with a person trying to fix up his code for a Skyrim mod. Now 4 hours later I get a red screen from the Forums stating that: "This website has been reported as unsafe forums.nexusmods.com We recommend that you do not proceed to this website. It had been reported to Microsoft for containing threats to your computer that might reveal personal or financial information" clicking on More information reveals this: "Malicious software threat: This site contains links to viruses or other software programs that can reveal personal information stored or typed on your computer to malicious persons" I've already reported that this is a false threat to Microsoft however I am just one man, while reporting I saw an option that stated: "I am the owner or representative of this website and I want to report an incorrect warning about this website" My one word might not be enough to unblock Nexus Forums from this but if an admin of the site submitted a report I think it would be much more successful to unblock the Forums so they are usable again to others like me that have SmartScreen active. There is an option on the Warning that states: "Disregard and continue (not recommended)" However that only works to view the page there is something about this block that prevents me from posting anything after I get to the page. As soon as I click post or attempt to enter chat it blocks me once more then kicks me back to the previous page when I click proceed. If someone can get an admin or moderator to see this then I would be grateful because as it stands SmartScreen is blocking me from anything since communications is built into the forums framework. I just wanted to bring this to the site admins or moderators attention so this can hopefully be resolved. Thank you for your time, JetSteele
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Need some help removing specific number of keys from inventory
JetSteele replied to duude98's topic in Skyrim's Skyrim LE
Its so strange as it should work properly...though are you testing it in a current save game or a new one? What I do is test mods by coc from the main menu into a cell (so I get the impression of what the mod is like when its installed fresh and I won't get any weird bugs). Reason I'm saying this is because the RemoveItem function shouldn't be doing what its doing in your game, we shouldn't have to come up with this workaround for something that is native to the game. Granted I've never attempted to work with keys in this fashion before but still they are items with a counter in the inventory screen and should not be removed all at once like that. If you didn't test your mod on a clean save then try it; if not I'm stumped at the moment as to why its not working... -
Need some help removing specific number of keys from inventory
JetSteele replied to duude98's topic in Skyrim's Skyrim LE
Yes it'll work without it...I just saw I put a comma instead of a period on the wait function change it to a period. The function is just to give the game enough time to remove the keys before adding back the proper amount. -
Need some help removing specific number of keys from inventory
JetSteele replied to duude98's topic in Skyrim's Skyrim LE
Actor Property PlayerRef Auto Key Property SmallKey Auto GlobalVariable Property KeyCount Auto int KeyCountActual int KetCountOld Event OnActivate(ObjectReference akActionREF) if akActionREF == PlayerRef if Self.GetLockLevel() == 255 KeyCount.SetValue(PlayerRef.GetItemCount(SmallKey)) KeyCount.Mod(-1) PlayerRef.RemoveItem(SmallKey, 1) if (PlayerRef.GetItemCount(SmallKey) != KeyCount.GetValue()) KeyCountActual == KeyCount.GetValue() KeyCountOld == PlayerRef.GetItemCount(SmallKey) PlayerRef.RemoveItem(SmallKey, KeyCountOld, true) Utility.Wait(0,5) PlayerRef.AddItem(SmallKey, KeyCountActual, true) Utility.Wait(1.0) endif KeyCount.SetValue(0) Debug.MessageBox("The Script fired") Self.SetLockLevel(0) endif endif EndEvent Try this...I've tweaked it to make the integers take over all the functions that the globals used. -
Need some help removing specific number of keys from inventory
JetSteele replied to duude98's topic in Skyrim's Skyrim LE
Alright seems that AddItem doesn't play nice with globals. Let's try it with integers: Actor Property PlayerRef Auto Key Property SmallKey Auto GlobalVariable Property KeyCount Auto int KeyCountActual Event OnActivate(ObjectReference akActionREF) if akActionREF == PlayerRef if Self.GetLockLevel() == 255 KeyCount.SetValue(PlayerRef.GetItemCount(SmallKey)) KeyCount.Mod(-1) PlayerRef.RemoveItem(SmallKey, 1) if (PlayerRef.GetItemCount(SmallKey) != KeyCount.GetValue()) KeyCountActual == KeyCount.GetValue() PlayerRef.RemoveItem(SmallKey, PlayerRef.GetItemCount(SmallKey), true) Utility.Wait(0,5) PlayerRef.AddItem(SmallKey, KeyCountActual, true) Utility.Wait(1.0) endif KeyCount.SetValue(0) Debug.MessageBox("The Script fired") Self.SetLockLevel(0) endif endif EndEvent Try this out. -
Need some help removing specific number of keys from inventory
JetSteele replied to duude98's topic in Skyrim's Skyrim LE
Oops sorry misread your issue with the script, lol. I scimmed it and thought you had issues getting the GetLockLevel to fire, my mistake. Okay so try adding this to your script before removing your key: GlobalVariable Property KeyCount Auto KeyCount.SetValue(Game.GetPlayer().GetItemCount(SmallKey)) KeyCount.Mod(-1) and after you remove your key: if ( Game.GetPlayer().GetItemCount(SmallKey) != KeyCount.GetValue() ) Game.GetPlayer().RemoveItem(SmallKey, Game.GetPlayer().GetItemCount(SmallKey), true) Utility.Wait(0.5) Game.GetPlayer().AddItem(SmallKey, KeyCount.GetValue(), true) Utility.Wait(1.0) ;safeguard for items added before set to 0, could lower this amount to test how fast to fire the next line. endif KeyCount.SetValue(0) though you shouldn't be needing to do this; the game should be subtracting the normal amount of keys on its own with the RemoveItem() function...really strange. *I tweaked the code to first check if you have the amount of keys you need before adding more keys to the player, to remove the possibility of a bug happening where you can just get extra keys for no reason. Let me know if the remove item line in after the key is removed doesn't work and I'll tweak it to work with an integer instead of calling that function from the RemoveItem() directly -
Need some help removing specific number of keys from inventory
JetSteele replied to duude98's topic in Skyrim's Skyrim LE
Its the self part of the script that won't fire properly. Try using a door property then set the property to itself (meaning the door and NOT the objectreference of the door), its a little redundant to do it this way and to have to set the door itself as itself but this should make it work properly. Just test it on one door first...don't set all the doors up until you know that it works. -
***Poll Closed*** ***This poll is specifically for those who play with the race mod since it will affect them, however even if you don't I'm interested in if you did what would you prefer.*** Hey everyone, As people who have played my Nephilim mod know, the Nephilim are a half angel race (I won't go into too much detail as this poll has to do with very specific functions of the race; if you want details go check out the mod page) who has special spells, custom werewolf transformation, custom vampirism and a custom death sequence. However recently a user has said that the death sequence has no weight to it (you get a 30 minute debuff to health). You have to reclaim your gear from your body however there is no other limiting factors about the death; when I first came out with the death sequence and asked people in the posts section of the mod page how they would feel about losing there gear (it was the original idea) I had 6 people respond negatively towards the idea and no positive (sure, it would be a good penalty) perspective. I would like to get a proper response to the idea since it seems that some people don't like the death in the state it's in (not enough weight to it). I estimate that there will be 2 main parties: 1- The casual players (that don't want a harsh penalty) 2- The hardcore/realism players (that want something meaningful as a punishment for death) I just want to know which party contains the most amount of players, which is why even if you don't use this mod I would still recommend you take the poll since it would help me see how people see playing their game and what they would prefer. The results of this poll will influence my decision about what to do with the death sequence in Nephilim.
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Recolored Robe Fades to Vanilla Color When Zoomed Out
JetSteele replied to LenneDalben's topic in Skyrim's Skyrim LE
Even though your issue was fixed I just wanted to confirm for anyone that passes by this thread that it is indeed the mipmaps that cause this issue to occur. After you have your new surface done you need to regenerate new mipmaps or; as you said; when zooming out you'll see the old colors return. You can auto generate the new mipmaps for the DDS and it'll work like a charm (just thought I'd say it since I used to actually make the mipmaps by hand until I found out that it was something that could have been done automatically by the image editing software :tongue:). You could import the mipmaps (I do it all the time) you just have to make sure to overwrite them with new ones when exporting; or you could just generate new ones after your done.- 5 replies
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As a just completed custom race modder I'll give you the info on making a custom race. You were correct in your assumption about the vampire portion; however you missed out on the werewolves compatibility also. To have vampirism attach itself correctly to the player you do need to make a vampire duplicate of the race though it needs to be built similarly to how the vampire race was built in regular Skyrim. Then it needs to be scripted into the regular vampirism script to change the race; however at that point you'll lose compatibility with mods like BV and Vampiric Thirst. Similarly, werewolves need to be altered as well to accept your race. However doing so would cause incompatibilities between mods like Moonlight Tales. So in the end it all depends upon you: Do you want your race to be compatible with overhaul mods or not? There is a third option which is the one that I went down which was to create a completely custom and standalone system for vampirism and werewolves; however I recommend that you only attempt doing so if you've got a really good grasp on the scripting system (you don't have to be "the best", but you need to understand what the functions mean and what they do exactly). Whatever you attempt to do there will always be some incompatibilities between the race and overhaul mods until you script in functions using the GetFormFromFile() or create a compatibility patch between the 2 mods (though the latter method means that you would have to re-create the patch every time you update the script and the former method is built into your script and therefore doesn't need to be remade every time it works by mod install detection). There is a mod called Race Compatibility (using this as a master file for your mod) though I never used it myself and am unsure of how well it works. Hope this info helped you out. @skyquest32: Why would you set the race with console? It obviously won't work 100%, that is for anything. I have some people that admitted to me when using a mod of mine that they attempted to console something and in the end they broke the mod in one way or another, the console is always screwing something up and it shouldn't be used to speed up gameplay elements that would happen in the game naturally (unless your debugging and know what your doing). Doing so could end up not only breaking a mod but using the console in vanilla Skyrim can also break something in the game (you might only notice it a couple of hundred hours into your playthrough though). Custom Races can't loose vampirism, it means that whatever you were using has a bug in its scripting. The cook in the DB questline is an easy fix. Turning vampires is part of Dawnguard and if you try to do it with console; again; it will make the people grey faced since it wasn't done by the scripts in the game and was forced through the console. There are some pretty amazing race mods out there to classify them as non user friendly is a downside for you and not anyone else. Do WIP race mods exist, sure. However, complete race mods also exist and they are really fun to play with. Not all of them are for everyone, so you just have to find the one that works for you. But I wouldn't classify all race mods the same if I were you as you could be missing out on something that you would like.
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Mods from Morrowind are still getting updated and I know of a couple authors that still mod Oblivion. Some authors have moved to Fallout 4 but I don't think authors for Skyrim will just stop coming out with mods, I think what's happening is authors are refining their current mods instead of pumping out new ones (at least that's what I'm doing right now; going through all my projects one by one and perfecting them). So even whenever the next Elder Scrolls comes out there will still be people modding Skyrim.
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Did you put the spell cast on self? If not then that is why its not working. Try to replace akCaster by Game.GetPlayer() and see if it works, if it does then that means its the effect that is not set up properly and if it doesn't work then that means that its the script that isn't written properly though from what I see the script should be firing. Also is the property set in the property window (when clicking on the script to bring up the property list)?
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I think the point that Eli was trying to make was that no information was given at all about the project. You don't need to outline step by step what is going to be in the mod but some general information could be helpful to grow people's interests in joining a group; it would keep people from joining up then saying forget it once they hear the idea. Not to sound like a total a-hole but everyone believes that their idea is the "million dollar idea" and if you get someone that joins up then ends up hating the idea but sticks with the project because they gave their word then the content they put together would be affected by that. If you release some information then there is a higher chance of getting like minded individuals together to help your project making its development that much better. I've never gotten ideas stolen from me so I don't know how that feels but your idea was never technically 'stolen' in the first place. Look at vampire overhauls; there are a ton of them out on the nexus but they all have different mechanics (some of them more similar than others). So in the end if you developed that 'stolen' idea it would have been a derivative of the same subject matter. 2 separate mods that do something similar but takes a different approach in the content. Point being, you'll have a really hard time putting a team together without any information given; people don't like jumping into things without any foreseeable direction.
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LE Dialogue Locks Up After Scene
JetSteele replied to JetSteele's topic in Skyrim's Creation Kit and Modders
The dialogue is done through the scene so...yes? I'm not sure if scene dialogue is considered forced but it activates when the scene stage is activated so I'm assuming that scene dialogue is considered force greet. The scene is finished and shutdown after its finished (I even put a stop() command on the scene itself as an added precaution). The commands didn't unlock the NPC dialogue post scene and the variables are all set properly afterwards. The actors are forced references to a specific actor in the world. I'll look at the scene in Xedit and see if I could find anything out of the ordinary there.
