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Matterom

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  1. Yeah for some reason with my setup the CK was refusing to add scripts to my quest. i seem to be able to get it to work half the time now.
  2. Ah yes i had forgotten to update, i had been using the CK to compile, but the problem was the script wasn't running, or at least i had no way to really tell if the script is running. Every time i go to edit the quest, the scripts i attached to it are not there. when i load them, they are not saved, unless i open in an external editor and save it, i can open it back in the CK and it runs, but doesn't compile properly, so i use the NP++ setup and it compiles without error. This little project is a massive headache of either tool or user error, or perhaps both. Yeah, Can't seem to get the scripts to attach to the quest, i put the scripts to the quest, Hit okay, Save the esp, close CK, Reopen CK, go to quest, No scripts attached to quest.
  3. Suppose it doesn't help that i'm having issues setting the other script as a masters. Do i need to compile it in creation kit? or does it compile on runtime
  4. I seem to of figured it.. Partially out, I go to try and add the script as a property and the compiler refuses to acknowledge the scripts existence. "cannot convert to unknown type TargetScript"
  5. Pretty sure it's one script that defines what all is being used, with the other scripts calling that script to pull the information.
  6. Would help, i'm still figuring out how to work the creation kit/papyrus
  7. It's an alias i believe, Going through the scripts, i see references to Armor Property X Auto for all the items. where X is the item name in the creation kit. But if i did that would their logic still work on my version?
  8. How does one go about replacing the item values for, something like another players quest mod. For example, say someone has a mod that spawns item X, i have item that is a fork of X that has a higher default armor value and a additional script running on it, how would i go about ensuring that item Y is spawned and handled like X, Instead of X. Note: WITHOUT changing the spawn script, or otherwise copying the originating mod.
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