Jump to content

nexusMods3

Members
  • Posts

    26
  • Joined

  • Last visited

Nexus Mods Profile

About nexusMods3

nexusMods3's Achievements

Contributor

Contributor (5/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. https://www.reddit.com/r/skyrimmods/comments/jrfr6l/tutorial_how_to_build_a_barebones_skse_plugin/
  2. I'd love to see a mod where you can poison arrows instead of bows. I know there's already a mod that does such a thing, but I want something more sophisticated. I'd like to be able to poison any arrow just like I'm able to poison any weapon, and poison as many arrows as I want. See this mod that I made. It would basically be how my mod already works, but when trying to poison with a bow equipped, it would poison arrows instead. TL;DR I want to be able to poison multiple arrows with the default controls. Just like you already can poison weapons. No need to use a special arrow, no need to read a special book, no need to use a special hotkey, etc. This is a mod that needs to be made using Skyrim Script Extender, you will need to understand how to use memory hacking tools like Cheat Engine and/or static analysis tools like IDA. Why don't I make it myself since I already made one that is almost exactly what I want? It's simple, it's because I can't. I lack the skills. I tried, and failed. I have some game hacking knowledge, which allowed me to make my current mod, but what I'm asking here is above my knowledge. I am basically throwing in the towel and hoping that some expert hacker will be able to accomplish this. It's my dream mod. If you can do it you will have my eternal gratitude...
  3. Something like my mod, but one that works just with skse, no scripts, like this one. I already tried(a LOT, and I mean over 100h lol) and failed. Hopefully someone more knowledgeable can do it. Thanks.
  4. I am writing to ask if you could give me some pointers on how Skyrim and action script interact with each other. If I wanted to create a mod where I increased the maximum number of items that I can drop without calling the "How Many?" menu(for instance, if I wanted to be able to drop up to 10 items without that menu), what would I need to change? Is it a papyrus script or an action script? Where does this interchange between action script and game data happens? Similarly, if I wanted to change a menu associated with any action, for instance, the menu that shows up when I try to poison a weapon or the menu that shows up when I want to advance time, how would I go about it? Thanks a lot in advance.
  5. In response to post #41055575. #41057105, #41057950, #41063575, #41065210, #41067250, #41068110, #41069375, #41078570, #41079380, #41080470, #41083830, #41086180, #41086975, #41093930 are all replies on the same post. @turulo Kudos for suggesting keepass. I use it as well, great password manager
  6. I opened "hudmenu.gfx"(after changing it to swf) using SWF Quicker. I would like to know where are the scripts that work with the GUI components, anyone knows? For instance, I've found the sneak crosshair in the swf, but didn't find the code that says "when user is crouching load sneak crosshair from hudmenu.gfx" or something like that. Can anyone help me out? I'm trying to learn how to mod the GUI, I want to make a GUI icon, but I need to know where to put/find the scripts that interact with it. Thank you.
  7. I opened "hudmenu.gfx"(after changing it to swf) using SWF Quicker. I would like to know where are the scripts that work with the GUI components, anyone knows? For instance, I've found the sneak crosshair in the swf, but didn't find the code that says "when user is crouching load sneak crosshair from hudmenu.gfx" or something like that. Can anyone help me out? I'm trying to learn how to mod the GUI, as I said I want to make a GUI icon, but I need to know where to put/find the scripts that interact with it. Thank you.
  8. I'd like to know how to mod skyrim's user interface. How does skyUI's do? it's not just regular papyrus functions, and I didn't find any tutorial teaching or even giving a hint on how to do it. I'd like to learn for example how to create a small icon that appears on the right side of the screen under certain circumstances, like skyUI's icons when you have an active magic effect of x duration. Thank you.
  9. Hey guys, please check out my new mod, Poison More!: http://www.nexusmods.com/skyrim/mods/56155/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D56155%26preview%3D&pUp=1 This mod allows the poison to last as many hits as the number of poisons you consumed. If you consume 3 poisons, the poison will last for 3 hits for instance. It takes into account Concentrated Poison like perks, such as the ones added by Poison Skills Enhanced. So if the perk allows the poison to last 5 hits instead of one, if you consume 2 poisons it will last for 10 hits.
  10. Thanks for the reply. Good to know there is another way. After reading in the creation kit website: "A Property is essentially a variable that other scripts can access", I realized I could just create a property of the script type that had the functions and variables I wanted to use...and it worked lol :p
  11. I have a script attached to a player, and a script attached to a quest. How can I make the script attached to the quest access a variable/function on the script attached to the player? I've been trying to do that for hours now and I just can't. If someone can give me a detailed explanation, I would appreciate very much. I made a mod, the mod is done, but I want to make it compatible with MCM. The config option the user would be able to tweak is the letter to activate the mod. So I'm using the OnOptionKeyMapChange to do that, but on that event, I want to have access to the variable/function in the script attached to the player. The quest has the player as an alias, if that helps. Thank you.
  12. I show a notification on the top left corner, each time he types something.
  13. So I've figured this out...for anyone that might encounter the unable to call something - no native object: 1-Create a quest in the creation kit 2-Go to the script tab and create a script with the events you want(in my case onkeyup, onkeydown) 3-In your original script(not the quest one, the one that wouldn't work because of the error), create a property to refer to this quest. 4-Whenever you need to use the function that was failing before on your original script, you type myDummyQuest.functionThatwasFailing(example: myDummyQuest.RegisterForKey). That's it.
  14. Well I basically show a debug message with the options to the user(a huge string with \n to separate the options lol), and use the RegisterForKey to register the up and down arrows. So the user can select the options by using the up and down arrow(well, he won't have a visual feedback of what he has chosen, but it's not that bad). I created another topic about not being able to use the RegisterForKey function, but I figured that out as well.
  15. Ok thanks for your help IsharaMeradin, I've found a workaround for my problem.
×
×
  • Create New...