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Dark09188

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  1. I would have to check. It was an NPC (Animal) AI preset under Actor. Since there are unfortunately zero tutorials for such things and you have to constantly look at the basic game (and there seem to be at least 3 different variants of this type), it is difficult to see and implement everything
  2. Here is a small part of my Exterior World. My problem is that I'm trying to add attacking animals, but they don't attack. Neither themselves nor (what is actually wanted) the character. The red objects are Xmarker Heading which are linked as shown in the picture. The green ones are LVLAnimalForestPredators, each linked to a specific animal and all linked to the first XMarkerHeading on the left. (Example was the wolf pack near Lakeview Manor). The movement radius of all animals should ideally be the entire green area. Despite all this, they almost only stand in place and are perceived as enemies, but as mentioned, they never attack. If anyone has a solution, I would be happy to take your advice.
  3. In addition to my scripts, I also have this graphics problem at the moment with test runs. However, I have no idea how they arise. So of course I have no idea how to fix it. One idea would be markers, which can be found all over the world, but there don't seem to be any tutorials on how to use them or what they are for. For example, in Falkreath there are purple boxes that cover areas, but I don't know if I would need something like that in my game.
  4. I'm more Option 1. So you go to the hive, activate it, it shows a menu like in the normal game, and each day should one honey and each fitfth day should be a BeeHoneyComb in the menu. Then i can take the items or let it in.
  5. Ok, i can try it. But why instant adding to the player, in real, you need to see the honey is in the hive and then take it
  6. Scriptname AB0000Bienenstock extends ObjectReference GlobalVariable property GameDaysPassed auto Potion Property FoodHoney Auto Ingredient Property BeeHoneyComb Auto ObjectReference Property tg02beehive Auto int honeyLastedHarvested = 0 int honeycombLastedHarvested = 0 EventOnObjectReference.AddItem(akFoodHoney, akBeeHoneyComb, aiCount, abSilent) if GameDaysPassed.GetValue() >= + 1.0 ObjectReference.AddItem == FoodHoney lastharvested = GameDaysPassed.GetValue() EndIf Endwhile if GameDaysPassed.GetValue() >= 5.0 ObjectReference.AddItem == BeeHoneyComb lastharvested = GameDaysPassed.GetValue() EndIf Endwhile EndEvent I don't understand what I'm doing wrong. Because there is always an error in the same line (in the “EventOn” line). The honey and the honeycomb should also only be added (spawn) inside the hive, so that you can view and take the content when you click on it. What I have specified in the script with the beehive as ObjectReference. I even copied the lines from the Creation Kit Wiki so that it is spelled correctly, but there is always a “.” or “(” the error. Scriptname AB0000Bienenstock extends ObjectReference GlobalVariable property GameDaysPassed auto Potion Property FoodHoney Auto Ingredient Property BeeHoneyComb Auto ObjectReference Property tg02beehive Auto int honeyLastedHarvested = 0 int honeycombLastedHarvested = 0 EventOnGame.GetObjectReference().AddItem((FoodHoney), BeeHoneyComb 1, true) if GameDaysPassed.GetValue() >= + 1.0 ObjectReference.AddItem == FoodHoney lastharvested = GameDaysPassed.GetValue() EndIf Endwhile if GameDaysPassed.GetValue() >= 5.0 ObjectReference.AddItem == BeeHoneyComb lastharvested = GameDaysPassed.GetValue() EndIf EndEvent That was the new try Errorr: "no viable alternative at input "."
  7. Scriptname AB0000Bienenstock extends ObjectReference GlobalVariable property GameDaysPassed auto Potion Property FoodHoney Auto Ingredient Property BeeHoneyComb Auto int Property TG02BeeHive Auto EventOnBaseItem()AddItem(akFoodHoney, akBeeHoneyComb, aiCount, abSilent) IFGameDaysPassed.GetValue() == 1 akBaseItem.AddItem == FoodHoney EndIf Endwhile IfGameDaysPassed.GetValue() == 5 akBaseItem.AddItem == BeeHoneyComb EndIf Endwhile EndEvent This is my script of my beehive, but it doesn't seem to compile. It should spawn honey once after one ingame day and a honeycomb after 5 ingame days. With the cow milking script I am stuck on whether it is an Actor or ObjectReference script. Since I have found independent scripts of both as illustrative material. I would therefore be grateful for any help and tips.
  8. The thing is, I've only been scripting for a week and I have no experience in this area. I'm just starting out with the first steps. In my head I know how it should work, but I have realized that an identical implementation is not possible, but has to be done via detours and steps that are not obvious at first glance. What makes it even more difficult is that I have not yet found a tutorial in my language, which is also related to the game and the scripting
  9. I have just use a own created formlist with greater and grand SoulGem in there. As i must confess to being a total beginner when it comes to scripting. Unfortunately, I only had the templates in the new Creation Kit Wiki, but also English tutorials and they are not quit as precise for my script in the explanation , or were difficult to understand. That´s why I used the script forthe time being. And I found the explanations behind it really helpful to understand how it works.
  10. IsharaMeradin thank you very much. This has solved my problem. I have test this with my parameters and it works.
  11. Scriptname AB0000Test02 extends ObjectReference SoulGem Property SoulGemBlack Auto formlist property DLC01SoulcairnLRodGemList auto int i Event OnActivate(ObjectReference akActionRef) if i ==1 ; remove the least valuable soul gem if akActionRef == Game.GetPlayer().RemoveItem(DLC01SoulcairnLRodGemList) if Game.GetPlayer().RemoveItem(DLC01SoulcairnLRodGemList) == Game.GetPlayer().AddItem(SoulGemBlack) endif endif endEvent
  12. I´m having a little problem with my first script (really the first one I´ve written myself). The function should be that I, in my case, activate a shrine on a trial basis and a certain Soul Gem should be removed and a Black Soul Gem should appear in my inventory. However, the problem is that even if i don´t have another one to remove, the Black Soul Gem still spawn when i activate it. But this is to much. Maybe someone has an idea what the script is missing
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