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cerebii

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Everything posted by cerebii

  1. I'm having this issue too. These are the plugins we have in common: Alluring Wine Bottles.esp Auto Update Leveled Items And Spells - Script Patch.esp Auto Update Leveled Items And Spells.esp BetterSaves.esp Book Jackets DLC.esp BookTrackerUpdatedv1.1.esp County Gates.esp DLCBattlehornCastle - Unofficial Patch.esp DLCBattlehornCastle.esp DLCFrostcrag - Unofficial Patch.esp DLCFrostcrag.esp DLCHorseArmor - Unofficial Patch.esp DLCHorseArmor.esp DLCMehrunesRazor - Unofficial Patch.esp DLCMehrunesRazor.esp DLCOrrery - Unofficial Patch.esp DLCOrrery.esp DLCShiveringIsles.esp DLCSpellTomes - Unofficial Patch.esp DLCSpellTomes.esp DLCThievesDen - Unofficial Patch - SSSB.esp DLCThievesDen - Unofficial Patch.esp DLCThievesDen.esp DLCVileLair - Unofficial Patch.esp DLCVileLair.esp Death Notifications.esp Diverse Effect Icons OBSE.esp Ducks and Swans.esp ExpandedGreetings.esp Follower Status.esp GrimbotsSpellTomes.esp Harvest [Flora] - DLCFrostcrag.esp Harvest [Flora] - DLCVileLair.esp Harvest [Flora] - Shivering Isles.esp Harvest [Flora].esp Idle Dialogue.esp Improved NPC Faces for OCOv2.esp ImprovedSigns.esp Initial Glow Redux.esp Knights - Unofficial Patch.esp Knights.esp LINK.esp LootMenu.esp OCO Unused Eyes and DLC Eyes Incorporated.esp Oblivion.esm Oblivion_Character_Overhaul.esp Oblivion_Character_Overhaul_Faces.esp RevertHFLaggyHarrada.esp RoadLights.esp Simple Horse Utilities.esp StoneMarkers.esp Unofficial Oblivion Patch.esp Unofficial Shivering Isles Patch.esp WayshrineMapMarkers.esp WindowLightingSystem.esp WorldMapsForAllWorldspaces.esp lVanilla Style Loading Screens Addon.esp
  2. It's just the default CustomItemQuestScript script, attached to a quest. Spawns the item on game load-in (when the quest starts, I think). I wouldn't think it would be a good use of time to completely re-write the script if it works ok? Just need to work out how that Function fits in....
  3. Edit: Seems like I have to use this?: Function SetMotionType(int aiMotionType, bool abAllowActivate = true) native Me and my smooth brain are having a hard time lol
  4. Ah, hello SKK, thanks for the help once again. Option a) seems promising, I assume it would look something like this: Scriptname CustomItemQuestScript extends Quest Struct ItemDatum String ID {Indentifier - used to help identify items in array. Not otherwise used.} int QuestStage {Spawn item at this quest stage} LeveledItem LeveledListToSpawnFrom {List to spawn from} Formlist ModsFormlist {List of mods to install on item ****IMPORTANT NOTE*** THIS BYPASSES ALL NORMAL ITEM INSTANTIATION RULES} ObjectReference ReferenceToSpawnIn {Where to spawn item} ReferenceAlias AliasToSpawnIn {Where to spawn in, overrides ReferenceToSpawnIn} bool PlaceAtMeInstead {Place AT instead of IN ReferenceToSpawnIn} ReferenceAlias AliasToForceItemInto {if set, item will be forced into this alias} EndStruct ItemDatum[] Property ItemData const auto Event OnStageSet(int auiStageID, int auiItemID) int foundIndex = ItemData.findStruct("QuestStage", auiStageID) ItemDatum FoundDatum if foundIndex >= 0 FoundDatum = ItemData[foundIndex] endif if FoundDatum && auiItemID == 0 ObjectReference spawnInRef if FoundDatum.AliasToSpawnIn spawnInRef = FoundDatum.AliasToSpawnIn.GetReference() elseif FoundDatum.ReferenceToSpawnIn spawnInRef = FoundDatum.ReferenceToSpawnIn else Game.Warning(Self + "OnStageSet() didn't find ReferenceToSpawnIn, using Game.GetPlayer() instead.") spawnInRef = Game.GetPlayer() endif SpawnCustomItem(FoundDatum.LeveledListToSpawnFrom, FoundDatum.ModsFormlist, spawnInRef, FoundDatum.PlaceAtMeInstead, FoundDatum.AliasToForceItemInto) endif EndEvent form Function SpawnCustomItem(LeveledItem LeveledListToSpawnFrom, Formlist ModsFormlist, ObjectReference ReferenceToSpawnIn, bool PlaceAtMeInstead = false, ReferenceAlias AliasToForceItemInto = none) global ObjectReference item = ReferenceToSpawnIn.PlaceAtMe(LeveledListToSpawnFrom, aiCount = 1, abForcePersist = false, abInitiallyDisabled = true, abDeleteWhenAble = false) debug.trace("SpawnCustomItem() creating item " + item) int i = 0 while (i < ModsFormlist.GetSize()) ObjectMod omod = ModsFormlist.GetAt(i) as ObjectMod bool success = item.AttachMod(omod) if success == false Game.Error("FAILED TO ATTACH " + omod + " to "+ item) else debug.trace("SpawnCustomItem() attaching " + omod + " to " + item) endif i += 1 endwhile item.enable() if AliasToForceItemInto AliasToForceItemInto.ForceRefTo(item) endif if PlaceAtMeInstead debug.trace("SpawnCustomItem() placed item: " + item + " at " + ReferenceToSpawnIn) else debug.trace("SpawnCustomItem() adding item: " + item + " to " + ReferenceToSpawnIn) ReferenceToSpawnIn.additem(item) endif item.setMotionType(Motion_Keyframed, TRUE) RETURN item EndFunction ?
  5. Hi, thanks for the reply. First off, I'm a complete noob with CK and Papyrus, so if I misunderstand anything anyone says that's why lol The weapon in question is spawned with the "CustomItemQuestScript" script, so I don't think it technically exists as an item until the script spawns it in? Do you know of another way I could get a custom legendary item in a way where I could directly place it as an object in the world? (and therefore be able to edit the motiontype) Thanks again!
  6. Hey y'all, quick CK question; I'm using an Xmarker to spawn in a weapon using placeatme, but I'd like to disable havok on the spawned weapon. I've tried using the "defaultdisablehavokonload" script on the Xmarker but that doesn't seem to work for the object it spawns. Does anyone know how to do this? Many thanks!
  7. I've been pulling my hair out trying to figure out how to Change the color of the NiPointLight in GlowingOneAO.nif using NifSkope No matter what I change the Diffuse Color to it refuses to make anything other than a green light. I honestly can't figure it out. Any ideas?
  8. Yeah, using the "long code simpler to understand" approach might be the best solution for you I guess. Not to re-use the same joke twice but... I think I'm still at this stage in my scripting career :laugh: Anyways, the mod is finished and uploaded, let me know if you're unhappy with anything, and thank you again!
  9. Ah, I see, yeah, that would definitely be a cleaner way of doing things. At the moment, I've got multiple component items coming from each c_grenade_scrap item, i.e. So I don't know how or if that could be made to work here. Anyway it works so the less I mess around with it the better lol :laugh:
  10. When you say "access elements individually", how would this relate to the script? Would I need to replace every instance of "c_grenade_frag_scrap" with "MiscObject c_grenade_frag_scrap = MyScrapList.GetAt(2) As MiscObject"? Edit: Tested the script out with a formlist and it seems to just work so I think I'm good, thanks again :smile:
  11. No, thank you! One quick question, the AddInventoryEventFilter(), do I need to list every item I want the script to filter for, for example Or do I need an event filter for each item, i.e. Or something else? Thanks again! Edit: the CK wiki says you can use a formlist? Would that be best?
  12. Sorry for the late reply, took me a while to figure out I needed to set the properties in the CK, but yes, its working! Thank you so much SKK50, LarannKiar and DiFeM, I will be crediting you all when the mod is fully complete and released! :laugh: Edit: Made a short video of the script in action
  13. Yeah this is to just test the script, the idea is to take the c_grenade_scrap and give a grenade back... I'm hoping to edit it with all the c_grenade_scrap items I've added and have them automatically swap out for the right components, the reason I need a script is because you can't have non-CMPO items tagged as components on a misc item or the game just crashes when it tries to read it or whatever, and some of the recipies for grenades require stuff like nuka cola and other grenades.
  14. Derp, sorry. Compiled successfully! I will now go see if it works, fingers crossed! And thank you everyone!
  15. Thanks so much for the reply! So I've got: And the following errors:
  16. A blank quest that runs on game start... I think that's what you suggested? Is this related to why the script won't compile? Yeah so I found this script from some old SkyrimSE page so I'm not sure what it means... I was thinking "1 * Count" was like "1 of the item" but idk. Sorry I'm completely new to Papyrus and scripting in general :confused:
  17. Okay so I'm pretty sure I've gotten the quest set up fine, now I just need to fix the script... So far I've got: And I get the following errors when trying to compile with Papyrus Plus Plus: Google didn't help unfortunately.
  18. Hi again SKK, thanks for replying :smile: I'm using xEdit but I can definitely use the CK if I need to make a quest or something. Does the script I quoted look okay?
  19. So I've been trying to make a mod for grenade deconstruction to match my mod for ammo deconstruction, unfortunately while the ammo one is simple, the grenade one isn't so simple as some of the grenade recipes I've added (based on the recipes from 76) require non-CMPO items like Nuka-Cola and other Grenades. SKK50 helped me a little by telling me what I'd need to do, i.e. make a dummy CMPO item (for example c_nukacola) and have a player attached questalias (whatever that is) with an inventory filter script running to scan for the dummy components and swap them out with the real stuff on pickup. I'd like to say I've really tried but I just can't get my head around it at all, try as I might... I guess I'm just too stupid. Anyway I found this script on the SkyrimSE section posted a while back, as I understand it SkyrimSE scripts don't work in Fallout 4 but it might give an idea of what it is I'm trying to achieve: Also if anyone has any resources as to what a QuestAlias is that they can point me to, that'd also be useful, but tbh the script is the most important bit. So yeah, if anyone can help me with getting this up and running I'd be super grateful, and of course when the mod releases I'd give you equal credit :smile: Many thanks!
  20. Ah okay, thanks much for the answer, scripting is not something I can currently do but it's a good excuse to learn! Edit: Just noticed who you were, I use your global stash/auto scrapping mod all the time, thanks!
  21. Hi, So I'm making a mod that adds in some misc items that need to have non-component items as components so that you can deconstruct them to get those items; these are weapons, ammo & drinks. However whenever I go into the category in the crafting menu with one of these misc items I get a hard crash to desktop. Is it possible to do what I'm trying to do or is the game hard-coded to disallow it? Any help would be greatly appreciated :smile:
  22. In response to post #52545808. #53214148 is also a reply to the same post. CV is the term we use in the UK, where Nexusmods is based.
  23. In response to post #43224730. #43229715, #43231195, #43231225, #43234520, #43237900, #43238095, #43248580, #43248780, #43256345, #43256845, #43258870, #43261500, #43262515, #43262825, #43264055, #43264355, #43265250, #43265975, #43266150, #43268550, #43270650, #43271300, #43272015, #43274835, #43277400, #43278605, #43280025 are all replies on the same post. NeMO sounds great! On another note, I'm really glad you're back working on a mod manager, Tannin, I honestly thought you'd found some unfixable bug with MO and quit! Very excited for the future of the modding community!
  24. Just wanted to chime in and say this EXACT same problem is happening with me on my new 290X. From the ENB page: You can go up to 262 apparently, I will test 262 and tell you if it works. EDIT: v0.262 works perfectly. Try that.
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