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aoh125

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Everything posted by aoh125

  1. Was thinking a little more deeply into it and my intial thought would likely break quest references and stuff but i just meant. Hold control and drag around sections of the whiterun world space and then hit "ctrl + C". Then go to tamriel world space where white run should be and "ctrl + V" to paste in the sections you copied. rinse and repeat as needed but again, thinking more into it im pretty sure youd end up breaking some things in doing so.
  2. Only guessing here as ive never tried to do this myself but could it be as simple as opening whiterun selecting all of it or sections and copy pasteing into the cells then removing the load door with one that opens?
  3. im not sure why you cant edit the script (wish i could be of more help there) but i did go into my directory which for some reason is data>source>scripts and was able to open the file in notepad. you could use this to make a new script with any changes and direct everything that uses the other one to the new script to test your proof. maybe you can at least still test it now.
  4. script.rar has all the games scripts in it and if not extracted then you cant edit them if im remembering correctly. script.rar should be in your data folder, just get a program like 7zip or winrar and extract the achieve.
  5. Hi ive been messing around with a small player home mod and recently linked the doors together for the interior cell to a wilderness cell in tamriel world space (-2, -16). All seemed fine, i was droping my random static etc in when on a game load to make sure everything was in place i noticed a water seam. This has happened to me before but i never found a solution. Opening the mod file in SSEEdit shows the static i put down and the load door but nothing about water changes (i didnt adjust anything with the water in the cell). Im at a loss as to why this happens and how to fix it. Searching the web for answers i come across lots of tutorial about adding water and creating it for custom worldspaces but nothing as to why seems happen when editing these cells. Any help or direction would be appreciated on the matter. Thanks in advance. **upon disabling all mods except my plugin, it seems it was a mod conflict (likely realistic waters 2 havent tested). thanks anyway folks
  6. <--- Necomancer (sorry, threads relevant to me) I've been working on adding some tomes into existing leveled lists/merchants via script. As per the norm with me IsharaMeradin is pointing the way from old posts. To the point, i went about this slightly different and admittedly inferior but simpler for me to grasp. Is there a better way to do this that doesn't involve quest creation? Figure i could drop new spells (if any) into the leveled lists to have them easily added. (adding to trader is for testing)
  7. Whats with the { and } ? Maybe removing them might make it work as intended. also you are defining the property twice unless im missing something about those signs and they do have a purpose in this. if this is just for the player then below may apply/help but if not i dont think npc's can benefit from perks anyway. you could also try using game.getplayer.AddPerk(MEADovePerk) or playerref instead of akactor. not sure if it would matter in this case but some things its picky about that. playerref would require adding in another property but is ultimately supposed to be faster. Actor Property PlayerRef Auto PlayerRef.AddPerk(MEADovePerk)
  8. Hi, thanks for reading. Im trying to create (not enable a placed npc) an npc at an xmarkerheading. Currently im using a quest with alias's spawnpoint (a direct linked ref to the xmarker i want) and banditboss (create reference to object lvlbanditboss create at spawnpoint). I use this script to start the quest The quest will run if i set event type to none but the npc doesnt spawn. Setting the event to scripted the quest doesnt even return that its running debug notification. banditboss has allow reserved and allow reuse in quest ticked. spawnpoint has allow reserved ticked. the quest priority is set to 60 (though since its activated via script im not sure thats even needed) there are 2 stages. 0 (has start up stage ticked) and 200 (has shut down stage ticked) I added the quest to SM event node under script event with shares event ticked.(when trying to make the event type scripted.) Not real sure what im doing wrong here, terrible with quest creation in general and couldnt figure out how to just make this happen via a script.
  9. Is there even a vanilla base game painting or portrait in the game? I did a quick search for the file you're after in my data folder as well as checking the folder i extracted SE and old rim .bsa's to and nether had the file in the textures. If you can point me to the cell (or even location name i can figure out the cell) that has a painting i can try and find the file you need.
  10. Could load up all the relevant mods in CK as well but then how would you isolate which one it is. Pehaps just try each of them you think it might be one at a time or check the mod descriptions and information on the download pages/post/forums. probably is a way to use console to do it but cant say i know how that works. Think it depends on load order as to if it will override the gloves but that would be worth a shot. Did you manage to get the storage and stuff to not respawn as you desired?
  11. For isolating which mod is adding gloves of peerless alchemy you could go there in game do a quick save then exit. Backup your save file, then disable all mods except 1 and try loading that quick save until you find the one that adds them. Probably a better way but would eventually lead to you finding out. As for the containers respawning, open them in editor hit edit base and tack on some prefix to the ID name. example: say you called your mod alchemist shack player home ASPH_Chest, for a chest, ASPH_Barrel, for a barrel. (the prefix doesnt have to match your title it can be anything really but it just makes the edits easier to identify) Then hit ok and ok to confirm and close the object windows. This will create new containers for just the things you want edited there. You can then open the base back up like before and untick the respawning boxes and add the asterisk to the name without editing every container of that type in the world. As for any random ingredients or other items you dont want respawning, simply unticking respawns at the bottom of the object window should do fine as it should only effect that placed item not the base.
  12. Not trying to be a downer about it but in my own experience with attempting to make mods that could be uploaded to ps4, even a script is enough that it doesnt work (im not very experienced so again could be wrong about this stuff) and the dialog runs threw quests which have payprus script fragments attached so i dont think you'll be able to point any dialog you use to the x marker you have setup and still upload for ps4. Maybe if editing the base games script for such things but in doing so you risk all sorts of complications down the road with any patches that might release or other mods (never tried this route so have no real idea there). But if you would try that, i'd look in the quest section for steward and check them out until you find something that effects BYOH stables and horses and perhaps see about tweaking the base script to make your xmarker an option.
  13. I could be wrong here but since your stable and horse isnt part of the base game i dont think any of the existing dialogue options would work to enable/buy it. Would start trying to reverse engineer a steward though if you intend on continuing to pursue the idea. best of luck wise i could give a better answer for you.
  14. Hi, Im looking for some help figuring out how to make a modded lumber mill that the player gets sawn logs when using via the byoh setup. After watching darkfox127's tutorial here. I managed to get all the functionality it shows up and running with my mill but noticed it lacked being able to buy lumber from the npc so i started digging into the quests for byoh and noticed i needed to add BYOHLumberVendorFaction to the npc to get that dialogue. Unfortunately this still does not make the lumber mill give the player 10 logs even if the npc is friends and has the dialogue saying they could use a break anyway etc. I tried adding loctype lumbermill to the cell its in and setting the resourceobjectsawmill to havelocationreftype resourcedestructableobject, mimicing what i found the one in riverwood to be setup as. Also have been looking over the script the byoh quest points to for the lumber operators "BYOHhousebuildingscript" but havent noticed anything i've missed in there that needs added ether. this is the section of it that relates to the lumber mill Anyway my question is has anyone figured out how to make this work or notice what im missing to get it up and running. Thanks for any guidance on this problem in advance.
  15. Cant say i have any specifics about what youre trying to do but in the scripts section of these mod resources there is a teleport script that may be of some use as a reference to start trying to make it all work. https://www.nexusmods.com/skyrim/mods/79519/? Good luck Tharalo.
  16. Yea i still want to make use of the static manakin and armor meshes i made so ill be doing something similar with armor before to long and since i have this awesome format to work off of ill likely be doing just that xD. Though it could probably be done much easier but ill make a centralized box or trigger for the armor displays as well and just go about it in the same manor. (though i guess it will still be mostly just the same thing applied to other formlists but still kind of in my own way and will at least be another case of making the script work.)
  17. Alright will do, thanks for spoon feeding me this. There is 0 chance i would have gone about it in this fashion had you not thrown out a premade script for me to fill in. Cant believe i missed the typo before i posted though. Was much quicker to ask for help this time though since i really had no idea about that last section and it was fairly above my head xD Compiled fine after that alteration you gave me to do and so i loaded it up in game to give it a test in practice. Thing works 110% as intended. Thanks yet again for taken the time to help me get it going. Final revision of the test script before i figure out what to call it and make it its final verison.
  18. Sorry was hard staring and combing threw the script for the last while but i found a single typo that likely is what caused the error posted. return was spelt reutrn in the script lol but now its giving this instead Doesnt like myKW for some reason to sum up what the error says without opening it. and to answer your question, the script i posted was a full ctrl A paste into the spoiler/code tags in the post from when i got the error. i tried making sense of the section of script i didnt understand while slowly going threw it (hence the added notes)
  19. Alright i got started on making the script as outlined in the tutorial this morning and then pulled away to do reality for a time but upon returning to the project and attempting to setup the actual script i got an error. Im still not familiar with the getsize section of the formlist or the specifics of how it all works (i get that it checks the formlists to get the index values but as to if i should change sections of that to match my properties or just 100% leave it alone as i did im unsure). The error i got on my first attempt. the script with my properties entered couple of example screenshots of how i setup the formlist (in case i botched that step somehow) I am going to try editing that sections values to see if i can get it working but just wanted to post this now before i got to work on it in case its something simple i missed or am doing wrong that sticks out.
  20. @NexusCome Yea i bet. With all the bells and whistles of that ship mod, can only imagine at least a thing or 2 probably gave some headaches lol. @IsharaMeradin "nigh impossible" instantly made me think of some pirates of the Caribbean haha. Might not be till some time tomorrow i start to implement the new forms and indexing system. been at it since the early am today and kinda half out of it at this point but i will certainly be going that route and seeing if i can manage to follow the instructions and format to make it all work. Probably dive deeper into the whole image requirements alternative thing at some point if i keep regularing these forums so certainly nice to have some options to look into (: https://prnt.sc/rpqzds <--Kinda shoty image of the displays im trying to disable and enable (some of the textures are still set to null to have made installing the statics easier)
  21. I just use lightshot far as screenshots go. it allows you to upload after taking it or save to local drive or a few other options. Mostly use it if im attempting to make some sort of guide or wiki type info though. My army of soon to be deleted useless formlists lol. [post=https://ibb.co/8zzR9VW]Link to the image, the site doesnt like the kind of files lightshot takes[/post]
  22. Thanks coma. Yea i used something very different but still similar to test my displays as i made them. I used an activator and a menu to disable and enable all of a weapon type. (was thinking maybe making it an option to say purchase all greatswords for 10-20k then be toggleable but idk after all this headache to try n get the chest working) anyway ill dig out the code for that toggle real quick just to show the way i went about it. ahhhhh. i should have known that. thanks NexusComa. it was really bugging me while looking at a formlist thing earlier "getsize" i think it was called. seemed like i might have been useful for my problem but wasnt confident i understood what it did or how to implement it so i left it alone. Speaking of getsize just realized its part of IsharaMeradin's exmaple script. (hadnt looked it over carefully since i was still reading and rereading the instructions and trying to wrap my head around this new concept lol.)
  23. Yea im terrible about updating posts after the fact. i normally choose to do that instead of posting again lol. I think i get the concept of what youre talking about with the index's and that seems preferable over making 80 int values which may or may not even work. Thanks for taking the time to outline that so specifically and make it easier for me to understand. The example code seems a little less familiar and straight forward but with it im sure ill manage to figure out how to make this work right. Can i ask one more thing about your example and explanation here though. I have seen != used in a few examples recently and have no idea what it means.
  24. If i made each type of weapon or material have its own container to activate and deactivate it then it wouldnt be an issue but the fact that i want them all to get both activated and deactivated from one chest is whats complicating things at this point. just a second ill ctrl Z back to the all but disable working code i had before this formlist failure and post that. The alteration to DaeBatEnaDis() was my intial thought at fixing the issue with needing to remove all daedric or all battleaxe items from the chest to make them disable. this meathod would work ok if i only used one type of weapon or material per chest i think but surely there is a way to get around the problem and im just to bad at this to see it xD **sorry didnt clean up the indents for easier reading but it at least has spacing between stuff the way the other Functions are setup, you have to have both no battleaxe and no x material type before it disables. So if you have a battle axe of any type left in the chest it doesnt disable. Didnt bother adding other weapon types while testing but logic would dictate that the same would hold true about the material types. Since the enable seems to work fine, perhaps i could do 80 int properties and set it to add 1 anytime the first line is true then for disable anytime self.haskeyword(daedricmaterial) && self.haskeyword(battleaxe) is removed subract one and disable display when the int is < 1 ?
  25. Yea thats where im at more or less but the way i was doing it until i had this brilliant formlist idea which isnt working out after making 80 formlists lol. problem with setting it to the keywords is if its checking to disable and it has ether a axe or steel material item it will still pass a > 0 check for 1 of the 2 and wont disable unless all axes and steel items are not in the container. no idea why making a formlist with weapon type and materal type for each one isnt working but it isnt.
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