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TrippyTheSquirrel

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Everything posted by TrippyTheSquirrel

  1. Thanks! You prompted me to check. All present and correct! Trippy
  2. Got it. It will take me a little while to review and suggest revisions. I will put the suggested revisions into a set of books in the game and send you a mod with the books added for your review and additional revisions. Give me a week or so (could be longer - lots of other things on the go.) Trippy
  3. Thanks to you both for these helpful suggestions. I'll try it out and report the results. The quotation marks were something I picked up from a tutorial, some time ago, and since they worked, I kept using them. Probably unnecessary, and just a cargo cult thing. I'll omit them and see if it makes a difference. Regards, T. Edit: the elegant script you proposed worked like a charm. Thanks!
  4. My scripting skills are rudimentary, but I've been able to work things out and make them work up until now. I'm humbly beseeching help on what seems to be a very simple thing. I am adding a quest to a mod, in which a main mod character sends the player to talk to an NPC that has been bribed to provide information. I want the information-bearing NPC to exist in the game only for the stages of the quest that require her. So the result I want is for her to start disabled (checked the box), become enabled when the quest hits a certain stage and the player enters the Wawnet Inn, hang around to provide reminder information until another stage is reached, then disappear (disable). I tried including my script in the main quest script, and it didn't work. So I attached the following short script to the NPC object (persistent reference,) ref ID 'DorritaaMSB'. Still no luck. I have no idea what I'm doing wrong - I have had no problems enabling or disabling objects with other scripts. SCN DorritScript Short DorritOn Short DorritOff Begin Gamemode If [GetStage aaMSB == 30] If DorritOn == 0 If (Player.GetInCell WawnetInnTavern) "DorritaaMSB".Enable Set DorritOn to 1 EndIf EndIf EndIf End Begin Gamemode If DorritOn == 1 If DorritOff == 0 If [GetStage aaMSB == 50] "DorritaaMSB".Disable Set DorritOff to 1 EndIf EndIf EndIf End I would sincerely appreciate any and all advice on making this work. Thanks, Trippy
  5. H'mmmm. For some reason I didn't even think of opening the CS. Thanks, Bess, you are a marvelous font of information on anything to do with TES. Now that you've mentioned it, yes, I will have a go at making some, for inclusion in Maeva's Bookshop. I'll consult with 'Maeva', she's the one with a wonderful talent for phrasing and aphorism. Cheers, T.
  6. Don't know if this has been commented on before, and wouldn't know how to search for it to see if it has, but I wonder if anyone else has noticed this. Go into the Oak and Crozier in Chorrol. Go upstairs to the gallery overlooking the inn main parlour. At the entrance to the corridor that leads to the rooms, against the ceiling, is a wooden sign with writing on it. I've tried to read it, in game, and haven't been able to. Has anyone else noticed this? And been able to read it? What does it say? Cheers, T.
  7. Thanks! Very much appreciated. As I said straight off, I don't script. This is really helpful. Trippy
  8. It seems that a very simple script such as: ;Scriptname EnableHiddenSwitch ;short doonce ; ;Begin Gamemode ; if ( GetStage MyQuest>= 30 ) && ( doonce == 0 ) ; HiddenSwitchRef.Enable ; set doonce == 1 ; SetStage MyQuest == 40 ; Endif ;End ; ;enables the initially disabled pushblock in the Hidden Library should work. However, when I try to compile this, it gives me an error and refuses to recognise the name given to the specific pushblock "HiddenSwitch", or the numeric code for the item if I use that instead. What am I doing wrong? Thanks,
  9. Hello, I'm hoping to get a little help. I don't script. But I need one script in a mod quest I'm putting together. I have a pushblock (that activates a secret portal) which starts off "initially disabled", but which needs to be enabled when the player GetsInCell with the quest at a certain stage. I want to run this script from a Quest Stage 'Result Script' box. This seems very simple, but I haven't run across useful script examples in any of the tutorials or forum topics I've browsed so far. Would appreciate any (simple) advice on how to do this. Thanks,
  10. I don't think you can get a merchant to sell something that has no value. You can also tuck the item into the specific merchant's existing chest, i.e. Rindir'sStaffsSalesChest, or whatever it is called. But don't put it into the generic chest(s) that are usually under the shop, or all merchants in the game who have those chests will carry the item. If you want one item, and when it is sold, it's gone, do what the Vyper said, create a unique chest for the vendor, and set it to "non-respawning", and put the item in there. Cheers
  11. In response to post #17126544. I have to say I agree. I've gone into the premium purchase process a couple of times, and always balked at the amount of personal information required, just to pay up some money. (IMHO all that should be needed is the account ID and a PayPal transfer.) My only reason for buying premium would be to make a donation. However, the basic site is great, and much more than we deserve for free! I have no complaints about vanilla Nexus at all.
  12. Thanks for the helpful response. I will check this out instanters! Regards, TTS *****Update: Worked like an Akaviri charm. An expensive one. Thanks!*****
  13. Does anybody know how to remove image files from the file upload package? I managed to get a duplicate set of images loaded in the upload package, and want to delete the redundant ones. There does not appear to be a "remove" function. Thanks,
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