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mounty1512

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Everything posted by mounty1512

  1. I used gasti89's method but came up with the following error: Starting 1 compile threads for 1 files... Compiling "QF_Argontine_Miningquest_020051B0"... ...\skyrim\Data\Scripts\Source\temp\QF_Argontine_Miningquest_020051B0.psc(9,30): cannot cast a quest to a miningquest, types are incompatible ...\skyrim\Data\Scripts\Source\temp\QF_Argontine_Miningquest_020051B0.psc(12,9): RegisterForUpdateGameTime is not a function or does not exist No output generated for QF_Argontine_Miningquest_020051B0, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on QF_Argontine_Miningquest_020051B0 Any ideas how to sort this? here is my fragment script: And here's the script to add the items to the container:
  2. Thanks to everyone for the replies. I've added the script but for some reason my previous quest has corrupted itself so i will need to fix that before i can see if this works.
  3. Hi I'm writing a script that I want to run once a day to add items to a container. I'm fine with writing the procedure to add the items but I cant seam to find an event that allows a script to run at a set time or at the start/end of a day. Does anyone know of an event I could use or another way I could achieve this? Thanks
  4. Hi I'm not up to date with the latest mods but ill try help from what I'm using in my game. I'm sure someone more experienced will give you some better suggestions. 1) Textures: Possibly Skyrim HD. Water: im using RWT but looks like it's been replaced by W.A.T.E.R (which i'll be upgrading to now). lighting: I would suggest an ENB mod. Just search ENB on the nexus site and choose the one you like best. Sky: Skyrim sunglare and Enhanced Night Skyrim. 2) SkyUI 3) Midas Magic 4) A Quality World Map - With Roads So that's my advice for you. Not sure if it's the best, but I'm happy with them. Hope it helps.
  5. This is looking really good now. I'm gonna go download the mod. Great work!
  6. I actually think its a good idea. It's not forcing you to buy perks, it's just possible to do so. I would definitely make them extremely expensive (1 million for master perks). It would also be best, in my opinion, to keep it so that you can only buy the perks you have the skill for so that players can't just buy whatever perk they want while keeping a low level char. Would be good to see this come to light.
  7. This looks so cool. Can't wait to have it in game. Looks like a lot of work has gone in to this. I agree with grauegans that it would look great on the ground but its your work and if you want to have it on a cloud that up to you. Some of the castle exterior is a bit square at the edges but thats just constructive criticism. Honestly it looks amazing. keep it up.
  8. So i've tried adding the script to the player alias but im getting error: c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\woodcheck01.psc(6,0): missing EOF at 'if' here's my script: Scriptname woodcheck01 MiscObject Property Firewood01 Auto if Game.GetPlayer().GetItemCount(Firewood01) > 10 getowningquest().setstage(20) getowningquest.displaystage(20) i've also tried with an event: Scriptname checkforfirewood MiscObject Property wood1 Auto Event onitemadded(firewood01) if Game.GetPlayer().GetItemCount(wood1) > 10 getowningquest().setstage(20) getowningquest.displaystage(20) endif endevent that give error: (5,28): missing ID at ')' I just cant see what's going wrong. Any help is appreciated.
  9. Thanks for the quick reply fg109! I've used getitemcount in the dialogue so that the topic is only available when the player has the logs but couldn't work out how to implement it so that once 10 were collected the stage would change (outside of dialogue). I'll have a go and add player as alias to see if I can get it to work. I'll let you know how it goes. Thanks again.
  10. Hi guys I'm pretty new to scripting although have some experience with the G.E.C.K and general use on the creation kit. I'm currently writing a quest which requires the player to collect 10 firewood and bring it to a character (part of a long series of quests). I tried to have a look at how the quest to collect 10 bear hides did this but it isn't very clear to me. I'm stuck on scripting the detection of when the firewood is added to the players inventory. Could anyone help with explaining how I would achieve this and what I would attach the quest to (i.e. item, actor or quest)? Any help is much appreciated. Thanks
  11. That in game shot looks great! I'm with nuked92, it would be so good to have some variations of the armour so that each character has their own personal touch. Great work, cant wait to see the new version in game.
  12. This is actually AMAZING work!! You've got some real talent there Almightygir. Cant wait to see the next update and eventually see the new dragon/s in game. How many man hours have you put into this project so far? Please keep up the great work and keep us all posted on your progress.
  13. This looks amazing! good work! Any future expansions planned? (NCPs, quests, extension) And yes, please upload to Nexus. Keep up the good work
  14. Thanks mate. I thought it would be something as simple as that. cheers
  15. Hi, I am currently creating a town mod which requires me to transform buildings as well as build buildings and other objects upon the completion of quests. I'm not exactly sure how to explain it but if we take the blowing up of megaton for example, we start with the huge walls being visible and then after we complete the quest it is replaced with rubble. When I looked at megaton in the geck I noticed that both objects are present, and therefore realised it must be a case of hiding and unhiding objects which doesn't sound too hard once you know what to do. How would I script the mod to initially hide an object and then show it once a quest is completed? This is a vital part of my mod so any help is greatly appreciated. Thanks for all your help
  16. Ok i think ive sorted it. Hope it doesnt come back later in game. Its pretty simple. So do the setstage thing to stage 30 then just complete the objective and fix the mainframe. Then the problem kinda solves itself. For the points you need to report to your dad just go outside and speak to him. This is the only way ive found round it. There may be better ways but i just cant find it (im no good with mods and stuff). i tried moving James but that didnt work. let me know if that sorts the problem or if you need and help?
  17. Hi again, i tried this in the console: "player.setstage 0x00014e8b 26" it did change the objective to the part where you need to tell your dad it,s safe but when i spoke to him he still kept asking if it was alright? and i could only reply by saying no (not a quote but 2 options both meaning it wasnt clear). really lost now if anyone can help would appriciate it. thanks :confused: Ive also now tried the tlc to check behind the closed door and any hidding places and there are no mutants. any other ideas let me know. can we use a comand like setstage for changing the dialog options?
  18. Hi, i am having the exact same problem. :wallbash: I dont know if a mod caused it or what but ive tried playing with and without mods. Ill try the script thig and post back if it works. Hope you crack it.
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