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DosMike

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Everything posted by DosMike

  1. I'd place them on top of an idle marker and give them a sandbox package around editor location with a tiny radius (something like 32-64) Edit: using a script with the onload event you can prevent pushing the actor http://www.creationkit.com/SetDontMove_-_Actor and add the default block activation script if neccessary
  2. Hello, With profiling I noticed a little flaw: Switching Mod Profiles does not touch your savegames so it's easy to load a save that's not intended for that setup. So I wrote yet another savegame manager for Skyrim. Big plus: it's supposed to detect your currently active NMM profile (if you use NMM), load those savegames and then start your game (SKSE if existing) If anyone is interested / willing to test it I'll upload it to the nexus. It is a fully working java console application by now. As soon as I know it's working with few to no bugs, I might add a nice user interface with buttons and all. DosMike
  3. Well, I do know hkxcmd, but the kf format isn't really helping me either as I couldn't find any specs for that eighter. The XML is the clearest looking right now. And thanks, I'll look at the source code... I like undocumented code :ermm:
  4. I'd like to write a tool to convert havok xml animtion files to other files and back types to make it easier to create animations The thing I'm currently stuck with is the data block norlever01_fullpulldown.xml: <hkparam name="data" numelements="144"> 69 0 160 0 19 0 3 0 0 0 0 90 90 114 119 119 119 121 121 123 123 123 130 130 130 133 133 176 176 176 176 255 199 58 255 55 255 39 59 255 55 255 7 58 255 55 255 151 59 255 55 255 167 70 255 55 255 199 127 255 55 255 151 139 255 55 255 183 149 255 55 255 23 147 255 55 255 199 174 255 55 255 119 177 255 55 255 39 197 255 55 255 39 194 255 55 255 167 194 255 55 255 151 198 255 55 255 119 196 255 55 255 231 196 255 55 255 151 197 255 55 255 231 196 255 55 255 39 197 255 55 0 0 0 0 0 0 0 0 0 0 0 0 0 </hkparam>I didn't find anything on the web, so if you know somethingm, got a link or anything please let me know
  5. Is there a mod that prevents slots from being unequipped? Having to manually reequipping items like necklaces or HDT tails after e.g. SKSE unequips or transfomations is getting pretty annoying over time...
  6. Thank you very much for this solution, the script is now compiling :)
  7. Hi, I'm new to Skyrim modding and I'm currently writing a private test mod to see what I could do with the CK. I came up with the Idea for a NPC to take ruined and burned books and "convert" them into e.g. common books using a Quest. Now I'm currently stuck with the queststage to take five (ruined/burnt) books (next stage would be wait, then giving the result) This is the code I'm using in my Dialog (pretty much copy/paste from the ck wiki) int ListSize = dmm_JosRuinedBooks.GetSize() int ListIndex = 0 int ItemsLeft = 5 while ListIndex <= ListSize && ItemsLeft > 0 Form CurrentItem = dmm_JosRuinedBooks.GetAt(ListIndex) int ItemCount = Game.getPlayer().GetItemCount(CurrentItem) Game.getPlayer().RemoveItem(CurrentItem, ItemCount) ItemsLeft -= ItemCount ListIndex += 1 endwhile GetowningQuest().SetStage(20) And I get those Errors on Compile: (9,15): variable dmm_JosRuinedBooks is undefined (9,34): none is not a known user-defined type (9,4): type mismatch while assigning to a int (cast missing or types unrelated) (13,23): variable dmm_JosRuinedBooks is undefined (13,42): none is not a known user-defined type dmm_JosRuinedBooks is an Element of Object Window > Misc > FormList and I currently got no idea how to really use it in this script
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