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Thicketford

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Everything posted by Thicketford

  1. Wait, so all the time I spent leveling up my enchanting skill was completely pointless?
  2. I'm currently working on a mod and I ran into a problem with creating bookshelves. I thought I had messed up somewhere, but after some testing it seems that the vanilla game bookcases have the exact same problem. I'll try to explain as clearly as possible... You have a bookcase with a capacity of 11 books, for example. If you add and remove the books using the bookshelf trigger everything works fine. The problem occurs if you open a book on the shelf and take it directly without accessing the inventory. If you take a single book and then check the inventory, it says "This shelf can hold 12 more books" instead of the expected 10. This happens every time you remove a book directly, increasing the capacity for every book taken. I saw another user who had a similar problem (check the final post)... http://forums.nexusmods.com/index.php?/topic/731461-bookshelves-questions/?hl=%2Bbookshelf&do=findComment&comment=6952483 Can anyone else confirm if this a bug in the vanilla game? I don't recall this happening when I played the Xbox version. *EDIT I should also probably mention another glitch that occurs. If you put multiple copies of the same book on a shelf and then remove one without accessing the menu, you still get the extra capacity as noted above. However, if you check the bookshelf inventory and then close it the books will 'refresh' themselves on the shelf, but there will be one less book shown on the shelf.
  3. You could use a program like Xpadder or JoyToKey to map the key to a button on your controller.
  4. It looks like a wisp. http://elderscrolls.wikia.com/wiki/Wisp Have you tried using the 'kill' console command?
  5. I've put together a mod and I'm ready to upload it, but I noticed something in TES5Edit. http://i41.tinypic.com/29o0arb.jpg Could anyone tell me what this means? I'm referring to the fact that it says 'compressed' in the info window. The only changes I made to that cell were placing two objects outside Vlindrell Hall.
  6. I've recently finished work on a boat travel mod that also lets players store items in a knapsack on the boat. I've created a 'cheat' item that will let a player access the knapsack when activated. If you drop the item, exit the inventory and then pick it back up, it works fine. However, I can't get it to work from within the player inventory. It's a misc. item using a gold coin as its model. The attached script looks like this... I took the script from this thread... http://forums.nexusmods.com/index.php?/topic/1160762-not-a-bag-of-holding-script-help/ I tried incorporating some of the script on this page, but I couldn't get it to work... http://forums.nexusmods.com/index.php?/topic/1089941-need-help-getting-a-script-to-run-on-an-inventory-object/ Any help would be greatly appreciated.
  7. I'm working on a mod that lets the player upgrade a piece of armor to give it magicka related bonuses. I'd like the recipe to appear only when the player has reached a minimum skill level in any school of magic. Does anyone know what condition I would have to set? I've looked through all of them and the closest thing I can find is 'GetLevel'.
  8. This isn't a mod request, but I'd like people's thoughts on the idea. The first thing I do on a new character is drop my carry weight down to 100 and rely on back packs, bandoliers etc. to add extra carry weight. I figure that 100 pounds is what a character could carry with them without any kind of storage. e.g. A full suit of armor, bow and arrows and 2 or 3 weapons. Lets say this character is strong enough to potentially carry 130lbs of equipment. You equip them with a backpack of +50lbs and their carry weight jumps to 150. Would it be possible to impose some kind of restriction so that the carry weight doesn't go over 130 regardless of what you equip? This 'maximum' or 'potential' would obviously go higher when you put a point into stamina at level up. TL:DR version - Is it possible to implement a hidden value that carry weight couldn't exceed regardless of backpacks and bandoliers etc.
  9. DARKFOX127 mentions a couple of fixes in this video. Go to 5:30.
  10. I know that you have to get permission from mod authors if you use their assets, but what about using them as required files for compatibility patches etc? I've made a mod that lets you take bottles of water from wells. I've also made a version which uses the bottles and waterskins from Realistic Needs and Diseases. I haven't actually incorporated anything from RND into my mod. It simply uses it as a master and swaps my own bottled water for RND's bottles.
  11. I've created a new item in my mod that I want to be purchasable through dialogue. It's a crop that you can only acquire from farmers. I've created a quest and set it up so that the dialogue only appears on characters in the 'FavourJobsGatherWheat' faction. The dialogue works perfectly, but the item isn't added to my inventory. I've added this script to the topic info... I've defined my properties correctly and the 'Has Result Script' column under the topic window doesn't have a 'Y'. Any help would be greatly appreciated.
  12. EDIT: I found out about the '&&' function and managed to get it working. I will be more thorough when checking previous threads in the future. I apologize for the noob question. This was the thread that helped me if you're having a similar problem... http://forums.nexusmods.com/index.php?/topic/1000759-papyrus-help-checking-for-item-amounts/ I was wondering if someone could offer assistance with a script. I have a journal, that when read, shows an options menu for building a house. To enable the house, the player has to have several tools and items in their inventory. I've figured out how to check for 1 item type and remove it, but I'm not sure how to check for multiple items. Below is a section from the script, when the second menu option is chosen. I want it to check that the player has a hammer and 15 iron ingots and then take away the 15 ingots. I assume I need to put in another 'If' function, but I'm not sure what to do. Any help would be greatly appreciated.
  13. I'm completely new to scripting, so please forgive me if any of this sounds dumb. I've created a global with a value of '0'. I believe I've set the conditions in the recipe correctly, so that it will only activate when the global is set to '1'. Now I just need to figure out a script to change the global when I read the book. For reference... Recipe book is 'JournalRecipe' Global is 'AllowRecipeGlobal' I'm not really sure how I'm supposed to reference the global in the script.
  14. I've made a custom recipe that uses the cooking pot. Is it possible to hide the recipe until a particular book is read by the player? I've had a look at the conditions available, but I'm not sure if such an option exists. Any help would be greatly appreciated.
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