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Everything posted by GeneralPallas
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I have the Legendary Edition and I haven't had any problems well other than things that happened due to my stupidity.
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Boolean functions always returning false
GeneralPallas replied to GeneralPallas's topic in Skyrim's Skyrim LE
Sorry for the delayed response, I just started a new job and wasn't able to do any testing until today. By doing it the way you did above I was able to get my MCM Menu working. I am; however, still having issues with the quest. As you can see in Fragment_7 I have a Quest property called MCMMenuQuest asn I'm using it to call the ConfigMenu script in order to use the isThaneOf function. I've got the property created at the end of the script. ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 8 Scriptname RKThaneSkyforge_QuestScript Extends Quest Hidden ;BEGIN ALIAS PROPERTY Letter ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Letter Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Jarl ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Jarl Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY HoldCity ;ALIAS PROPERTY TYPE LocationAlias LocationAlias Property Alias_HoldCity Auto ;END ALIAS PROPERTY ;BEGIN FRAGMENT Fragment_5 Function Fragment_5() ;BEGIN CODE SetObjectiveCompleted(20) ; Change Eorlund's chest so he starts selling Skyforge weapons RKThaneSkyforgeCheck.SetValue(0) EorlundVendorChest.AddItem(RKThaneSkyforgeSteelSet) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_7 Function Fragment_7() ;BEGIN CODE ; Start the quest ConfigMenu thaneCheck = MCMMenuQuest As ConfigMenu If ( thaneCheck.isThaneOf("Whiterun") ) Debug.Notification("You are the Thane of Whiterun") SetStage(10) EndIf ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_3 Function Fragment_3() ;BEGIN CODE SetObjectiveDisplayed(20) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_6 Function Fragment_6() ;BEGIN CODE ; This places the letter at the player's feet as soon as this stage starts which can be bad ; if the player looks down immediately and sees it. A better solution would be to move it ; somewhere else away from the player so the player can't see it alias_Letter.ForceRefTo(Game.GetPlayer().PlaceAtMe(Letter)) (WICourier as WICourierScript).addAliasToContainer(alias_Letter) Debug.Notification("Letter Given to Courier") ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment Quest Property WICourier Auto Book Property Letter Auto GlobalVariable Property RKThaneSkyforgeCheck Auto ObjectReference Property EorlundVendorChest Auto LeveledItem Property RKThaneSkyforgeSteelSet Auto Quest Property MCMMenuQuest Auto Am I calling this quest correctly in order to get the function's return value? -
Boolean functions always returning false
GeneralPallas replied to GeneralPallas's topic in Skyrim's Skyrim LE
Does that mean that using multiple scripts is bad? -
Boolean functions always returning false
GeneralPallas replied to GeneralPallas's topic in Skyrim's Skyrim LE
Really the only difference between mine and yours is that my function is in it's own script (that way I can use it somewhere else for a quest I'm working on as well). My MCM Menu My Function Script Edit: Sorry, just saw your edit. I'll try that real quick and see if it makes a difference. -
Boolean functions always returning false
GeneralPallas replied to GeneralPallas's topic in Skyrim's Skyrim LE
Yep. http://i770.photobucket.com/albums/xx345/DeMolay8613/Skyrim%20Mods/CreationKit.png -
Boolean functions always returning false
GeneralPallas replied to GeneralPallas's topic in Skyrim's Skyrim LE
haha well then I'm apparently doing something wrong on my end, because I'm still getting false everytime. -
Boolean functions always returning false
GeneralPallas replied to GeneralPallas's topic in Skyrim's Skyrim LE
I just got a chance to try that out. Unfortunately it's giving me errors with your second line saying that GetQuest is not a function or does not existAny idea what could cause that since it works for you? -
Boolean functions always returning false
GeneralPallas replied to GeneralPallas's topic in Skyrim's Skyrim LE
If you don't mind me asking, what's the purpose of using the As FavorJarlsMakeFriendsScriptif you're not going to declare it once and use variable in all the if statements? -
I have the script below, which checks to see if the player is a Thane of various holds. I'm calling this script from my MCM menu; however, it doesn't matter which hold I'm a Thane of every function is returning false. Scriptname RKCheckThaneStatusScript extends Quest FavorJarlsMakeFriendsScript Property jarlsMakeFriendsScript Auto Event OnInit() jarlsMakeFriendsScript = Game.GetForm(0x00087E24) As FavorJarlsMakeFriendsScript EndEvent Bool Function isThaneOfEastmarch() If (jarlsMakeFriendsScript.EastmarchImpGetOutofJail > 0 || jarlsMakeFriendsScript.EastmarchSonsGetOutofJail > 0) return true Else return false EndIf EndFunction Bool Function isThaneOfFalkreath() If (jarlsMakeFriendsScript.FalkreathImpGetOutofJail > 0 || jarlsMakeFriendsScript.FalkreathSonsGetOutofJail > 0) return true Else return false EndIf EndFunction Bool Function isThaneOfHaafingar() If (jarlsMakeFriendsScript.HaafingarImpGetOutofJail > 0 || jarlsMakeFriendsScript.HaafingarSonsGetOutofJail > 0) return true Else return false EndIf EndFunction Bool Function isThaneOfHjaalmarch() If (jarlsMakeFriendsScript.HjaalmarchImpGetOutofJail > 0 || jarlsMakeFriendsScript.HjaalmarchSonsGetOutofJail > 0) return true Else return false EndIf EndFunction Bool Function isThaneOfThePale() If (jarlsMakeFriendsScript.PaleImpGetOutofJail > 0 || jarlsMakeFriendsScript.PaleSonsGetOutofJail > 0) return true Else return false EndIf EndFunction Bool Function isThaneOfTheReach() If (jarlsMakeFriendsScript.ReachImpGetOutofJail > 0 || jarlsMakeFriendsScript.ReachSonsGetOutofJail > 0) return true Else return false EndIf EndFunction Bool Function isThaneOfTheRift() If (jarlsMakeFriendsScript.RiftImpGetOutofJail > 0 || jarlsMakeFriendsScript.RiftSonsGetOutofJail > 0) return true Else return false EndIf EndFunction Bool Function isThaneOfWhiterun() If (jarlsMakeFriendsScript.WhiterunImpGetOutofJail > 0 || jarlsMakeFriendsScript.WhiterunSonsGetOutofJail > 0) return true Else return false EndIf EndFunction Bool Function isThaneOfWinterhold() If (jarlsMakeFriendsScript.WinterholdImpGetOutofJail > 0 || jarlsMakeFriendsScript.WinterholdSonsGetOutofJail > 0) return true Else return false EndIf EndFunction Can someone please help guide me in the right direction?
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Is there a Mod for Different Mod Configurations?
GeneralPallas replied to Shadeybladey's topic in Skyrim's Skyrim LE
You should check out Gopher's Mod Organizer videos http://youtube.com/playlist?list=PLE7DlYarj-DcLS9LyjEqOJwFUQIIQewcK -
I would also like to post a question for everyone. I'm already in the planning stages for the Thane's Salary feature and at the moment I have the hold salaries. I'd love to hear feedback regarding what I have so far. I did try to consider things like the Civil War, number of Thanes in the hold, etc. Eastmarch - 75 gold Falkreath - 50 gold Haafingar - 60 gold Hjaalmarch - 50 gold The Pale - 50 gold The Reach - 100 gold The Rift - 100 gold Winterhold - 40 gold Whiterun - 100 gold Grand total of 625 gold
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Overview Hello everyone, since I just finished college this month and having spent so much time this semester playing Skyrim I figured I would spend my new-found free time creating mods. The idea for this mod started during my very first playthrough. As I slowly became Thane of each hold, I started to realize that the title doesn't really mean much. You get a housecarl with a crappy AI, I mean we've all seen Lydia run through a tripwire and die from a swinging axe trap or set off some pressure plate. You also get one get out of jail free card within each hold as long as the bounty is less than 2000 gold. However, have you ever noticed that if you use that get out of jail free card and another guard sees you they still try to arrest you? These are just a few things I noticed in my playthrough and are what I hope to fix with this mod. Below is a list of items that I plan to add to the mod. I'd love to get feedback about each one. Planned Features Ability to purchase Skyforge weapons from Eorlund Gray-Mane once you become Thane of WhiterunVarious additional quests for each hold that will lead up to some type of reward for that holdMCM MenuThane Salary (I found this idea in the mod request subforum)Change the item given to you by the Jarl when you become Thane (I also found this idea in the mod request subforum)At some point I plan to add an adventurous bard who follows you on your journey That's all I have planned at the moment. I will update this post as the mod progresses. Questions, comments, and feedback are welcome and you are also welcome to PM me if you have a question that you do not want to post here.
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Alternatives to Script Heavy Mods?
GeneralPallas replied to GeneralPallas's topic in Skyrim's Skyrim LE
@Anikma - I'm pretty sure I have all the compatibility patches, but I'll double check. @Matthiaswagg - I'm not really worried about the amount of scripts. It's more of a I'm downloading this mod not knowing if how the script was done will cause problems or not. I swapped to iNeed last night on a new character just to try it out. So far I like it, it's definitely a lot simpler than Realistic Needs and Diseases which I tend to get frustrated with at times. -
Hi, I've been getting a notification from Frostfall that some of my mods are causing problems (I guess with the scripting engine?). I'm using Frostfall, Realistic Needs and Diseases, Wet and Cold, and Hunterborn. After disabling Hunterborn the problem seem to have stopped. I was wondering if anyone knew of an alternative that I could use? My current character is a Ranger/Hunter so not having any type of hunting mod makes the playthrough less immersive. I've also read in some other threads that if you're using Frostfall then Wet and Cold isn't neccessary. Is this true? I'm also planning to swap Realistic Needs and Diseases for iNeed, because I heard that it is less script intensive. Has anyone had any trouble with using iNeed?
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Will I be okay if I switch from NMM to MO?
GeneralPallas replied to GunnerofLife's topic in Skyrim's Skyrim LE
You should be fine. I was in the middle of my playthrough when I switched to Mod Organizer. If I remember corrrectly there's even a way to import all your mods from the Nexus Mod Manager. -
I'm still working on my first mod, but I'll be happy to test anything you want to give me. :laugh:
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Unable to remove LeveledItem from Vendor Chest
GeneralPallas replied to GeneralPallas's topic in Skyrim's Skyrim LE
I just thought I'd post and update and let you know what I found out. It looks like resetting the global variable back to 100 worked perfectly. From what I can tell there is an issue with the save I was using and it wasn't resetting some of the chests. I started a new character and when I got to the point in the Companions quest where I was resetting the variable items removed when the chest respawned (had to wait 38 hours). Now I can go back and move on and work on my other bug. Thank you to both of you for the help! -
Unable to remove LeveledItem from Vendor Chest
GeneralPallas replied to GeneralPallas's topic in Skyrim's Skyrim LE
Ok, so I checked my global variable and it was set to 100 like it should be. Got the letter from the courier, read it, and rechecked the global variable which was now set to 0. Eorlund now has the items in his chest. I open the console and set quest C00 to stage 100, which is where I'm resetting the global variable back to 100. I wait 48 hours and then go back to Eorlund and he still has the items for sale. Am I forgetting to something? Like do I have to change locations or anything in order to get his chest to respawn? -
Unable to remove LeveledItem from Vendor Chest
GeneralPallas replied to GeneralPallas's topic in Skyrim's Skyrim LE
RKThaneSkyforgeCheck is already a global variable associated with the Leveled Item. I'm assuming then that the reason setting it to 100 isn't working is because I'm not waiting 48 hours for the vendor's items to restock. Is that right? -
Unable to remove LeveledItem from Vendor Chest
GeneralPallas replied to GeneralPallas's topic in Skyrim's Skyrim LE
So if I understand this right, I would use RemoveAllItems to move them to a temporary chest. Because the game has at this point loaded all the items in this new chest I'm able to use RemoveItem on it. I'd then remove my one Leveled Item from the temp chest and then replace everything back in the original vendor chest. Did I get that right? -
I have added a Leveled Item to Eorlund Gray-Mane's vendor chest. However, I wish to remove this Leveled Item when the player joins the compmanions (which from what I can see happens at Stage 100 of quest C00). Currently I have in quest C00 an ObjectReference pointing to Eorlund's vendor chest. Then in stage 100 I have the following papyrus fragment: ; Remove the duplicate Skyforge Item List added when player became Thane RKThaneSkyforgeCheck.SetValue(100) EorlundVendorChest.RemoveItem(RKThaneSkyforgeSteelSet)I've also tried using the following: ; Remove the duplicate Skyforge Item List added when player became Thane RKThaneSkyforgeCheck.SetValue(100) EorlundVendorChest.RemoveItem(RKThaneSkyforgeSteelSet, 1)and ; Remove the duplicate Skyforge Item List added when player became Thane RKThaneSkyforgeCheck.SetValue(100) EorlundVendorChest.RemoveItem(RKThaneSkyforgeSteelSet, 1 , true)I'm doing this based on the documentation I found here on the Creation Kit website. I've seen several people mention remove items form chest using forms, but from what I've seen in the Creation Kit it looks like forms has to do with NPCs and their voices. Am I missing something stupidly simple with all this? I feel like I'm just running around in circles trying to fix a minor bug.
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Sofia - a funny, fully voiced and scripted follower(WIP)
GeneralPallas replied to djjohnjarvis's topic in Skyrim's Skyrim LE
I'm wanting to try out Sofia, but knowing this do I need to disable UFO before using the mod or is this one of those rare glitches? -
Setting Merchant to Sell Item Earlier in Game
GeneralPallas replied to GeneralPallas's topic in Skyrim's Skyrim LE
Checking the "Allow Reserved" box fixed the issue with the alias. Thanks again for your help. -
Thanks for the guide. It helped me straighten out some problems I was having with a couple of armor mods.