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Duriel7

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    Diablo 2

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  1. Hi, Feedback time. So I like the new UI, it's nice. It lacks the coloured text from the "About Me" section though. While the presentation is nicer, the lack of colours let me doubting. It know it will be added later. I just wanted to tell about that. The profile pic thumbnail for each mod is... kind of weird. I assume it might be to recognize the authour from the uploader, or something of the sort, but I don't know man, people generally don't look at that until looking the real mod page. Or at least I think but I may be mistaken. Anyways the work is amazing and it's good to see some evolution. Keep up the good work.
  2. Hi, So tried on my quest with a quest type extended script. Nothing. Yes, I only try on new games, with Alternate Start : Live Another Life, it's easy to get on a new game fast enough to make a new game each time. I know there's nothing wrong with my syntax U_U that's what bugging the crap out of me. I read here and there many many modders having the same problem, and I don't understand why. I tried also just adding a New Property directly in the CK, it's the same result. I made debug.messabox lines to test my things, the amount of gold is well detected (I mean my randoms are working as intended) but this amount is not added to the player. It must be something I cannot see because I lack knowledge of Papyrus scripting. In Java (my most well known language) I can do that on a mini game and it works first try. It's bugging me even more. Meanwhile thanks for your answer. I will continue to try ajustements to my script and mod and see if something changes to report here my advancements. EDIT : Jesus Christ, my Dear Ishara, you know what ? I reverted the changes I made with all this s*** concerning quests and all, I created a new char, and what ? The gold was added ! I believe you gave me luck. Jeez thank you so much even if you did nothing more than just reply to my topic. Sometimes informatics is just mystery as said by a former teacher of mine. The stranger thing was, I tried a new char just before, and the game crashed when I clicked on "Choose my class" button but not on the newest one. So yeah mystery is real here.
  3. I tried obviously adding my script to my quest. I have this quest that gives the book, then the book have another script with an OnRead Event that allows the player to choose their class. I tried adding the script extended from OBjectReference to the quest, as I read on CK wiki tuto that gold might (to my understanding) be added only by quests or events, but might it be that gold can only be added by scripts extended from Quest ? I still cannot understand why I can't add gold like the page : https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Quest_Loose_Ends#Giving_the_Amulet_to_Bendu If it's only in quests scripts then I know where I am moving. I will test it and see if it works but I'm not sure what to do.
  4. Hi everyone, So I understood my problem is common. By researching some hours, I was not able to find why adding gold via script couldn't work, while adding anything else is doable. Context : I'm doing a mod to choose class, jobs, RP orientations... via a scripted book. I learned like everything I need to know in only some minutes by retroingineering people's scripts/CK wiki/TESAlliance and other forums... BUT... the thing is, I cannot add gold to the inventory and I still can't find why. Here are 2 pieces of my script (these are in a function that is called after the player choose to accept the job they have been presented on my message boxes) : if jobBard == 1 ; Bard bonus --------------------------------------------------------------------- game.Getplayer().modav("speechcraft", 10) game.Getplayer().modav("speechcraftpowermod", 30) game.Getplayer().additem(Coin, 100, true) game.Getplayer().additem(iLute, 1, true) endif if jobMerchant == 1 ; Merchant bonus ----------------------------------------------------------------- game.Getplayer().modav("speechcraft", 20) game.Getplayer().modav("speechcraftpowermod", 50) game.Getplayer().additem(Coin, 500, true) endifThe first, Bard, can have his lute added properly with the property name "iLute". For Merchant, I tried everything I could, like "Gold" "Septims" "GoldCoin" or other things... and when linking the property to the Gold001 misc item in the CK it works but in game the script does not give me my gold. I also have a function for RP orientation concerning wealth (from no-gold-hobo to richest-in-the-world) that are some randoms (Utility.RandomInt()) and they do not add gold neither. The randoms work perfectly, no errors on the compilation. Do somebody here have the knowledge and please can you teach me the secret of gold creation ? I'm desperate. Nothing has ever resisted my will and logic this hard before.
  5. Hi, Raising this topic from the semi-dead, but I just updated Vortex too and it seems to cause problems with the detection of plugins. I have 9 of my plugins that are said to be for Oblivion, as the Naruto mod, Realistic Room Rental, Real Wildlife and some armors and immersive Amazing Follower Tweaks. I think this won't be a problem but I wanted to give one more sign that this needs to be inspected, even if I believe the team is already working on it. EDIT : I also have this error which I can't get rid of, backup and restore does nothing, ignore will just ignore it and show this again and again each Vortex start, and quit is not a thing for me.
  6. Hi all, EDIT : Ok well, I'm a idiot, I just forgot to change the script in my helmet, so I had the previous one. I still have problems relative to the script logic to solve, but it in fact works. I let the topic up because some modders could be interested in my scripts, so I gladfully let anyone take them without restrictions. Feel free to suggest some improvements also if you think of any. EDIT 2 : Scripts fixed, don't need anymore. Topic left for history purpose. Files attached not updated though. If you want it send a PM and I will send it to you. So I wanted to script my very own Ranger Helmets Nightvision mod, then I followed this tutorial by cipscis : http://www.cipscis.com/fallout/tutorials/detecting_keypresses.aspx which is awesome. BUT. In fact I went in some sort of a wall concerning the detection of a held hotkey. The part for which the key is just pressed works wonderfully (I'm gladfully sharing it for those who wants to learn/use it for their own mods - attached files : DurielNormalRangerNightVision.txt). But the part for the held key in this tutorial doesn't work, or at least I can't make it work. My idea is to make a single tap on N give the player a red night vision mode, and with a prolonged pressure on the same key, give the player a orange powered night vision mode for the very dark places or in case they use Darker Nights (like me). Here is the entire code of my script - and in attached files also : DurielPoweredRangerNightVision.txt) : So globally, when a helmet is equipped, it sets a control variable to 1, which allows the game to display a message in case the player do not have their helmet equipped, or when equipped to activates all the functions in the middle GameMode code block. Then when unequipped, the control variable is reset to 0, as are the other control variables and the ISFX/actor value. Is my logic here correct ? I may have done a mistake using cipscis' code, but I'm sure I rewrite it correctly. I have a question about one part though : I see the timer control variable is reset to 0 each time it passes over 0, so in my mind, it's never over 0 and it can never activate the function under the prolonged pressure code part. Maybe I just don't quite understand the logic here. I'm somewhat used to scripting, but this time after having corrected all my mistakes, this one is stiil there and this is killing me. Where could lie my mistake here ? I thank all modders who pass here and give me a helping hand, in advance.
  7. Jesus dude ... lady, thank you so much, you saved my mental health points. I believed this one was the red shade when you fall addict to a drug... actually I'm an idiot. Should've verified this instead of whining. You too man, how this mod didn't come up in search engines when using "wear-off" "effects" as key words ? You both saved my day. Thanks again for your helping hands, cheers.
  8. Hi everyone, I'm still working on the mod I was working on when Dubious helped me last time (Hi there Dub if you read this and recall me !) and this time, I need help for the visual effect that occurs when a drug effect wears off. In fact, I'm searching since many hours now how to delete it, or at least render it less "sight blocking" because when a drug wears off when you are being rifled by many guys, and you see nothing but a white foggy curtain, it's difficult (my mod is an hardcore combat enhancement mod). So I found some topics on Reddit linking to a video on Youtube, but if it explains how to modified things, nothing explains what I should search for. Is this effect done by ImageSpace Modifier ? Is it some other Item effect ? A Base effect ? What is it called anyways ? I have searched for "drug" "wearoff" or other key words in the categories I suspected to be the right ones in the game files for clues, but nothing showed up to be the thing I need to find. I'm so blocked right now I resolved to post on the forums because it's driving me crazy (and I'm already enough I don't need to be crazier !). I don't want to wait for Mentats to wear off after a lockpicking/hacking event just to be sure it won't f**k me up if I ever have to fight against mercenaries, ghouls, or big and fast running monsters in some dark tunnels (I have AWoP also so underground exploration is a big part of my test playthroughs). Maybe I'm just an idiot and it's like super easy, but I can't reach it or maybe it's hardcoded. I do not understand where to find this. Thanks to anybody who could direct me in the right... direction. Sorry for eye killing grammar if there are any mistakes left after reviewing. EDIT Solution thanks to Radioactivelad : It's an imageSpace Modifier, the first one on list, I edited it at the end of the window "duration" from 6 to 1 second, for me is enough. Also putting a mod which does this, duration = 2 seconds https://www.nexusmods.com/newvegas/mods/39189 from MystykStar, link provided by GamerRick, thank you my dude.
  9. I want you to consider the scripts, they them selves are Not unlike a batch command. IT is the language used that makes the differences. You batch command will need to be in the games command language, not a windows command language. So you need to look at things that way. Tell which game is this for? Absolutely. That's why I try using the functions I knew from FNV when I did my mod. But Skyrim LE (that's the game if you asked for which version of Skyrim I'm using) certainly uses new functions and abandoned old ones (Beth updated their engine after all), I need to refresh my knowledge concerning those. And your link will help me do that. If it (the game) tells me the block is errored, then it's probably because the syntax is errored, if not it would have tell me that the command doesn't exist. So at least I'm on the good way. I think. I'll update when my work is advanced.
  10. I searched with "scripts", "batch files", and "bat"... the only guy who asked with those key words was a guy who wanted to call batch files with a script in an esp file. He didn't know he could only "bat [name]" in the console x) That didn't help me, but I should have post my question on Stackexchange also, as I found this topic there.
  11. Hi Purr ! I remember you helping me for Fallout 3 problems some years ago, thanks for showing up again. At first sight, this may help me, yes. I'll look further into this, surprised that I haven't found this on my own (Beth's CK site was of no help in fact, apart from the usual scripts functions I mean)... but thanks so much. I'll update the post to tell if I succeeded or not !
  12. Hi all, So I was wondering, for some reason I want to use batch files to make modifications to my chars, like RP modifications, but I was expecting to make it with some randomness. I wrote some scripts for Fallout games earlier this year, so I feel comfortable with those. BUT. I feel not enough comfortable yet to write my own mod with MCM and SKSE plugins for now, so I was thinking to, for now, apply scripted things through batch files. (Yes for those asking, I planned to, one day, test those char classes creation mods, but I want to make mine also and work step by step). I imagined two methods, and wanted you, experienced modders/knowledgeable guys, to tell me if it's possible or not : - First : write simple scripts within the batch files, and then call it by "bat [name]" as usual. I tested few things with my knowledge of FNV/FO3 scripting, but the console answered that that was not expected as a "begin block" (was trying begin "ScriptEffect" and begin "ScriptEffectStart" with "end" to finish, as I knew); - Second : write a script in CK, and then call it with a batch file, with an access path or something. The form of the script I'd want to use is pretty simple, as one can imagine in pseudo code : short a begin Script a = getRandom [x;y] additem f a endIf possible to get a random in an interval. If not I will proceed by successive GetRandom x%... but that's the idea. Would it be possible or I'm doomed to use straight numbers in my batch files ? I searched through forums, and googled it, but found no answers, and so I wanted to ask to be sure.
  13. Hi, Yes, I'd like to, but I know for being Java coder that it's not easy to find time to do such things. I know you're right concerning the profiles settings. I certainly know that the scripts won't execute themselves by magical means, but... I always had my doubts :D It's my paranoïd dark side. But for sure i'll take a better look in this profile setting, because I want to test multiple modpacks at the same time. Anyways thanks for your concern :) glad to see I'm not the only one.
  14. Hi all, I searched on Google and Nexus forums, and it turned out that only one guy suggested this : https://github.com/Nexus-Mods/Vortex/issues/4141 That is "multiple variants of the same game" idea. I know there is profile management, but that's not what I want. I tried it and it works well. To have different langages between two or more installations is side idea for me, to the contrary of the Github topic guy. My idea was ratjer to test one or more things as it exists scripted mods that are not all unactivated at 100% when just plugin deactivated by profile management, they're still in the folder, and may f**k up your present load order. (Don't know maybe two mod altering the same things e.g Taverns, may have scripts with the same name and replace one another without switching back, forcing the user to reinstall some of his mods ? something like that) That's for security that I would rather use two or more different folders of Skyrim, just in case, to be sure no scripts are left back in the folder half unactivated. Or, at least have different Data folders in the same Skyrim install folder, that we can switch between with Vortex maybe ? Also I tried playing around with game extensions (inside Vortex install folder you have these extension folders with files to make the software recognize your games, for those who don't know about and are reading my post) but no luck, I couldn't find any way to force Vortex have 2 entries. Well yes but not separated in fact, so it is frustrating. I don't need this soon, now, presto, I just push the idea from the Github thread to Nexus Forums just so the dev's know that there's more than only one guy who would like this to be a real thing. PS : It maybe exists another thread on this subject but I could find it with my key words, as I don't know other manners to formulate "multiple variants of a game" so yeah, please be kind. See you guys.
  15. Hi there, This topic is for the ones who search for an answer without success. Maybe for posterity, or even if the bug exists in SSE. This topic will not contain spoilers, at least not things that are not explicitly told in quests journal texts. I was today victim of the Sofie bug. For those who don't know about, it's a bug where Sofie (child from Windhelm) refuse to leave the city after adoption, and keeps runing her usual routine. So, at first I thought it was Meeko's fault because I kept him after finding him and Sofie was following me like a temporary follower, kept repeating she was taking her wares and joining the house. It was only a part. The wiki sometimes says that the bug is only with Honeyside, but Breezehome is my house, so it may happen with virtually any house of the game. AFAIK, USLEEP does not solve this bug. So first part : Sometimes having Meeko following you around may cause a bug with Sofie. Firing Meeko did not solve the bug, BUT taking him home where Lucia could remarking him and asking me to keep it home did solve the bug after I told Meeko to stay home. Then I went for a search on the Internet, for some kind of solution, where I found that before Blood On Ice, Sofie if immortal even with mortal children mods, because she is involved in this quest. Second part : Solve the quest Blood On Ice, find the murderer of Windhelm streets, and then try talk to Sofie, she probably will join you at your house. It did solve the bug for me. Some say that you can try to adopt her before the end of the quest and solve the quest, and then after wait for Sofie to join your house, but personaly I woumdn't do that, you never know... scripts might be bitchy at times. I don't know for everyone, but it was the first time I had the Sofie bug, and doing the quest Blood On Ice finally solve the problem. Keep it in mind. I hope this will help some people here. Note that it is not absolute, as you may have the bug after finishing the quest, but if trying to adopt Sofie before the end of the quest, it is more than probable that the bug is caused by scripts not being available yet for her to leave the city.
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