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Duriel7

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Everything posted by Duriel7

  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.
  16. Ah That's one thing I haven't tried yet. I'll try this Optimized HD textures pack. As for the load order, Vortex arrange it on itself, if I see it makes something wrong, I'll create a rule to put the HD pack before the grass overhaul. I'll try it maybe tomorrow, or at least before the end of this week and I'll tell you.
  17. Still... I can't find what is going on, like all these guys since 2012, nobody came to tell they found the solution. I don't think I'm going to find anytime soon.
  18. Hi, thanks for trying to help but I already did this, as I said, and i didn't do anything. As for profile file, I didn't find anything either in Vortex root folder/application, other than the *.json file for deployment. For now I'm "enjoying" without grass, but for my personal curiosity and culture, I would like to solve this problem. I'm not sure this is due to Vortex (to answer about contacting them). In fact I read about guys having the problem even in vanilla, MO, MO2... etc... so... I think it's due to Skyrim only. As I tried with a fresh new vanilla install and it didn't worked. And again, as I said, I tried everything I found around the Internet to make it work, with the new fresh vanilla install, and with my mod pack. For more than 5 mods... that makes a whole lot of tests.
  19. Hi everybody, As a following of this one : https://forums.nexusmods.com/index.php?/topic/2493409-grass-mods-not-working/?hl=%2Bgrass I tried those settings in my *.ini files ... without success... even without mods, just configs, grass does not change, I tried to put MinGrassSize to 80 instead of 20... the density did not diminish. Other retexture mods work normally. Like Redguard unique scimitars, or Superior Lore Friendly Hair for example. I tried SFO, Extreme Grass, Grass Field, Logical Grass + Lush Grass two, SkyRealism, and Tamriel Reloaded Field Grass. I don't ask for such greenish textures as it probably comes from an ENB of something I'm not a fan of, but I just ask not to play Skyrim New Vegas... if I want a full baren wasteland, I just play FNV... As I saw in the mods I quoted : grass covering the floor, be it green-maroonish of green-yellowish... juste grass everywhere. I would be happy just with https://staticdelivery.nexusmods.com/mods/110/images/25370-1-1350018953.jpg (this is from SkyRealism). Currently I have some bushes at some places and big holes with just grey/brown-grey dirt and some rocks in. Like I mean, vanilla Skyrim... But there is the problem : I can't seem to obtain grass tweaks/texture mods to work as even my *.ini tweaks don't make a difference. I searched in diverse forums here and there (and here in the Nexus also obviously), Googled some things/key words... did a large amount of tests... never came to make it work. Even pine trees with SFO don't change. That's weird. This is my Skyrim.ini settings as adviced by the aforementioned topic : [Grass] bAllowCreateGrass=1 bAllowLoadGrass=0 iMinGrassSize=20 <== I changed it a bit following the mod I tested bDrawShaderGrass=1 iMaxGrassTypesPerTexure=3 <== I changed it to 7 or 15 following the mod also bGrassPointLighting=1 iGrassCellRadius=2 b30GrassVS=0And SkyrimPrefs.ini : [Grass] b30GrassVS=1 fGrassStartFadeDistance=7000.0000 fGrassMaxStartFadeDistance=7000.0000 fGrassMinStartFadeDistance=3000.0000Even Natural Grass, which should give green soil texture is not working. I still have the brown-greyish vanilla Skyrim ground texture. I don't know why. Unactivating the official High Res Texture pack does not seem to do anything. I can't see what's going wrong with grass mods. At least, I expected this result : https://forums.nexusmods.com/index.php?/topic/3070514-annoying-brown-grass-in-skyrim/?hl=grass I mean some herbs and grass patches here and there. For a start. Forcing the mod to load after all others does nothing either, like this guy https://forums.nexusmods.com/index.php?/topic/2096734-help-grass-mods-do-not-work/?hl=grass suggested, he also loaded the files manually, I did it to test, but it does nothing more... I can't understand why grass mod don't work. Is there an *.ini editing for vortex as it is in MO like this guy mentioned ? This is driving me insane, thanks to everyone who could give me hints to solve this problem. Here's my load order, if it helps (sorry for the 250 lines, anyone knows how to put spoilers in Nexus forums ?)(there's nothing more after this huge list) : # Automatically generated by Vortex Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Lanterns Of Skyrim - All In One - Main.esm Unofficial Skyrim Legendary Edition Patch.esp EFFCore.esm Campfire.esm notice board.esp ApachiiHairFemales.esm ApachiiHair.esm ApachiiHairMales.esm JSwords.esm HighResTexturePack01.esp HighResTexturePack02.esp HighResTexturePack03.esp RaceMenuPlugin.esp RaceMenu.esp nordicrangerarmor.esp TheHermit.esp LoreBalanceCombat.esp Realistic Lighting Overhaul - Major City Interiors.esp RealisticRoomRental.esp Wintermyst - Enchantments of Skyrim.esp Immersive Sounds - Compendium.esp Artifact Disenchanting.esp PerkUP-Smithing.esp Real Wildlife Skyrim 0.1.esp Realistic Lighting Overhaul - Dungeons.esp Realistic Lighting Overhaul - Dawnguard Interiors.esp Realistic Lighting Overhaul - Major City Exteriors.esp Hothtrooper44_ArmorCompilation.esp Training Dummies XP.esp TheChoiceIsYours.esp Immersive Weapons.esp Lore Weapon Expansion.esp Keeping Warm.esp Cloaks.esp Run For Your Lives.esp SkyUI.esp Hunterborn.esp JSwordsDistributionBalancePlugin.esp Populated Cities Towns Villages.esp Frostfall.esp HarvestOverhaul.esp Immersive Patrols II.esp DawnguardArsenal.esp PatronGodsOfSkyrim.esp SL01AmuletsSkyrim.esp BBD_SkyrimFishing.esp Blade of Eplear.esp Artifact Disenchanting - Dawnguard.esp Fantasy Soundtrack Project.esp Realistic Lighting Overhaul - Minor Cities and Town Interiors.esp Armures traditionnelles de Bordeciel III.esp jutsu.esp The Paarthurnax Dilemma.esp Immersive Music Temples.esp Immersive Music.esp Nicoroshi Creations.esp Dr_Bandolier.esp Enchantments Upgraded.esp UniqueBows.esp Portals of Skyrim.esp PerkUP-OneHanded.esp PerkUP-TwoHanded.esp PerkUP-Alchemy.esp PerkUP-Destruction.esp PerkUP-Alteration.esp JoOMagicMod01.esp Nicos Craftable Arrows.esp iNeed.esp j3x-autocrossbows.esp Apocalypse - The Spell Package.esp Apocalypse - More Apocalypse.esp armorbalance.esp Artifact Disenchanting - Dragonborn.esp TradeBarter.esp DDD-BardsLute.esp AstralMerchantAndChest.esp Auto Unequip Ammo.esp AutoRechargeWeapons.esp BBD_MoreMagic.esp PerkUP-Archery.esp Bleed Them Dry - DG+DB.esp Hunterborn_Campfire_Patch.esp Chesko_WearableLantern.esp chfshImbuedSword.esp Cloaks - Dawnguard.esp CraftableHoods.esp CShacks.esp EnemyEnhancer.esp DeadlyDragons.esp DiverseDragonsCollection3.esp DDC3-DD patch.esp Death Souls.esp Dragon Soul Relinquishment.esp DragonFire.esp DragonFire-Dragonborn.esp Dual Wield Parrying_SKSE.esp TheChoiceIsYours_Dawnguard.esp PlayerHomeMapMarkers.esp EFFDialogue.esp Enchantment Extended.esp FasterArrows100.esp FormsEdit.esp HackAndSlash.esp HarvestOverhaulCreatures.esp Hunterborn_WearableLantern-Patch.esp Increased Bounty & Guild Rewards.esp IndividualizedShoutCooldowns.esp JaxonzEnhGrab.esp JaxonzRenamer.esp Melt_Down_Everything.esp Naruto - Overhaul.esp NewCookingRecipes.esp NordicCooking.esp PassiveWeaponEnchantmentRecharging.esp PerkUP-Block.esp PerkUP-Sneak.esp PerkUP-Conjuration.esp PerkUP-Enchanting.esp PerkUP-LightArmor.esp PerkUP-Speech.esp PerkUP-Illusion.esp PerkUP-Pickpocket.esp PerkUP-Restoration.esp PerkUP-HeavyArmor.esp PerkUP-Lockpicking.esp RacialPower.esp Random Mining MCM.esp samMoreIngots.esp Skyrim Bandages 1.1 Mod.esp SL01AmuletsSkyrim_DB.esp SmartCast_1_0.esp The Dance of Death - Ultimate Edition.esp stranger_danger.esp TavernGames.esp TheChoiceIsYours_Dragonborn.esp Training Dummies XP Dawnguard.esp TransmuteAndFuseSoulGems.esp UD3_Enchant.esp UIExtensions.esp UnreadBooksGlow.esp Unrelenting Force+ 100%.esp BFSEffects.esp DovahBlingJewelryReplacer.esp Animated Dragon Wings.esp More Draconic Dragon Aspect - Powered Edition.esp More Draconic Dragon Aspect - Wings and Tail.esp DragonAspectToggle_DAT.esp More Hair Colors Dawnguard.esp Susanoo.esp KS Hairdo's.esp IridumEyes2.0.esp dD - Enhanced Blood Main.esp dD-Dragonborn-Dawnguard-EBT Patch.esp ISCompendium Enhanced Blood Patch.esp Symphonies Of Skyrim.esp NirShor-MusicalLore.esp Celtic Music in Skyrim - Combat.esp Celtic Music in Skyrim - Dungeons v1.1.esp Celtic Music in Skyrim 2.0.esp Fantasy Soundtrack Project - Combat.esp Music Patch - FSP IM NS SoS CMiS.esp mancika_templarset.esp DCR_Blade_Set_Reloaded_v1_0.esp Altair`s Dagger.esp Angel of death.esp DragonBoneWeaponsComplete.esp AtlanteanDragonSlayer.esp ConanSwords.esp KCEBattleClaws.esp DLE_en.esp DawnguardBoltsExtended.esp DiamondCrossbow.esp DiamondWeaponsN.esp JSwords_Load_Screens.esp YogWeapons.esp Ghosu - Weapon Pack 1.esp Dread Knight Weapon Set.esp HBetterBows.esp LotR - Gimli's BattleAxe.esp Heavenly She-wolf Skyrim.esp Medieval_Furor.esp RagnarSword.esp VanHelsing.esp MoraelinsMaces.esp FS_NamelessLight.esp PND.esp PhoenixKatana.esp Purifier.esp RavensClaw.esp Han.esp Drow Armor Set.esp ForgottenMagic_Redone.esp Negotiator.esp OldDwarvenKatana_ENG.esp Demonic Axe.esp The Siegebreakers.esp FS_Skycutter.esp Viking Weaponry.esp Raven Witch Armor.esp Psiijic_Master_Outfits.esp Contractor Armor.esp Armure de chevalier draconique.esp Dragon Bone Mage Armor.esp BloodWitchArmor.esp DreamBurrowsRegalHuntsmanArmor.esp Armure du Dragon d'argent.esp Mavari Armor.esp Warchiefarmor.esp StandalonePack20.esp GondorianArmour.esp IthilienCloak.esp InquisitorGear.esp Sword Master Armor.esp True Thief Armor.esp Tribunal Robes by Zairaam.esp Hothtrooper44_Armor_Ecksstra.esp ISDBaniKatana all.esp honedmetal.esp LilithPack1.esp NightsWatchArmor.esp NightsWatchArmorLight.esp TribalMightArmor.esp Realistic AI Detection 2 - Medium Interior, Medium Exterior.esp AV1WarpaintPack.esp RavensWarpaint2.esp RavenWarpaints.esp RavenWP3.esp wgwarpaint2p0.esp 1nivWICCloaks.esp 1nivWICSkyCloaksPatch.esp SL01AmuletsSkyrim_Outfit_WICSkyCloaks.esp Redguard_unique_swords.esp Alternate Start - Live Another Life.esp
  20. Yep I thought after that it was ABOVE the MarkForDelete line... what a dick am I... I think the line is, at least for the engine on which are running Oblivion/Fallout 3 and NV, and also prior to those, true and stays true. Maybe on Skyrim engine it is false, but I also think that no mod is changing the CasualHardcore Script, appart from Alternative Start just to add a Disable line, But I don't know all the mods on FNV Nexus. I don't think my mod would be conflicting, but before releasing it if I do that, I'll search for a way to do another way of editing CasualHardcore Script. To add activators by hand would just be very long and fastidious to do, but not difficult. I'm just lazy right now because it's for me. I would do better for a public use. If I add activators, it would be so easy to put the same script every point of spawn placed by Alternative Start. Or else I could script something to replace the activator where the player spawn, as a patch of compatibility for the mod. I don't know now, I'll think of it.
  21. Oh... holy... I just totally forgot the player reference... like a fool and didn't see what was wrong... shame on me. Thanks for your eye on this. Also thanks for your advice Dubious, I went from Java, we were told by teachers that && is cool to use for conditions, better than a series of simple if... naively I was thinking it's always good. Bu thinking of it, your way to do is pretty logical and convenient. Thanks for the advices too. In fact, I use 0 because it's convenient to put My things on top of the rest, my other mod has just "Duriel" and I can find the lines by searching in the GECK, I will probably change them down the road to remove the zero. It exists many things in GECK with number, like the ammo for example, so I thought that was good to use numbers... But yeah. Doing the things the good way is always better. Also I think I forgot the "REF" at the end of the VCG01blabla.nButton line, so that's why that wasn't working. Thanks for telling me. To answer your question, it was in the HardCore Script so it was on the GameMode block. And yes your idea is good. But in my idea, now that you have told me that, I would do that like : - player tell yes for hardcore and click the yes button; - my script run and show the message with button click needed; - then it kills itself via disable and markfordelete and let place to the begin gamemode block; - with Dubious idea, which doesn't cause problems in the GECK, player can turn off and on the hardcore mode, and a floating message in the corner will show up to tell if the perk is given or removed, instead of a window message I'm testing that right now, and will Edit the post to tell if it works, with the correct code again. EDIT : So yeah, the code worked with the ref method. The method Dubious wrote worked but for one time, that's true. I don't know why, the Hardcore Mode is calculated in real time because we see the gauges disappear just after, that's something I could use maybe. If I find the portion of code corresponding. EDIT 3 No, it was a false positive. I deleted the VCG01blabla script entry with FOMM, but for an unknown reason it was still there. The activator I placed would perfectly work on a normal game, but I can't place 16876716145 activators for Alternative Start. So I guess I'll stick with modifying the HardCore script for now. EDIT 2 : I tested this kind of script : scn 0DurielRegenPerkSwitchScript Begin GameMode if (VCG01CasualHardcoreMessageREF.bModeSet == 1) if (player.isHardCore == 0) if (player.hasperk aaaDurielRegenPerk == 1) player.removeperk aaaDurielRegenPerk ShowMessage 0DurielNatRegenMessage 1 endif else if (player.hasperk aaaDurielRegenPerk == 0) player.addperk aaaDurielRegenPerk ShowMessage 0DurielNatRegenMessage 1 endif endif endif ENDI thought with the condition of bModeSet always being to 1, the script for switching would be running each time the player switched on/off. But no. Finally I need to thank both of you guys for helping me. I will probably try again the turn off/on thing for awhile but I will concentrate on finishing the recipe side of my Hardcore mod for now. As the result I obtained is good enough for me. I don't know for now if I'll release the mod because it's a three modules mod that overhaul the gameplay, the recipes, a good amount of gamesettings and most if the misc/food/healing items weight, and their functions/characteristics in game, but I do release it, I will mention you two for helping me.
  22. Ok, I permit myslef to double post because it's new, I've succeeded in doing what I wanted to do. I thank you once more Mktavish for your suggestion which unblocked me. Here's the real code : ScriptName VCG01CasualHardcoreMessageSCRIPT short nButton short bModeSet; int Endu int StartingHP BEGIN OnActivate ShowMessage VCG01CasualHardcoreMessage 1 END BEGIN GameMode set nButton to GetButtonPressed if (nButton >= 0 && bModeSet == 0) if ( nButton == 1) SetHardcore 1; ShowMessage 0DurielNatRegenMessage 1 player.addperk aaaDurielRegenPerk; set Endu to player.GetPermAV Endurance set StartingHP to Endu * 20 player.setav health StartingHP else SetHardcore 0; endif set bModeSet to 1; Disable MarkForDelete; endif ENDI deleted Alternative Start modification as it was just the "Disable" thing, I added it in my script modification. As you can see, it's the Hardcore message script because I wanted to make my own script and add references to the Hardcore one, but the GECK would not let me do that, I don't know why yet. So I created a test message, which shows and you have to click on the "OK" button to pass it, and that let you see the new perk. Additionnally, I set the starting health of the PC to Endurance * 20, which is better to have the stress of being killed fast in Hardcore Mode. This just let me the last problem : I want to deactivate the perk when the player switches to OFF the Hardcore Mode, and reactivate it when they switches back ON. To achieve this, I've done : if (isHardcore == 0 && player.hasperk aaaDurielRegenPerk == 1) player.removeperk aaaDurielRegenPerk; ShowMessage 0DurielNatRegenMessage 1 elseif (isHardcore == 1 && player.hasperk aaaDurielRegenPerk == 0) player.addperk aaaDurielRegenPerk; ShowMessage 0DurielNatRegenMessage 1 endifBut I don't know if "isHardcore" is the correct function to do that. It doesn't work. I'm still searching and testing ATM but I would take help or ideas if you have.
  23. Mktavish, Such a great idea. I thought about doing something like that, but with the stage for the quest Doc Mitchell gives the player. But as I said I want it to be compatible with Alternate Start mod, so I threw out this idea. But your suggestion might work, I'm testing it right now. Also yes I'm "sure" the perk doesn't get added few moments later because I stayed in the game sometime to be sure to see it. EDIT : I just had another idea, as I want my perk to be given only on Hardcore mode activation, I maybe have to adapt a bit the corresponding script. This would give the following : ScriptName VCG01CasualHardcoreMessageSCRIPT short nButton short bModeSet; BEGIN OnActivate ShowMessage VCG01CasualHardcoreMessage 1 END BEGIN GameMode set nButton to GetButtonPressed if (nButton >= 0 && bModeSet == 0) if ( nButton == 1) SetHardcore 1; >>> player.addperk aaaDurielRegenPerk; <<< my new line else SetHardcore 0; endif set bModeSet to 1; MarkForDelete; endif ENDI'm testing it right now. EDIT 2 : It worked. For only one time, and the other characters I created to test didn't recieve the perk. That's lame. I thought every new game I would press the button yes for hardcore would work correctly. EDIT 3 : Holy cow, I know, it's Alternate Start, it's modfying the same script and my mod was placed by GECK after all the others and I forgot to replace it at the good place. I put it at the end and it worked, that's why. Ok, so my mod should also break Alternate Start scripting for the Hardcore message. That's why I created another script based on the Hardcore one, with button activation required and such. If it works well I'll put the exact code and explain for the others to use and understand.
  24. Hello, Hey thanks for the answer, but the 0 is not part of a variable name, it's the name of my perk. Maybe it could be a problem so I changed the name of my perk and tested but nothing. Yeah I did the DoOnce thing with a switch type short, inspired by the code from the Courier's Stash script. I don't know if it's efficient, but it didn't work with that. Although I think my code is correct, because if it is not, I can't quit the window, it surely have an error which I can't identify, parens or not, one method or another... it's a shame. I just tried another method : BEGIN GameMode if player.GetPermAV Survival >= 1 if player.HasPerk 0DurielRegenPerk == 0 player.addperk 0DurielRegenPerk endif endif ENDWhich doesn't work either. Then I tried int SwitchPerk BEGIN GameMode if player.HasPerk aaaDurielRegenPerk == 0 set SwitchPerk to 0 endif if player.GetPermAV Survival >= 1 if SwitchPerk == 0 player.addperk aaaDurielRegenPerk set SwitchPerk to 1 endif endif ENDWith and without parens. It's the same. Maybe it's because the PC surely gets the 1 survival and I must choose a higher number ? So I tried Survival >=20 but nothing good came out of it. EDIT : I inspired this above one from xatmos' mod Skill Based Perk, it is obvious but I must say it. As it didn't work, I'm wondering why. Hard to tell when lacking many hours of sleep. Also I have another question, I'm trying to get my char have endurance * 20 only as starting HP, because changing the gamesetting fPCBaseHealth from 2 to 1 doesn't anything, but my change of lvl bonus from 5 to 2 changed effectively even on my already started test character. Anyways here is the code to achieve the endurance * 20 thing : int Endu int StartingHP BEGIN GameMode set Endu to player.GetPermAV Endurance set StartingHP to Endu * 20But each time that I manually had the perk, it kills my char. I tried with modav health -100 before but it's the same result. I thought that was because of the GameMode, so I have consoled modav health +1000 and add the perk, and saw the HP going down fast. I don't understand how can be this difference between console modav and scripted modav, and why is the setav doing the same thing ? It's a mess, I read many things on Beth's tutos, but I may have passed on some things, as I am utterly tired. Speaking about being tired, I'm sorry for the potential orthographic/syntaxic/other mistakes, it's almost 3.00 AM here. Again thanks to you Dubious, I'm sure your suggestions were usefull but even using them, it didn't solve my problem about the perk not being automatically given to the character. EDIT 2 : Correcting the most obvious mistakes, hope this is good enough.
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