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cavbirdie

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Everything posted by cavbirdie

  1. I have a problem with Put Down The Beast where every time i enter the Cantina to get the key to the kitchen i Explode as soon as i enter the door. used the console command to get the key so i could try to keep playing, and explode as soon as I enter the kitchen from the Casino. used TDM to live thru that. able to turn off the the 3 valves but DOG/GOD isn't in the kitchen. used console command to end the quest and give me the key and I can leave thru any door except if i go out the Cantina door to the lobby I explode and fail heist quest. Occasionally when i repair the gas leak it will give me the message saying the leak was fixed, but it explodes anyway, and every leak will explode unless i reload a save before entering the kitchen from the casino
  2. I made an actor for my warehouse...made a new faction linking the actor to a container, and made a script ... Actor Property MiddleMan AutoFormlist Property ItemList Auto Event OnActivate(ObjectReference akActionRef)MiddleMan.MakePlayerFriend()MiddleMan.OpenInventory()MiddleMan.ShowGiftMenu(False, ItemList, True, False)EndEvent but when i try to get items its just a blank list... and i don't see a way to give and take gifts. only one or the other
  3. in my mods i use a series of containers in a warehouse location that all my other houses use activators to access. i normally have small houses with little room so I use one container for weapons, one for armor, one for ingredients, etc. i am working on a larger house that i'm wanting to access more restricted items such as swords, hammers, axes... is there a way i can use the activator to look at the weapon chest but only show the swords in it. or have all weapons in separate containers and have an activator that shows the contents of several containers together?
  4. what about looking at the script that is on the jail stolen goods container? that should be a good start to modify for your stolen goods container not sure about enchantments or favorites... what about keywords
  5. This post has been a lot of help in figuring out what to do with my mod but, what if you don't want to remove the items to the Mannequin. use the mannequin as a display. i figured out how to do it if you have an entire set of armor (put the in the mann and disable the mannequin then enable it when complete.) and that works for most of he ones i'm working with but i have at last one mannequin that will be wearing bits and pieces not an outfit.
  6. I have 3 formlists i was trying to use the shortest is 94 all armor... the other 2 i'm still filling one is only Weapons and the other is pretty much everything else... those two lists will have about 240 items between the 2 of them (not counting when an object has multiple forms other than the first one) This will eventually turn into a Scavenger hunt Quest (still trying to figure how to do that i'm trying to use TG Larceny quest as a template)... working on the displays for all the items you find first... would making it a quest change how i should be doing this?
  7. attempting to figure out how to do arrays... the only script i have found so far only works with arrays so it makes sense to use them (esp if the work better anyway)
  8. Thank you Thank youThank you Ive been adding and removing code to try to make it work... and your longest solution made my code half as long... now i have to figure out if there is a way to do something like... is on formlist 1 at number 10 remove to Actor listed on formlist 2 at number 10? ive been trying to find how to do that so thats why i was trying to bas it on the iIndex
  9. I am trying to make it so when you put something in the container it will check the list of items to go to mannequins and put them into the mannequins to be equipped by the correct mannequin. If its not on that list it will check 2 other form lists of items that will activate displays (haven't gotten t that part of the scripting yet), give a message if its on the list, and return to the player if its not on any of the lists. Here is what i have ScriptName _111BW_MstrContScript extends ObjectReference Actor Property PlayerRef Auto FormList Property ItemToDisplay Auto FormList Property ItemToDisplayWpn Auto FormList Property ItemToMann Auto ObjectReference Property MannCont Auto Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) If ItemToMann.HasForm(akBaseItem) Int iIndex1 = ItemToMann.GetSize() While iIndex1 > 0 iIndex1 -= 1 If ItemToMann.GetAt(iIndex1)>=0 RemoveItem(akBaseItem, aiItemCount, false, MannCont) Debug.messagebox("Is Mannequin Item") EndIf EndWhile ElseIf ItemToDisplay.HasForm(akBaseItem) Int iIndex2 = ItemToDisplay.GetSize() While iIndex2 > 0 iIndex2 -= 1 If ItemToDisplay.GetAt(iIndex2)<0 Debug.messagebox("Is Display Item") EndIf EndWhile ElseIf ItemToDisplayWpn.HasForm(akBaseItem) Int iIndex3 = ItemToDisplayWpn.GetSize() While iIndex3 > 0 iIndex3 -= 1 If ItemToDisplayWpn.GetAt(iIndex3)<0 Debug.messagebox("Is Display Weapon") Else RemoveItem(akBaseItem, aiItemCount, false, akSourceContainer) EndIf EndWhile EndIf EndEvent _111BW_MstrContScript.psc(14,31): cannot compare a form to a int (cast missing or types unrelated)_111BW_MstrContScript.psc(23,34): cannot compare a form to a int (cast missing or types unrelated)_111BW_MstrContScript.psc(31,37): cannot compare a form to a int (cast missing or types unrelated)No output generated for _111BW_MstrContScript, compilation failed. Any Help Would Be Apreciated BTW how do i get my code to hide?
  10. Thank you that saved me a lot of work :)
  11. i made a master file then realized i messed up on a set of items in it... i cant find my backup of the esp it was made from... is there anyway to make a esm back to an esp so i don't have to redo it all from scratch?
  12. Im trying to write a script that when you chick on a certain chest it will check a list to see if its in a specific location and check it its enabled. if both are true it will move that item to the chest. my script: Scriptname TFxBirdxTGxScript extends Quest FormList Property ItemList Auto ObjectReference Property ChestObject Auto Actor Property PlayerREF Auto Location Property DispPlace Auto Event OnActivte(Alias_ChestObject akActionRef) Int iIndex = ItemList.GetSize() While iIndex > 0 iIndex -= 1 ObjectReference kReference = ItemList.GetAt(iIndex) As ObjectReference If kreference.IsInLocation(DisPlace) If kReference.IsEnabled() kReference.Moveto(ChestObject) EndIf EndIf EndWhile EndEventTFxBirdxTGxScript.psc(8,34): unknown type alias_chestobjectTFxBirdxTGxScript.psc(13,31): variable DisPlace is undefinedNo output generated for TFxBirdxTGxScript, compilation failed. are the latest errors i getany help would be appreciated
  13. i am trying to mod the entry in Lakeview... finally got it how i wanted it, found several problems and i figured out all of them except: all my shield displays on the east wall wont work even thought they are duplicated from ones i have working on the west wall. and most of the time trying to walk into the main house i have trouble getting through the door in both directions. it like someone is standing blocking the doorway any help would be appreciated EDIT I figured out my doorway problem (a banner was clipping the doorway), but the shields are still a problem, i actually watched the red circle disapear down the line of them, tried setting it to ignore havok that didnt make a differance.
  14. I had the same problem with CK not installing more than one mater file. I tried the fixes listed here but it still didn't fix it. i finally tried adding the fixes to the SkyrimEditor.ini file and it now works. I thought id share in case anyone else wasn't getting multiple master files working with the previous fixes.
  15. I have found mods to display all your stuff, but they are huge... I would love a mod that redecorates the enchanters tower (or other west room if it works better) that has display for the dragon claws, priests masks, a dagger display for the priest dagger, 2 mannequins for the new unique priest armor sets, & map of dragon burials. displays for the 5 paragons and other unique items that aren't weapons or armor would be a bonus.
  16. I play mostly plain Skyrim, mostly mods for my lakeside house: Lakeview Manor - REAL Armory for North Wing, Lakeview library, Hearthfire Coffin Cubby, & Left Hand Rings
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