Jump to content

Th4nat0s1s

Premium Member
  • Posts

    18
  • Joined

  • Last visited

Nexus Mods Profile

About Th4nat0s1s

Profile Fields

  • Country
    United States

Th4nat0s1s's Achievements

Apprentice

Apprentice (3/14)

0

Reputation

  1. So, all this does.... is if the player character has the spell due to using the firesalts switch, then when they leave the defined box (read: crafting area) (eg when they leave the menu and proceed about their business) it removes the spell? Also, I want the spell to persist for long enough that they can maybe upgrade the crafted item.... because the way I understand the buff, it doesnt affect created items, only upgrades to pre-existing items.... so actually, using on the forge itself is pointless for what I gather, and lastly, if that is true then what the hell does "whats his face" in Riften actually do when you give him the firesalts.... like how does it affect his crafting? PPS: I thought about using the SKSE thing, but I am not exactly sure that would work either... since it seems that would kill the magiv effect upon exiting the crafting menu, which I also dont actually want.... I am starting to think that it might be impossible to implement this the way I want.... >_<
  2. So your saying my integer properties are pointless because they won't use the defined amount after the equals sign as the integer amount? I'm sorry I don't understand what you mean.... So should I write it TT_Forge_Cup_FireSaltsDepo.RemoveItem(FireSalts, 5) ?
  3. ScriptName TT_Forge_BuffSwitch extends ObjectReference ;========== ;PROPERTIES ;========== Spell Property TT_LesserFortifyBlacksmithing Auto Spell Property TT_GreaterFortifyBlacksmithing Auto Ingredient Property FireSalts Auto Int Property MaxBuffAmt = 10 Auto Int Property MinBuffAmt = 5 Auto ObjectReference Property TT_Forge_Cup_FireSaltsDepo Auto ;====== ;Events ;====== Event OnActivate(ObjectReference akActivator) If TT_Forge_Cup_FireSaltsDepo.GetItemCount(FireSalts) >= MaxBuffAmt Game.GetPlayer().AddSpell(TT_GreaterFortifyBlacksmithing) TT_Forge_Cup_FireSaltsDepo.RemoveItem(FireSalts) == MaxBuffAmt debug.notification("The forge bursts to life!") ElseIf TT_Forge_Cup_FireSaltsDepo.GetItemCount(FireSalts) >= MinBuffAmt Game.GetPlayer().AddSpell(TT_LesserFortifyBlacksmithing) TT_Forge_Cup_FireSaltsDepo.RemoveItem(FireSalts) == MinBuffAmt debug.notification("You see the flames brighten slightly in the forge...") ElseIf TT_Forge_Cup_FireSaltsDepo.GetItemCount(FireSalts) < MinBuffAmt debug.notification("You don't have enough to charge the forge...") EndIf EndEvent
  4. Sweet, thanks! Let me modify my code and check it out and I will update in a few! UPDATE:: Ok! Now the buffs are applying correctly, I made two brand spanking new Magic Effects. I pretty much copied the effect EnchFortifySmithingConstantSelf I just changed the names and then added the ability to define a duration. But now it seems that the timer isnt ticking down eventhough it shows that it has a timer in the Effects tab in game. Also, when I tried upgrading some armor it didnt really seem to do much.... I was still only scrafting Fine armor.... is there something I am missing there? Also, it still seems to not want to eat the salts for some reason....
  5. Wow! Good eye! Thank you! UPDATE:: Ok, so now the problem seems to be that when I press the button it does not a) Consume the Fire Salts and b)Apply the buff..... I will be working on it, but any help is appreciated!
  6. I made a copy of the base item to apply the script to, complete with new name and RefID I am assuming you mean by editing the script in CK and acctually (for example) sellecting the FireSalts property and then using the drop down to select FireSalts? Yes, clean save, but with other mods, though I dont know why they would conflict seeing as I am using very simple scripts...
  7. UPDATE:: So, after figuring out the code (I HOPE) ScriptName TT_Forge_BuffSwitch extends ObjectReference ;========== ;PROPERTIES ;========== Spell Property TT_Forge_LesserFortifyBlacksmithing Auto Spell Property TT_Forge_GreaterFortifyBlacksmithing Auto Ingredient Property FireSalts Auto Int Property MaxBuffAmt = 10 Auto Int Property MinBuffAmt = 5 Auto ObjectReference Property TT_Forge_Cup_FireSaltsDepo Auto ;====== ;Events ;====== Event OnActivator(ObjectReference akActivator) If TT_Forge_Cup_FireSaltsDepo.GetItemCount(FireSalts) >= MaxBuffAmt Game.GetPlayer().AddSpell(TT_Forge_GreaterFortifyBlacksmithing) debug.notification("The forge bursts to life!") ElseIf TT_Forge_Cup_FireSaltsDepo.GetItemCount(FireSalts) >= MinBuffAmt Game.GetPlayer().AddSpell(TT_Forge_LesserFortifyBlacksmithing) debug.notification("You see the flames brighten slightly in the forge...") ElseIf TT_Forge_Cup_FireSaltsDepo.GetItemCount(FireSalts) < MinBuffAmt debug.notification("You don't have enough to charge the forge...") EndIf EndEvent So, now my issue is that I cant figure out how to get the button I am trying to use (ImpButton01) to actually activate..... any help?? EDIT:: Also, to top it off my container script wont allow me to put Fire Salts in for some reason... but looking at it, it should be fine... ScriptName TT_Forge_Cup_FireSaltsOnly extends ObjectReference ;=========== ;PROPERTIES ;=========== Ingredient Property FireSalts Auto ;========== ;EVENTS ;========== Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) If akBaseItem != FireSalts RemoveItem(akBaseItem, aiItemCount, True, akSourceContainer) EndIf EndEvent
  8. UPDATE: Ok, so after writing out the script and trying to compile it in CK this is what I got... And this is the script as is right now ScriptName TT_Forge_BuffSwitch extends ObjectReference ;========== ;PROPERTIES ;========== Spell Property TT_Forge_LesserFortifyBlacksmithing Spell Property TT_Forge_GreaterFortifyBlacksmithing Ingredient Property FireSalts Auto Int Property BuffAmt Auto ObjectReference Property TT_Forge_Cup_FireSaltsDepo Auto ;====== ;Events ;====== Event OnActivator(ObjectReference akActivator) If TT_Forge_Cup_FireSaltsDepo.GetItemCount(FireSalts) >= 10 player.addspell(TT_Forge_GreaterFortifyBlacksmithing) ElseIf TT_Forge_Cup_FireSaltsDepo.GetItemCount(FireSalts) < 10 && (TT_Forge_Cup_FireSaltsDepo.GetItemCount(FireSalts) >= 5) player.addspell(TT_Forge_LesserFortifyBlacksmithing) ElseIf TT_Forge_Cup_FireSaltsDepo.GetItemCount(FireSalts) < 5 debug.notification("You don't have enough to charge the forge...") EndIf EndEventNot sure what the first error is talking about but I am pretty sure the second one is because I havent set it to a switch yet, but I could be wrong.
  9. Yeah, I guess that could work.... I was looking at an example inside of another house mod I like to use http://www.nexusmods.com/skyrim/mods/34834/? but when I tried to open the script thats tied to his forge it crashed my CK. But from what I saw, it looks like his script calls on a spell of Fortify Blacksmithing, and he also has one for his alchemy workbench that calls on a spell of Fortify Alchemy. Also, I found it interesting that he has two levels of each.... so I am curious if I could write it like this..... Ingredient Property FireSalts Auto ObjectReference Property TT_Forge_Cup_FireSaltsDepo Auto ;Int Property BummAmt Auto {How do I specify this amount as an Integer??} Event OnActivator(ObjectReference akActivator) If TT_Forge_Cup_FireSaltsDepo.GetItemCount(FireSalts) >= 10 ;and I would want to specify 10 Fire Salts here player.addspell(TT_Forge_GreaterFortifyBlacksmithing) ;The spell that I make in CK can be given a time limit I believe.... ElseIf TT_Forge_Cup_FireSaltsDepo.GetItemCount(FireSalts) < 10 && (TT_Forge_Cup_FireSaltsDepo.GetItemCount(FireSalts) >= 5) ;Here it would find that if I had less than 10 FireSalts but at least 5 then.... player.addspell(TT_Forge_LesserFortifyBlacksmithing) ElseIf TT_Forge_Cup_FireSaltsDepo.GetItemCount(FireSalts) < 5 debug.notification("You don't have enough to charge the forge...") EndIf EndEventMaybe this would work?
  10. Ok, so I thought it would probably be easier to have it apply a buff to the player that had a set time limit, because I thought it would be harder to have a workstation that improves smithing quality?/level?/etc on use. In which case I might not need to require SKSE (even though I will probably tell people to DL it for good measure anyways... especially sense my mod will require RaceCompatability mod for a custom race house NPC) but anyways, if it does require, it shouldnt be an issue. I am sorry if I osund like a papyrus newb, but I am.... >_<
  11. So I dont even need the ObjectReference for the chest with this? And out of curiosity, how would you go about setting up the switch? It would have to run a check on the chest to make sure there are enough I assume, then cast a Smithing buff on the player? Or how would that work?
  12. Oh my god, thank you so much, it worked... all of it EDIT: UPDATE, soooo... I thought it worked but upon testing.... it seems to pass all items into the container EXCEPT the Fire Salts... Rightn ow I am reworking the script and its looking more like this...
×
×
  • Create New...