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QuietusPlus

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Everything posted by QuietusPlus

  1. This is such an important cause and I hope people realise that! The process of getting an older game updated and working often leads me to either FileFront itself or one of their Hub sites. Relatively unpopular patches (500-2000 downloads) have have allowed me to run games better than their GOG counterpart in some cases. Awesome work guys!
  2. In response to post #34993245. Even if that's the case, why add a + icon on custom items within the workshop? Modded items all have them (like Homemaker), it's a welcome feature but not entirely sure of it's original intent... EDIT: Some screenshots for reference - http://imgur.com/a/K4FFG (new load screen and workshop icons).
  3. So what exactly makes this compatible with workshop mods? I've noticed a + (plus) icon on any custom items, and the load screen now shows which specific mods you're missing (instead of a generic dialog). Has the menu limit been fixed for example?
  4. Any follow-up to this? Just had the same issue. Might also be useful enabling title editing, or disabling ENTER = Submit. Accidentally hit that key, now having no way to edit the post or title (forced to reply to myself in order to make sense of the bug report).
  5. If multiple mods contain the same files you can't just simply copy them over, which mods did you try out? Latest Steam version has no trouble running mods over here, in fact both the GOG and Steam version are pretty much the same (except for the launcher and cloud saves), I don't think the retail version would be any different after patching.
  6. Know this is rather late and the modding forums are rather deserted right now but here's your answer: As far as I can tell, the developers only scripted and coded the GUI to support 3 runes. If you want to change that you'd have to dive into the .swf files and probably some other scripts (way beyond .xml editing). These files can be found by downloading the REDkit or extracting one of the .dzips. The reason there's a mod that increases the amount of mutagens from 1 to 3 is because the developers actually coded this into the game already but didn't put it in the final version, there's more disabled or half-coded features like this (dismantle items for example).
  7. So I did a little experimenting and this is what I got: This is attached to an external script ((MyBook as Form) as ObjectReference).Activate(Game.GetPlayer()) MyBook (is Book Property) cannot be cast as a ObjectReference directly, which is why I am casting it as a Form first The following is attached to MyBook Event OnRead() ;some code EndEvent The code from the external script will activate the book and trigger the OnRead event. It does not however actually open the book (including the animation). I am pretty new to this so maybe I am doing something completely wrong. Any more help would be appreciated. Scrap all that, I made a mistake with the script in my mod, this doesn't trigger the onread event -_-. I went another way with the mod I am making, if someone still found a way please share. PS. Kudos to fg109 for helping me so far
  8. I see, thanks for that link... I currently have the script attached to the book, which can be changed if necessary (it would not break the mod). I'll read some more about persistent references. Do you mind sharing which tests you did and why it was unreliable?
  9. I would like to open (or activate) a book while it is in your inventory. Using objectreference requires it to be in a cell doesn't it? That's why I wasn't sure the Activate function would be possible.
  10. I have been looking for a solution to automatically open a book when a function is triggered. The creation kit website gives nothing useful on this subject, I was thinking THIS but the documentation is a little thin. Maybe something like below, however it gives an error that Active is not a function. Scriptname BookScript extends ObjectReference Book Property MyBook Auto Function blabla () MyBook.Activate(Game.GetPlayer()) EndFunction Is this even possible? Thanks
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