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QuietusPlus

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Posts 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.


    Ethreon wrote:

    So what exactly makes this compatible with workshop mods? I've noticed a + (plus) icon on any custom items, and the load screen now show which specific mods you're missing (instead of a generic dialog).

    Has the menu limit been fixed for example?

    Doubt that. IT adds support for DLC, a handful of items, and a bunch of fixes.


    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. 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).

  4. 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

  5. You can't activate something that's not loaded. So you can't activate anything that's in something or somebody's inventory. When you select something in your inventory, you're actually sending an equip event, not activate.

     

    Is this script on your book, or is it on something else? Check out the note on this page.

     

    I have done a couple of tests with scripted objects in an inventory, and they are extremely unreliable unless they are persistent references.

     

    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?

  6. ObjectReference Property MyBook Auto

     

    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.

  7. 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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