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Oes10

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About Oes10

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    The Elder Scrolls V: Skyrim
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    Fallout games, Baldurs Gate & IWD games, Operation Flashpoint, TES V: Skyrim

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  1. Try using playsound3D in your script instead of playsound, when you want sounds from a npcs location. http://www.creationkit.com/PlaySound3D
  2. Hello? Yes, this is script. Im not 100% sure about this approach, and cannot test atm, but i do think it should go something like this. At the on end fragment, in the topic info which should end the conversation with the npc becoming a follower, do this; - Add a comment first so you can edit properties properly ;Make speaker a follower - Press ok to close the topic info. - Open it up again. - Add 2 faction properties called, for example, factCurrentFollower (set value to CurrentFollowerFaction) and factPotentialFollower (set value to PotentialFollowerFaction) - Go back to script fragment and add this under the comment line; akSpeaker.SetFactionRank(factCurrentFollower, -1) akSpeaker.SetFactionRank(factPotentialFollower, 0) - Compile, ok exit etc. and try it out.
  3. Hey, i believe within a Effect Script (and only within ScriptEffectUpdate) you should use ScriptEffectElapsedSeconds instead of GetSecondsPassed. Try switching that out.
  4. I personally really hope someone makes an Enhanced Blood type mod like there is for FO:NV and FO3, this game needs more gore and blood. :)
  5. Soon hopefully, can't wait to start messing around with stuff in the Creation Kit. :-) Im sure you'll find out about the Creation Kit release over here first hand -> http://forums.bethsoft.com/index.php?/forum/183-skyrim-mods/
  6. 1. GetIsCurrentPackage could be what youre looking for. 2. AFAIK setting combat styles will not make them equip/unequip certain items outside of combat. You'd need to use unequip/equipitem, with possibly adding remove/additem functions added to actually make the NPCs do the animations for that. 3. You can do that with NVSE GetScript/SetScript. Havent tested these ones myself though. 4. Sorry no experience on that here, but i believe you'd have to find the animations, set the path to the files identical to where the game stores the standard animations and then bring them into your mod with GECK.
  7. Heya, looks like you'd need to catch which button is actually pressed when your message shows in menu mode. Use GetButtonPressed to do this. In your script, right underneath "begin MenuMode 1001" add; Set Button to GetButtonPressed IF Button == -1 Return Button will be set to -1 by GetButtonPressed as long as no button is pressed. You use Return to keep scanning for a button press, and unleash the rest of the script as soon as it gets set to another value by an actual button press on your message. Remember that the first button in a message is always 0, then second is 1 and so forth. Replace the current IFs in your script with Elseif statements, to set what should happen when any of the buttons is pressed for the remainder of the script. Elseif's are not closed with endif's so remove those as well. Also dont forget to close the first IF with an ENDIF at the end. Should work. :)
  8. not only do BSA files work perfectly, it is much easier to remove a mod that uses them (or back up the mod) when the need arises so i think that BSAs would be the best options to use Great, thanks for replying. :)
  9. Hi, is there any downside on using .bsa files for the resources of my created mods instead of the more common way of just using the folder tree structures? Compression rates of .bsa archives doesnt effect anything ingame? Just seems like a good option to me but I havent used them before so hence the questions. Oh and how to make my first .bsa without failing? :D I have FOMM available to make .bsa's with, as simple as pointing to the correct folder paths and pack?
  10. I have some scripts with nearly 900 lines. There's not really a line limit, its a character limit of around 32K. Oh, thats great. Thanks for your reply. :)
  11. Does anyone know what the max number of lines that you can use in a script is, if there is one? Im working on a mod which has a script with 335 lines atm and it would obviously be a good idea to change things before you hit the limit :)
  12. Have you made sure the VR script is attached to a quest? I think for a variable reservoir a quest/quest script would be the best solution. For example, if you have a quest named MyVRquest and a script called MyVRquestSCRIPT attached to it, you can manipulate the variables in the script as you wish from any other script. Say you have a declared variable in the MyVRquestSCRIPT script called iMyVar, you could then set it from some other script by calling (for example) Set MyVRquest.iMyVar to 1 or use it as a condition with if MyVRquest.iMyVar == 1 and so forth..
  13. I'd look into Game Settings. AFAIK it used to be just one setting, now there seems to be a lot of different iXPReward settings though. Try filter with "iXP" and change some of those listed there. :)
  14. There is a fix for NV Geck regarding the issue of script errors not showing up. 1.) Download the zip "ScriptError1.zip" attached to this post 2.) Unzip and place the files (NVGeckExt.dll and NVGeckLoader.exe) in your NV root folder (not data or anything else..) 3.) Launch GECK through the "NVGeckLoader.exe" 4.) Enjoy your errors again. :)
  15. You need to adjust the NPCs confidence on your NPCs AI Data tab. Second problem sounds like you need to adjust the NavMesh around your tent object, if what you mean is that the NPCs just run through the object?
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