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Calling Reset() will not work. When the quest is completed or stopped, you can't reset it.Mostly unused, one would think this does what it implies, but I personally don't know.I'm taking a guess here: When an NPC is attached to more than one quest, this number determines what order the starting dialogue options for the quest appears in. Higher priority = this is the quest to be initiated.I don't understand "Reuse in Quest", but Allowed Reserved makes it so there is no conflict with the alias that is already reserved in another quest, as otherwise the alias will not be filled due to the NPC or object being reserved in another quest, when Allowed Reserved is not check.Seems to be the same as ForceRefTo() although I am not sure, as I mostly use ForceRefTo() when trying to force something into an alias(if I need papyrus)Not really sure.Yes, or the quest will either not start, or the package on the alias will not run.Not really sure. >warn on alias fill failure >mostly unused Are you kidding me, bethesda?! You add a debug tool that doesn't work?!
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Nothing works. She just keeps saying "more mines! More tesla coils!" How do I finish this without resetting entire fight?! INB4 find the tapes, yeah found them, and I need master perk to hack the terminal. Edit: nothing worked, had to reload entire damn fight
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It's this: https://www.nexusmods.com/skyrim/mods/21699 and yeah, it is by no means exhaustive. I still have constant random CTDs in soul cairn
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Changing Map Marker Names
piotrmil replied to Halliphax2's topic in Fallout 4's Creation Kit and Modders
Can you give me an example of such map marker that inherits the name? Because when you set up a map marker you have to choose type (what icon it is) and that enables the name, and if you leave it empty, it looks empty on the map. -
Changing Map Marker Names
piotrmil replied to Halliphax2's topic in Fallout 4's Creation Kit and Modders
Right, one amusing thing: map markers accept tranlatable SkyUi strings. So if there is no way to change the name in game, maybe one can ask users to edit their own files. unless there is some way for game to edit text files? -
SSE Help needed with placing a Dynamic MapMarker.
piotrmil replied to TheWanderer001's topic in Skyrim's Creation Kit and Modders
Well, I'm not using placeatme, I have a disabled copy of map marker in Riverwood and just move it. Now comes a question I raised in another old thread: can map markers be renamed? https://forums.nexusmods.com/index.php?/topic/3969845-changing-map-marker-names/ -
Changing Map Marker Names
piotrmil replied to Halliphax2's topic in Fallout 4's Creation Kit and Modders
Doing it right now in Skyrim. None of the above works, SetName, SetDisplayName, etc, both via alias or objectreference :/ Have you found any solution? -
SSE Help needed with placing a Dynamic MapMarker.
piotrmil replied to TheWanderer001's topic in Skyrim's Creation Kit and Modders
Right, so I tried that again, but on safe clean test mod and it DID work. So the map marker has to be in the same WorldSpace, otherwise it won't reappear until you reload. -
Oh, dude, you are a lifesaver!
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SSE Help needed with placing a Dynamic MapMarker.
piotrmil replied to TheWanderer001's topic in Skyrim's Creation Kit and Modders
That didn't work at all. What's weirder is that if I place the object into new objectreference, the myMarker, game doesn't even prompt me that "map has been updated". If I do it the way it is done in the TWTentKitAdd, it at least prompts that, though the map marker is still not placed. Also, I tried placing the mapmarker in Tamriel, instead of warehouse cell, and it didn't help. -
SSE Help needed with placing a Dynamic MapMarker.
piotrmil replied to TheWanderer001's topic in Skyrim's Creation Kit and Modders
Hey, have you found solution to that? I'm facing similar problem.I have created a custom warehouse cell, created a map marker there. Now in real map, I am calling Moveto(), and then AddtoMap(), and the map marker does move, but it isn't showing up, until you re-load the game. I'd love to know how to make it appear instantly when the script moves it. -
Well, I have the same problem, done the same things, and I still can't edit scripts. The edit is greyed out. Why?
- 9 replies
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- fallout 4
- script trouble
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Automation Tools for TES5Edit - Suggestions Thread
piotrmil replied to matortheeternal's topic in Skyrim's Skyrim LE
So I'm having a bit of a problem with QuickChange - I was trying to mass edit Weight of items, from 1.0 to 0.1 and the thing tells me that 0.1 is not a valid integer value. And that is very true, except Weight can be a float. So... it would be nice if I could change it to that. -
Donation Points Stats and No Ads for Mod Authors
piotrmil replied to BigBizkit's topic in Site Updates
In response to post #75828978. #76889328 is also a reply to the same post. >must of Just no. -
Donation Points Stats and No Ads for Mod Authors
piotrmil replied to BigBizkit's topic in Site Updates
In response to post #75803043. Didn't know if it's open source, since it is, I suppose a "fork" is more accurate. It's not "absolute gibbins", it is essential idea behind modding: if something is broken, someone fixes it. And since now you clarified it's open source, now it's even easier.