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tunaisafish

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Everything posted by tunaisafish

  1. It's something along those lines, and if you can use the vanilla keywords then it would be the best option. I'd right-click on those keywords and use Use-Info to get a list of what perks use them, and look at the conditions of the perks. Keywords are also used in recipes too, so you'll have to be careful that there's no unwanted effects. If you or noone else has solved it then I'll take a look later today in the CK.
  2. I don't have the CK open to check atm, but I think all the Armor type Perks work on what keywords are present on the Armor.
  3. It depends on what you mean. Virtually any object that's in the game can have a script dynamically attached to it with a MagicEffect or Quest Alias. If you want to have an optional hardcoded ref to a form, then you may have to wait for SKSE [isModLoaded(), GetModIndex()] with Game.GetForm()
  4. No :( I wish there was as we could then pickup mod-added forms too. You can create a new formlist and drag all the vanilla baseforms into it though.
  5. Make a backup, then follow the Note on this page.
  6. Follow this Bethesda Tutorial Papyrus Hello World. Apart from the script contents, it's almost exactly what you are doing. After that, Press NEXT twice to get to the tutorial that explains how to assign the value to the property.
  7. @fg, Just wanted to say what a great script surgery you've got going here :thumbsup: I was thinking that you'd been on 99 kudos for far too long. It turns out that I could have fixed that myself. Oops sorry, I thought I'd done that long ago.
  8. @AwesomeSkyrimDude EOF == Event or Function. Your while loop may be perfectly formatted, but the compiler is telling you that you have not put the code inside an EOF. (I wish they'd used another acronym for this instead of EOF, as in CS it generally means EndOfFile.) Edit: wiki updated: Papyrus compiler Errors
  9. Add this script to your activator. Scriptname MyTenetDisplayer extends ObjectReference Message Property MyMessage Auto ; be sure to set this property (in the CK) to the message you created Event OnActivate(ObjectReference akActionRef) MyMessage.Show() EndEvent
  10. When you want to edit a file, then make sure you select an ESP as an 'Active' file when you open it. If you don't have one of the esp's Active and you make changes, then you are creating a NEW file - which I think where this default is coming from.
  11. Yep sounds like a winner. The chest could be kept in a remote cell, and to refresh it you just need to call Reset on the chest. So editing the 'Item Cheat' menu is then as simple as editing the contents of the chest in the CK. Users could then take advantage of mods like SkyUI that allows categorisation of chest contents. (Warn users not to try to store stuff in the remote chest - or script it to return items) Not much you can do with the non-item cheats though, other than nested menus. Hmm.. unless you're a wizard with actionscript and want to get your hands dirty writing a SKSE plugin.
  12. http://forums.nexusmods.com/index.php?/topic/650090-question-modifying-a-mod/ For the last Q, take a look at the keywords like ArmorMaterial* etc. This Bethesda Tutorial covers Forging & Tempering.
  13. Instead of having your armor recipe check for the perk, could you not look that both the Quests have progressed to a certain stage? See the GetStageDone condition function.
  14. I found one in my watch list :) Mod Organizer The people asking probably don't realize just how long modding takes.
  15. You can't use dropdown boxes. Why not have the book open a chest with all the cheat items in? You can replenish the chest, and the interface is better than a dropdown.
  16. No, you can't dynamically add/remove a mod. I'm pretty sure there are character management utils here on the Nexus. ie. that load a set of mods for a particular character. A solution exists - don't bend over backwards for a few lazy users.
  17. ^Yep what Jadak said. Any reference you use in a script (or as a forced alias) will become permanently persistent. So using one Xmarker saves a heap of memory too.
  18. Uhu, Rly. Compiles fine once you add the 'End' :) (The End closes the Begin, the endif closes the if)
  19. The condition would be... Target GetEquipped RingID == 1
  20. Try this... If player.ischild enable else disable endif If you wanted to compare the result of a function like IsChild to a number, then you'd need '==' between them.
  21. Soul Syphon is a Perk, and if you take a look you'll find that it is hardcoded. What I remembered about the replacement item was right. see dunFrostmereCryptSwordHolderManager It 'recharges' the Pale blade. In Papyrus, the only thing slightly relevant is Trapsoul(). If you want to do more research then take a look at how it was done using Script Dragon. I'm not sure if that is still supported. You could also look at the SKSE threads, I'm pretty sure it's already on the TODO list.
  22. From what I remember the 'recharge' is actually just a replacement item. There is nothing in Papyrus that can read or write the charge values.
  23. As it was working then stopped, then it might be that you are using a savefile that has already completed the quest? Always use a clean save (or better, one that has NEVER seen your mod) when you are testing. If it's not that then go back to the version which was working (if you've got a backup of that), or try to remember what you did that maybe broke it. Sorry but I can't think of anything else.
  24. I use an external editor so I'm not familiar with the Manager. If you can't find a delete option, then maybe there isn't one (?) Papyrus Scripts are not part of the .esp source files live in Data\Scripts\Source\*.psc and the compiled version lives in Data\Scripts\*.pex
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