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tunaisafish

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Everything posted by tunaisafish

  1. Do you mean you want something better than the built in editor? Object Palette Editor
  2. While you are editing your own mod, you need to flag the other mod as a master file in the header. Open your mod, together with the false-flagged esp file. When you save your mod in the CK, the esp will be set as a master. You can undo the false-flag when you are done editing. To false flag the ESP file that your mod will depend on, you'll need to use something like TESVSnip. In TESVSnip... Select the TES4 record in the lhs pane. From the menu: Edit -> Edit Header In the popup dialog choose the first checkbox [x] ESM Save that file.
  3. Assuming you have written a quest script with a property... ScriptName MyOtherQuestScript extends Quest Int Property AAMyVariable Auto Then in your fragment, save the commented line. ;QuestPropertyName.AAMyVariable = 1 Now 'Add' the Property in the window. MyOtherQuestScript Property QuestPropertyName auto Once the property is saved, then you can uncomment and resave the fragment. If you tried to save it before it would fail as the QuestPropertyName was not defined at that point.
  4. That's in the section that shows how to refer to your main quest script from your fragment. Did you write and save the main quest script, and set the magic variable 'kmyQuest' as described?
  5. For weapons, most if not all of them will already have Static versions. Look for 1stPerson* eg. 1stPersonElvenDagger
  6. There's a sticky thread (Mod Detectives) for these kind of posts.
  7. Check that the property is actually set. In the CK, and with a debug.Notification("Global ref is " + enabledPermanent) Ensure you are testing with a clean save. A save has NEVER seen this mod before is better if you have one.
  8. Good to hear :) I don't know if you saw, but that function is now on the wiki. Using a container rather than the player which is probably a little safer. It's also a good idea to use several RegisterForSingleUpdate() over RegisterForUpdate().
  9. You can use RemoveItem as you did before, you need the base item id of the weapon, not the object Ref. If there were many of the same type though, you couldn't target a specific one. (ie. if they had different improvements) So does this transmute spell only last for a certain time?
  10. @Wolf, see this discussion on the Beth forum. The global constant method is mentioned there too, but also found not to work. It was assumed to work as it did in previous games. See kuertee's method that he links to, and the one posted near the end of the thread by JustinOther.
  11. If there's nothing else in the storage container, then just use RemoveAllItems() from the container to the NPC.
  12. Looks like you have an old mod version that hasn't been updated since the FormID's changed. Update the one that contains 0017B7BB
  13. Wow, and yeah that would be a great mod. A similar mod was made for New Vegas and FO3. It was tricky to say the least. It's on the Nexus and legal as users require the original files to play it. The mod does not redistribute Beth files. The differences between Skyrim and Oblivion are even greater than those 2 fallout games. For a start all quests in Oblivion would need a rewrite as the scripting language and quest formats have changed. The model format is different too; porting armour made for Ob is not a simple case of using the same NIF file in Skyrim. So it's a huge amount of work, and won't be distributable.
  14. Your friend is probably right. Log into Steam to get the latest update.
  15. Sorry Luke, I think I understand the problem now. Set the first Alias as a location ref.... call it Hold. For all the other alias's add this alongside the other conditions... GetIsEditorLocAlias Alias:Hold == 1 So now, when this quest is started from the Story manager, the Alias's are filled in order, so the only problem is getting the first Location one set from the list of your cities. One way, is to have the Hold as an Alias in another quest. That one could be controlled by you with ForceLocationTo at any time. The main quest can pick an Alias from any other running quest. External location. Probably a cleaner way though would be to use a Script Event to start the quest. The Hold location can pick the parameter passed in from. * Find Matching Location [x] From Event: Script Event: Location
  16. Setting the Description; It's done on the page you've probably seen dozens of times if you've used the CK. File -> Data It's not intuitive, we all got into the habit of the "Open" menu not actually altering the files, and just a dialog that you choose files to load from. The Data dialog is different though, there's actually a lot of 'editing' you can do from there. Common things include removing unneeded master files and 'ignoring' records that you accidentally edited in your mod. Oh, and thanks for the reminder. I just looked at one esp file that I thought was ready to upload and I'd forgotten to do this simple step :)
  17. Oh, look at MS11. The first Alias is a forced Location of Windhelm.
  18. Have you got previous versions that load, and remember the changes you made since then? If you can say what you did to the mod since it was last working then it will give ppl a better chance to advise. Then again, it could be a problem with your mod and something that changed in the latest patches. Nords screaming? Is that something that should happen at some time in your mod, or is that you shouting at the screen?
  19. Try the fill condition with a LocType* keyword. eg. HasKeyword LocTypeHoldCapital == 1
  20. What do you mean by the esp not starting? It won't load in the CK?
  21. You can add a papyrus fragment to execute after the topic is complete. http://www.creationkit.com/Topic_Info_Fragments
  22. I'm not sure. I thought OnStoryChangeLocation only fired when the story manager started the quest. I hadn't noticed that event last time I posted. If you're using SM to start the quest then just call Stop() once the quest has done it's thing.
  23. Papyrus has no knowledge of the items in the game. If you want to refer to something then you need to tell it. Quest Property FastTravelAmbushes2012 Auto I noticed that this is a quest script, are you trying to stop and start the quest that this script is in? If that's the case then you'd only need Reset()
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