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tunaisafish

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Everything posted by tunaisafish

  1. When you click on one of these lanterns, make a note of the first 2 characters. If's it's 00 then they're part of vanilla. If they're FF, then they were placed during play, and saved to you gamefiles. Tamb0's removal advice works on these type. If not, then post the number, and your load order. Skyrim.esm starts at 00, and then they each increase by 1 after that.
  2. It's not a silly question. Using Text from Locations (or other objects) is possible, but it's not that easy. Replacement Text is only available through Quests and Aliases. That's a subject that even has some veteran modders scratching their heads at. You might want to put that part on hold and come back to it later. The other thing, don't put too much work into a script that you will have to attach directly to the player. Well not if you plan on releasing it. It's great for learning though if you want to test code snippets. Some people like the structured learning of tutorials, some prefer to dabble :) I've never done a modding tutorial in my life, but I've skimmed through many. What you could do is add a Property (or a few) to the script. You need to assign the actual property in the CK (otherwise MyHouseLocation would have the value of None). Scriptname XYZ extends Actor ; Actor is a special kind of ObjectReference. ;Import Game Import Debug ; We do not need to prepend Debug to Notification is we import it. Location Property MyHouseLocation Auto Event OnLocationChange(Location akOldLoc, Location akNewLoc) If (akNewLoc == MyHouseLocation) Notification ("Welcome Home.") ElseIf (akOldLoc == MyHouseLocation) Notification ("Off travelling again.") Else Notification ("I miss my warm fire.") EndIf EndEvent Edit: Script, comments & reformatting for codebox display
  3. With a recipe. This Bethesda Tutorial has a section on this.
  4. @Perraine, you'd still need to use the SetRace() trick regardless of what you used to create the NPC. It's a bug, (or maybe intended behaviour).
  5. If you open one in notepad and squint while you look at it, you can see Alduin drinking a bottle of mead. Hmm, OK, maybe that's just me. If you want to see more than just a seemingly random string of bytes, then get TESVSnip.
  6. Well what you are supposed[*] to do is Go to Steam, Creation Kit, Right-click -> Properties -> Local Files -> Verify Integrity... That will get all the CK supplied files back to as they were. (so backup any changes you want to keep before doing that) If you've created any BSA files in the CK then your edited pex and psc may be there too, but you'd probably know it if you have created a BSA. [*] Supposed to yes, and it normally works. Today it stopped at 99% for me and now refuses to let me "Play" Creation Kit game.
  7. Have you tried or looked at SetRestrained() ? That's normally used in places where NPC's are conscious but bound.
  8. It's shorthand for Variable = Variable + 1 There's a bunch of those Operators.
  9. You probably read the Note on the OnEquipped page, and like most people the reading it for the first time though... Huh? If you'd written scripts for previous games then it's a big hint that inventory items in Skyrim will screw with your head just as much as they used to. Items in containers, in Actor inventories, or weilded (equipped) do not normally have an objectReference ID. So any of the Member functions that require the the object instance ID (self) will not work. RegisterForUpdate() is a Member function. If you turn on the Papyrus debugging then you'll probably see in the log a line like "None.RegisterForUpdate() ... ". Probably the easiest way, would be to have the OnEquipped/OnUnEquipped add a magic effect ability spell to the wearer. Also, change from using RegisterForUpdate() and instead use RegisterForSingleUpdate(), repeating the call at the end of the OnUpdate() event if needed.
  10. You can highlight the master in the CK and press Delete too. File->Open window.
  11. The item is not actually deleted. So restoring or deleting the files is not required. It is just marked as deleted in your esp file. - with your esp loaded, that item is removed from the game, but not the files on your HD. Now all you have to do is remove the record that is marking it for delete from your esp. You do this in the Details window. Highlight your item, press the Delete key, and it will mark it as Ignored. Next time you save your game, that record will be purged. Here's a pic on the wiki of where to find the Details window.
  12. Grrr... Nexus is playing up for me and ate my msg. @foretrenty, Check your PM's on the Beth forum :thumbsup:
  13. @foretrenty, Id's in a mod with FormID's starting with 00, will override the 0'th Master file. Eg they will be overriding (or injecting) into Skyrim.esm. So in your example above, the 2 mods with 00016969, not only conflict with eachother. In this case they'd be overwriting an object reference of a door in the game. If a mod depends on Update.esm as the 01'th master (which it probably should), then the same will go for ID's starting with 0x01. So the first 2 digit's are more than just a flag. If they belong to the current mod then the correct value of the first 2 characters will be the hex of how many masters it has. For the 0x10 to work as you say then it get's corrected somewhere along the line. Not all editing tools may be as forgiving though.
  14. Do you mean getting the string to flex? Not released yet, Warring States. He talks about the bow a bit there.
  15. At the console, you can type... player.GetPos X Then with the value it returns divide by 4096. Then round down. Same for Y, and you'll have the cell coordinates. Other way is to go into console mode and select an object. Make a note of the ID, then use the menu Edit->Find Text Type in the ID and then look under the objects tab. double-click to load cell.
  16. As far as I know, SteamWorks still can't distribute ESM's. So I think this bug will be high priority on the fix list.
  17. Navmesh Bugs 2 I think most of us preferred the old one.
  18. Well if the CK is having trouble deleting them, the only other option AFAIK is to TESVSnip. I'll PM you with my addy if you want me to take a look at it.
  19. yvw, and I enjoy helping.. well trying to help anyway lol. The CK is a pain in the butt. It's so easy to edit stuff by accident and you have to jump through the 'ignore' hoop to actually undo them. If you try to edit anything inside the CK, if that's what you mean by hand, then you can't delete them. When you look at your mod now in the 'Details' window, are all the NAVM records gone?
  20. Once you're not looking at your overrides, then the navmesh you see in your edited cell will be the orig default one. So yeah once you've cleaned those out of your esp that's job done.
  21. If a mod is broken because it's incompatible with the latest release, then remove it or give the modder some time. 1.5 has only been out what 12 hours or so? I suggest going fishing :)
  22. Using the CK method, I think you'll just have to Ignore the NAVM records. You can use the column headers to sort by type. So, open the Details window. sort by type Ignore all the NAVM records Open then save your mod. Next time you open they should be gone.
  23. Active mods will be updated in time to the latest release if needed. So yeah I'd say upgrade, as modders don't generally maintain old releases.
  24. Why do you only have patch 1.4.21?
  25. Delete the override records from your mod, so the ones in the ESM will no longer be overridden. Either use TESVSnip to delete the navmesh records, or use the CK and ignore them. I think quite a few people will need to do this since the 1.5 update. Remember to BACKUP! Losing weeks of work is gonna suck.
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