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RichWebster

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    Skyrim

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  1. Yea I could have SWORN the same. Been so long since I've had to worry about it.
  2. Or even better, move a furniture position with the player already seated?
  3. Hey folks. Is there a way to have the seating animation skipped, either via script or keyword or such, for a specific object? I thought MoveTo() would do the trick, based on the notes, but it just moves the player to it, not force them to sit instantly.
  4. Afternoon all. I've started putting together a coding standards spec for Papyrus scripts and wanted to hear other people's thoughts. https://github.com/rwebster85/PapyrusCodingStandards/blob/main/spec.md It's not something I want to try and force other people to use. It's just something I've written for my own projects, based on outside experience.
  5. Trainers have a faction attached to them that specifies the skill they train, if that's any use. https://wiki.nexusmods.com/index.php/Adding_a_Trainer_NPC_to_Skyrim
  6. Important to point out that the reason it's not compiling isn't because of the UI.psc file being missing from the Source folder. It's the UI.pex file missing from the Scripts folder.
  7. No mate, you're calling UI already, like you see with Utility. If it's still not working I can only think that SKSE is not installed properly. You could also try restarting the CK.
  8. Attach a new script to your Activator and add the following: event OnActivate(ObjectReference akActionRef) UI.InvokeString("MapMenu", "_global.skse.OpenMenu", "MapMenu") endevent I've only ever installed SKSE manually so I can't speak to MO. But you should make sure the SKSE scripts are installed correctly by going to Data/Scripts/Source and seeing if there's a UI.psc file in there.
  9. This requires SKSE: UI.InvokeString("MapMenu", "_global.skse.OpenMenu", "MapMenu") Or as a helper function: ;/* * Opens a UI menu by invoking a string. Requires SKSE * Example for asMenuType is "InventoryMenu" * * UI.InvokeString example usage: * {Opens the Map Menu} * UI.InvokeString("MapMenu", "_global.skse.OpenMenu", "MapMenu") */; function OpenMenu(string asMenuType, string asMenuName = "HUD Menu", string asTarget = "_global.skse.OpenMenu") global UI.InvokeString(asMenuName, asTarget, asMenuType) endfunction
  10. There's lots of tools and techniques you can use, all depends on what your mod will do. If it's scripting you can use software engineering diagrams like UML, data flow diagrams, class diagrams, entity relationship etc. Simple bullet point lists are good for high level feature lists and details. You can then use those to create user stories, which can then be turned into other diagrams I listed above.
  11. I'll be getting back into modding in a few months. Does the current CK still crash all the time, like when creating new perks and such? It was a nightmare making mods for SSE.
  12. In response to post #91957498. #91958333, #91964623, #91969593, #91974693 are all replies on the same post. @OmegaDarkKnight I agree. It would be a mistake to block out the modding scene in future titles. Bethesda knows that, and my hope is MS will know it to. I'm not too worried about these Game Pass versions setting a precedent, since all the games are available elsewhere already. Also worth remembering that a game releasing on Game Pass doesn't mean you can't buy it. I purchased Forza Horizon 4 despite being a Game Pass subscriber because I wanted to own a copy.
  13. Hunterborn uses that function, as does my hunting mod. I've never seen that behaviour and I don't think HB has either. Is it related to the state being set? We use 4 and haven't had any problems.
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