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RichWebster

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Everything posted by RichWebster

  1. Quick question, if I switch profiles will all my custom conflict rules be saved if I switch back?
  2. Hi mate. Yes it is the same drive. Staging: C:\Users\richa\AppData\Roaming\Vortex\skyrimse\mods Game Install: C:\Games\Steam\steamapps\common\Skyrim Special Edition I decided to test running Vortex as administrator to see if it might be a permissions issue, but the problem was repeated. I'm able to continually repeat the problem using the mod Footprints as well as Belt Fastened Quivers. (Edit: which rules out an issue with a specific file)
  3. Strange one this, and seems it might not always happen. Basically... I install a mod for Skyrim Special Edition, enable it, then deploy (clicking the top right notifications). All seems well, and the mod shows as active in the plugins list. But it's not actually active. I have to close and reopen the app, then manually enable the plugin from the plugins list. Now I have a few mods installed so perhaps it's an issue with a larger list, or complex conflict settings. I also don't recall it always happening until the last couple of days. What do you need from me? I get the feeling it might be highly specific.
  4. There's a bunch of different ways you could go about it. One method is to use the Dynamically Attaching Scripts setup, which has a tutorial on the wiki. Storing the data could be done in an array perhaps, add NPCs to an array which is emptied with each fresh load.
  5. You could attach a script to a quest alias set to the NPC, when you encounter them set a script variable (maybe in an OnActivate event) then using OnPlayerLoadGame just reset that variable.
  6. You need to change the game setting text for sFurnitureSleep in the CK. https://www.creationkit.com/index.php?title=Category:Settings
  7. Create a magic effect on an ability spell, and have the script do your scripting work. For the ability spell set the condition for the magic effect to GetStageDone or GetStage and enter the quest and stage details. The magic effect script will fire when those conditions are met. You don't have to do any script checks or polling yourself. The effect will fire roughly 1 second after the conditions are true.
  8. The players controls are disabled while they're fishing, and instead of quitting when combat begins with anything that may turn up (Skeevers was just an example), I'd like to just make the world ignore the player. So they can fish uninterrupted.
  9. Hey folks, during some scripting stuff I need to make sure the player doesn't enter combat. Is there a way I can make sure all actors act like I'm not even there? I don't want to be in the middle of some stuff and a Skeever just run up and intrude.
  10. If it were me I would avoid using a script for just one perk, and just select your perk from the Perk To Apply drop-down list in the magic effect.
  11. Thanks for the response mate. I've seen people using 0.1 and 0.01, and if you use 0.0 it still works fine, I was just worried that it would be bad practice.
  12. You shouldn't need any external tools to create Actors in the Creation Kit, unless you're doing something with textures or modeling. I'd say 99.99% of tutorials will be valid in either Vanilla or SE.
  13. Is there any reason using RegisterForSingleUpdate(0.0) should be avoided? (Using 0.0 as the update interval)
  14. Depending on what you're trying to do the best method might be a Perk. You can create a perk that puts a spell on the actor hit by a weapon.
  15. In the CK go to the top bar Gameplay menu, then Settings. You'll find a bunch of strings in there :) Bear in mind some stuff might be hardcoded.
  16. SOLVED I resized the render window a little and moved it slightly, and the problem went away.
  17. You're calling GetValue() on an Int property, but that's a global variable function. ObjToBeDest.GetValue() == 0 Should be: ObjToBeDest == 0 And make sure the property is filled correctly in the CK.
  18. If it is indeed that line the problem is with the iButtonA. Also if you're getting script errors it's helpful if you post the script and the full error. Stop people having to guess mate.
  19. That script function overrides the race flag for dialogue, never knew about that. Cool. https://www.creationkit.com/index.php?title=AllowPCDialogue_-_Actor
  20. Hey folks I'm having a strange problem that I don't recall ever experiencing. When I'm dragging an object to the right in the render window it stops about half way across, as though there's a dragging limit on the mouse. Dragging left, up and down is fine, I'm able to move an object to the edges of the window, but not to the right. I'm having to move the cell view across. Anyone experienced this and/or know a solution? [sOLVED - SEE BELOW]
  21. IIRC it has to do with the actor's Race. There's a tickbox to allow dialogue that has to be set. Without that you can't activate the actor.
  22. If you can't or don't want to use a property, at least store it in a local variable before the if statement. Actor Player = Game.GetPlayer()
  23. Sometimes it takes longer to troubleshoot something in the CK than it does just making it again. I have 2,200+ hours in the CK, and countless hours in Sublime Text 3. Believe me, I know.
  24. Stupid question but have you tried deleting it and making a new one?
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