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KITH6Projects

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  1. Ahh, thank you for clearing those things up, since I used an old clutter object it had no BSInvMarker branch, I didn't even know to look into that. However, I've actually found my change to be ideal for these items (I think, and by luck) since I also wanted to change how the object rested on tables and such for display purposes. With its current orientation and collision the objects automatically stand upright and display the texture correctly (or upside down) when you set them down. I have several other items that have similar inventory display issues so I'll be going back and setting those up the way you suggest. Thanks again, NifSkope is abit of a madhouse at first but tips like this are really helping me grasp it.
  2. Hello all, this problem his been very hard to search for, yet it seems an easy thing to fix. I'm doing simple texture work on some old clutter assets to use for new misc objects. The problem is the default orientation of the object doesn't show the texture differences in the players inventory, leading all the new assets to look identical at a glace. I need to show the TOP of the object by default, instead of the side as it is now. Any tips on changing this would really help quickly identifying one from another and I'd be very thankful for the help. Edit: Solved using "View Face" and "Transform" in NifSkope. View face in nifskope displays the object as the player will see it in their inventory. If your doing this make sure to also orient the object so the texture shows the way you want it, you'll probably need to reference the UV.
  3. Hello all, this is the first time I've worked with tracked stats script and struggling with it. The script itself does what id like it to (Give item on tracked stat "skill increases" change) but I'm unfamiliar with how to check for stat change in single digit increments, besides that I'm new to scripting in general. Here's the source as is, it current does in fact add gold if the player gets any skill level advancement BUT IT NEVER STOPS ADDING GOLD. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Actor property player auto MiscObject Property gold001 Auto Event OnEffectStart(Actor akTarget, Actor akCaster) RegisterForTrackedStatsEvent() EndEvent Event OnTrackedStatsEvent(string asStatFilter, int aiStatValue) (asStatFilter == "Skill Increases") if (aiStatValue + 1) player.additem(Gold001, 500, TRUE) endif EndEVENT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I would appreciate any help in getting this to fire every time the "Skill Increases" tracked stat value changes but only runs the player.additem once. Thank you dearly in advance. Edit: Solved with dispelspell and addspell. I'm still curious other options but think the script is good enough for now.
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