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Tiziano74

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  1. Ddylbill thanks, really! I know this isn't a common question, but the mod I'm building is already pretty heavy on its own . . . do you think there's a way, with your permission of course, to integrate these functions directly into my mod, without requiring the user to download something additional?
  2. Hi all I'm looking for a way to add, via script, the Additional Race for children to a specific ArmorAddon. I found the AddSlotToMask function, which allows you to add a slot (at least I think, I haven't tried it), but not an Additional Race. In the list of papyrus functions I also found MakeChildRace, but I can't find any information on how this function works and I don't even know if it's suitable for ArmorAddons. Does anyone have any suggestions? Thanks in advance to those who will answer!
  3. Thanks! I didn't know the SQV command, and I really needed it at this stage of creating my mod!
  4. The dialogue line works fine. The problem is that, to test a new dialogue line on a new Quest, you should always save, exit the game, and re-enter, so that the game engine recognizes it, or generate a new "MyMod".SEQ file so that the new dialogue is integrated into the mod, and therefore recognized immediately in the game (which I had not done, so I do not see the dialogue line I thought it did not work). Thanks anyway for the help!
  5. Hi all I have only one thing to say . . . never forget to regenerate the SEQ file before to test a dialogue
  6. Hi all I have a quest of my own and I would like to add a line of dialogue to the spouse. In the Conditions I entered GetInFction > Faction:'PlayerMarriedFaction' == 1 to identify the spouse, but when I go to talk to the spouse the dialogue line does not appear... What am I doing wrong? Thanks in advance to whoever answers!
  7. Thanks Sphered I had already tried the Game.SetCameraTarget before writing this post, but unfortunately I found myself facing some problems that do not lead me to the desired result: - the camera points on the Actor, but the angle of view depends on that of the Player since the Game.SetCameraTarget starts, so you will see the Actor from a starting viewing angle of the Player, with a result that is not what you wanted to obtain. - you cannot set the distance of the view, the game engine decides it based on different factors, walls, surrounding objects, where the Player is looking when the Game.SetCameraTarget is activated, etc... - an Actor if Disabled creates CTD. Anyway I solved it by using the native view of the Player (setting the view in first person) with a Game.GetPlayer().MoveTo(XMarkerHeading), so the Player, at that moment, points exactly where I want (XMarkerHeading direction). Thanks
  8. Hi all Is it possible to set, via script or otherwise, a camera viewpoint for a scene, as if a camera were viewing a scene from a certain point with a certain angle? Thanks in advance to anyone who answers!
  9. Hi everyone! I'm looking for a way to identify via script if a specific weapon (or object) is physically present in a room, to make it disappear with the enable() Can someone suggest a way? Thanks in advance as always to those who will answer!
  10. Hello everyone I'm creating a mod, which has not yet been uploaded on Nexusmods, and when I go to manually install the 7zip file of the mod on Vortex, I don't see 2 data, the Version (number) of the mod and the Category of the mod. Is there a way, via Creation Kit or SSEEdit or another tool, to add these 2 data to the mod so that they are recognized by Vortex when the mod is installed? Thanks in advance to those who will answer!
  11. Well, i'm doing some test with a scripted trigger What i have is a little portion of my worldspace where i placed a group of houses surrounded by a fortification, and i don't want that any horses can enter inside that space. I have placed a stable with an XMarkerheading just outside the town's fortification, and a trigger over the fortificate town with this script: Scriptname QLC_Cavallo_in_Stalla_01 extends ObjectReference Keyword Property ActorTypeHorse Auto ObjectReference Property XMarkerStalla Auto String Property MessaggioStalla Auto Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef.HasKeyword(ActorTypeHorse) bool playerOnMount = Game.GetPlayer().IsOnMount() If playerOnMount == 1 Utility.Wait(0.1) Game.GetPlayer().Dismount() Utility.Wait(1) EndIf debug.notification(MessaggioStalla) Actor Cavallo = akActionRef as Actor Cavallo.MoveTo(XMarkerStalla) EndIf EndEvent
  12. Hello everyone. I'm building a new worldspace, and I would like to make some areas in which horses cannot enter... Does anyone know a simple way to do this, I don't know, through a scripted Trigger, or through Navmesh . . . or other ways? Thanks in advance to those who will answer
  13. Hello everyone Is there a way to create new Icons for MapMarkers to insert into the game? I would also like to do the same for some weapons... Thanks in advance to those who will answer
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