Jump to content
⚠ Known Issue: Media on User Profiles ×

BurgerB

Members
  • Posts

    10
  • Joined

  • Last visited

Everything posted by BurgerB

  1. I have a ton of script fragments that need to be renamed. They're all listed as TIF__######## which would probably cause compatibility issues since they're not entirely unique. I have TES5Edit but I couldn't find a script or an option to mass rename quest scripts. Thanks in advance.
  2. I made a script that basically turns an NPC into an exact clone of the player (Stats, Spells, Items) and equips the best items but the problem I'm having is that the default outfit of the NPC overrides any changes to the armor. I'm just wondering if there is a possible way to make it so the outfit does not override changes to that NPC.
  3. I installed SKSE with the installer, then used the archive to overwrite it again. I launched the SKSE launcher, SKSE works fine ingame I googled the question multiple times, I found no threads that solved the problem I installed it correctly, as far as I know. There is a skse.pex located in Skyrim/Data/scripts There is a skse.psc file located in Skyrim/Data/scripts/Source The readme doesn't help I'm trying to run the function GetVersion() and many other SKSE functions but I keep getting error messages about it not being a function Starting 1 compile threads for 1 files... Compiling "ArexonChangeToPlayerScript"... C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\ArexonChangeToPlayerScript.psc(33,1): GetVersion is not a function or does not exist No output generated for ArexonChangeToPlayerScript, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on ArexonChangeToPlayerScript Any suggestions will be appreciated
  4. Solved it, It had something to do with properly starting the package.
  5. Used FleeTo, it worked once but now it stopped working.
  6. It might be how I select the cell or something. When I select "Near editor reference" it makes him travel to where he was originally created, but If I select a cell or an xmarker, he just stands there and does nothing.
  7. He just stands there. I tried telling him to go to a drunk marker and then to the cell itself. Both did not work. I turned "must complete" off, all the other packages have "must complete" off.
  8. I'm working on a sequence where an NPC changes his outfit and then runs away to a specific location, but it is not working. It first tells it to change the outfit to absolutely nothing (an outfit with no items) Actor ArexonActor = Alias_Arexon.GetRef() as Actor ArexonActor.SetOutfit(pNONE,true) then about a dialogue tree later, it removes the current armor and tells it to evaluate the current package Actor ArexonActor = Alias_Arexon.GetRef() as Actor Alias_Arexon.GetRef().RemoveItem(pArexonPreClothes) Alias_Arexon.GetRef().RemoveItem(pArexonPreBoots) Alias_Arexon.GetRef().RemoveItem(pArexonPreGloves) Utility.Wait(5) ArexonActor.EvaluatePackage()problem is, his package isn't working properly. It does change it though, but it doesn't work (I did a debug) The package template is Travel. I told it to go to the Bannered Mare Cell. For flags I checked Must Complete Ignore Combat No Combat Alert Prefered Speed (Run) everything else is unchecked
  9. I'm working on a uniquely voiced follower meant for high level players, but I need help with a scripting aspect of it. My follower starts out with a custom set of armor, it's hide armor and an adept hood because it fits well with the design of my character. i'm trying to make it so that the armor levels with the player so it eventually scales to daedric armor by level 50, and then goes beyond that. I already have the formula written down for each item Hood Armor = PCLevel * 0.4 Body Armor = PCLevel * 0.9 Bracer Armor = PCLevel * 0.3 Boot Armor = PCLevel * 0.3 I have some experience with other programming languages but the documentation is difficult to follow. I could just simply add 4 perks for the 4 items but that seems like too much clutter. I'm practically asking how to change the magnitude of the enchantment using an actor value, which brings me to another question. Instead of a bunch of perks, my follower uses one big perk for Damage Dealt and Armor rating. For the perk entry point it uses Value = Value + Fame * 0.1. My follower runs a script where if he enters a new cell, it updates his fame value to equal his level. I'm wondering if this is a good idea because other mods might use the fame value NPCs have for something important.
×
×
  • Create New...