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Huillam

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Everything posted by Huillam

  1. What I was trying to say is that up until now if I tried to access that page without being logged into my account I had an error message (which is the expected behavior). This morning I had that: https://ibb.co/G3nsXMm
  2. While not logged, accessing https://www.nexusmods.com/users/myaccount?tab=files+(mine) display a list of Hidden/Unpublished mods.
  3. That's much shorter. Sir you're awesome! And so is IsharaMeradin. Thanks again to the both of you. :smile:
  4. Thanks to you things make sense to me. There's still one last issue: the keys need to be deactivated in some occasion (mostly while menus are opened). I came with this (slightly altered piece of code from frostfall): Event OnKeyDown(int code) {The real work of making the hotkey work like the matching powers is very simple.} if UI.IsMenuOpen("Console") || UI.IsMenuOpen("Book Menu") || UI.IsMenuOpen("BarterMenu") || UI.IsMenuOpen("ContainerMenu") || UI.IsMenuOpen("Crafting Menu") || UI.IsMenuOpen("Dialogue Menu") || UI.IsMenuOpen("FavoritesMenu") || UI.IsMenuOpen("InventoryMenu") || UI.IsMenuOpen("Journal Menu") || UI.IsMenuOpen("Lockpicking Menu") || UI.IsMenuOpen("MagicMenu") || UI.IsMenuOpen("MapMenu") || UI.IsMenuOpen("MessageBoxMenu") || UI.IsMenuOpen("Sleep/Wait Menu") || UI.IsMenuOpen("StatsMenu") return else SitPower[SitKey.Find(code)].Cast(PlayerRef) endif EndEventIs this correct? I'm asking because Chesko's code looks like this: Event OnKeyDown(int keyCode) if UI.IsMenuOpen("Console") || UI.IsMenuOpen("Book Menu") || UI.IsMenuOpen("BarterMenu") || UI.IsMenuOpen("ContainerMenu") || UI.IsMenuOpen("Crafting Menu") || UI.IsMenuOpen("Dialogue Menu") || UI.IsMenuOpen("FavoritesMenu") || UI.IsMenuOpen("InventoryMenu") || UI.IsMenuOpen("Journal Menu") || UI.IsMenuOpen("Lockpicking Menu") || UI.IsMenuOpen("MagicMenu") || UI.IsMenuOpen("MapMenu") || UI.IsMenuOpen("MessageBoxMenu") || UI.IsMenuOpen("Sleep/Wait Menu") || UI.IsMenuOpen("StatsMenu") return endif if keyCode == _Frost_HotkeyWeathersense.GetValueInt() _Frost_Weathersense_Spell.Cast(PlayerRef) endif EndEventI've tried to stay as close as possible to his code (contrary to me he probably knows what he's doing) but using the same syntax ("if, endif, if, endif" instead of "if, else, endif") but then the script failed to compile. He uses int keycode instead of int code which may explain everything.
  5. That's probably some stupid questions (and assertions) but meh. Regarding the things that are supposed to be filled in the CK: ModName and PlayerRef were easy enough and should be ok. SitPower use the FormID of the spells from the mod. For SitKeyDefault I'm a bit puzzled: It follows the same order that than SitPower but is that enough for key X to be assigned by default to spell[0] and key Y to spell[1] or is there something I missed? Is GetModByName a property that I'm supposed to add to my script? Am I supposed to add that block of code to my script in addition to the properties? Obviously yes, as fillind the property and pasting all your code makes things work flawlessly but as I said: Stupid questions.
  6. That script is a lot more complex (or at least bigger) that anything I imagined and I'll probably (more than probably in fact) need some time to fully understand it. Anyway thanks to the both of you. :smile:
  7. Ok, understood. I need to call the MCMScript for the hotkey to be recognized. Makes sense. But I'm still unable to display the notification. I tried to save/reload, the hotkey is registered and other mods can display than kind of notification. I'm probably still missing something (something obvious that will make me feel like a moron later on I'm sure of it) in my second script.
  8. According to the wiki it's playable. First thing first you'll need to be certain that your helmet exists. Open the console and enter (with the quotes): help "deathlord helmet" If it's here then you have to add the recipe. In the CK duplicate RecipeArmorDaedricHelmet & TemperArmorDaedricHelmet. Change the IDs and in the dropbox labelled "Created Objet" change ArmorDaedricHelmet to DeathlordHelmet (or RainbowUnicorn or anything you used as the editorid of your helmet).
  9. Second script is attached to the same dummy quest. I probably failed to assign the property from the mcm. Except I'm not sure what you mean by that. Until now the most complex property I assigned was a name to the first script. And I messed something else because the second script fails to compile: SitAnywhere_KeyPress.psc(6,31): a property cannot be used directly on a type, it must be used on a variable. 6, 31 being SitCrossLegged_Key I've been able to write a non-working but at least able to compile version: I understand that OnConfigInit is an overall better choice over OnInit but I'm unsure if it's the optimal choice here. I'm still stuck with the GlobalVariable. Trying to delete that line lead to more error messages : SitAnywhere_KeyPress.psc(4,16): variable SitCrossLegged_Key is undefined SitAnywhere_KeyPress.psc(4,35): none is not a known user-defined type SitAnywhere_KeyPress.psc(4,1): type mismatch on parameter 1 (did you forget a cast?) SitAnywhere_KeyPress.psc(8,15): variable SitCrossLegged_Key is undefined SitAnywhere_KeyPress.psc(8,34): none is not a known user-defined type SitAnywhere_KeyPress.psc(8,12): cannot compare a int to a none (cast missing or types unrelated)
  10. I've been trying to alter SitAnywhere to allow user defined hotkeys instead of relying on lesser power. Designing a MCM menu allowing to define hotkey had been easy but so far I've been enable to assign those hotkeys to anything. I've attached two scripts to a dummy quest: The first one appears to be working (it could probably be improved but at least it works). Right now I'm trying to display a simple debug message when pressing the hotkey (without any success): And another version after looking at RND sources (not working either but simply having those files to compile has been a pain): I imagine that I need a way link those two scripts to each others for the second one to recognize SitCrossLegged_Key but I just can't understand how.
  11. Is the manage favourite games page all buggy? No matter which browser I use mines are instantly cleared once I hit "select these x games as favourites".
  12. That's exactly what I was looking for. You have my deepest thanks sir!
  13. I know the following: SelectExactlyOne SelectAny SelectAtMostOne I'd like to know if it is possible for something to be selected by default (as long as dependencies are here and active) but unselected by the user without a warning message.
  14. Thanks to this article I've been able to modify names of vanilla, dawnguard and heartfire crafting list. And then came Alduin dragonborn: According to the default objects windows all keywords point to an ObjectID starting with DLC2. At the same time looking inside the gameplay -> settings windows I can only find four entries related to DLC2 all of them being about dragon mouting. Any clue maybe? Hardcoded names?
  15. It seems you're right I had to remove Force Without Effort and Sinderion's Serendipity but now my regen is back at 0.01. In case someone is looking for help use this with the console: player.removespell spellid You'll find spellids here: http://www.uesp.net/wiki/Skyrim:Powers
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