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GisleAune

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About GisleAune

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  • Country
    Norway
  • Currently Playing
    Skyrim, lots of it.
  • Favourite Game
    Skyrim (380+ hours), Dragon Age: Origins (350 hours)

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  1. Skimpy armor reminds me of the tryhard MMOs that use them in ADs to grab attention. Yes, I'm ignoring Tera Online because of that. I'm not a fan of mod dependency either, remember downloading a companion mod for Dragon Age and needing a total of 4 cosmetic mods to use it, because the characters used one single item from one such mod each it seems. Armor looking like armor is the about the only thing Dragon Age 2 did right to name an example. I'd like to see some armor that look their armor rating, that is compatible with the vanilla body and works on all characters, even males. I am not, however, going to rage about it and downrate mods, because I merely dislike, i.e. don't hate. If you do like having armor rated underwear, then I don't judge you. You are, in fact, in luck as you have a lot to choose from, even more if you don't give two sh­i­t­s about lore-friendlyness.
  2. @Korodic, your link gives me at least this error: "[#10342] We could not determine which forum this topic is in. "
  3. How I do scripting is think of what I want, and then wander the references hoping there's an event and function for doing it. Those below might be what you need for your door timer. OnActivate() event is when you click the door, that's where you want to start it. Register for a single update (link 4), on the OnUpdate(), ask for a getopenstate() and activate or not accordingly. For the opening http://www.creationkit.com/Activate_-_ObjectReference http://www.creationkit.com/GetOpenState_-_ObjectReference For timing it http://www.creationkit.com/OnUpdate_-_Form http://www.creationkit.com/RegisterForSingleUpdate_-_Form
  4. Bethesda has finally decided to fix this annyoing bug. The CK Wiki at least say it, even the vid about it on YT says it's happening, but if anyone could post anything official from Bethesda themselves, it would be awesome.
  5. I suggest you add them to the leveled lists, like "LCharAnimalForest" and similiar.
  6. I have another problem, does script added only affect Nirnroot that weren't loaded before my plugin was activated? (i.e. When I made this sh­it) I added messageboxes and they only worked when Nirnroot were discovered. I tried OnLoad, OnCellAttach and OnCellLoad, all which only worked on newly discovered nirnroot, and not those which the character have already been close to.
  7. How do I set the time it takes to respawn? I am attaching my script to TreeFloraNirnroot01.
  8. So, I made a simple mod to practice scripting. All it does is once on an OnLoad for every single Nirnroot, a point light is placed at it (x, y, z+64) and will emit until taken. I also reenable in on OnReset(), but I have to test it. So how do I make a plant in the world respawn?
  9. On the menubar, you go to World -> Cells, then go to the "Interior Data" tab and there you will see the textbox to put your name.
  10. File -> Create Archive seems to do this too, checks for dependencies.
  11. ^SKSE will make a dependency and wouldn't allow for Steam Workshop upload. And no, I'm not a "modding for the nexus" type. I would upload to both, but nexus only? No. Sorry, should have mentioned I meant the prices for the crafted potions.
  12. My list so far Annyoing soul gem listing, i.e. not processing inventory Nonsense potion pricing (aweosme-effect + awful-poisonous-side-effect shouldn't be more worth than awesome-effect) native-keyword = "Haha, we hardcoded this sh­i­t"
  13. Ok, it does work, it can be activated through attaching the object reference to a script property and calling Activate on it. Here's the script if you want to see it. The "GiAu_" prefix is so I can find my plugins' stuff easier. I miss the for-loop syntax of other languages, but it's easy enoguh, though a little bit uglier in code, to use a while loop exactly like one. Scriptname GiAu_WakeDraugrOneByOne extends ObjectReference ; Properties, makes the script easy to use in the level and reuse in similiar situations ObjectReference[] Property DraugrList auto Float Property Interval auto ; This is the initial state: Trigger is on the ground, ready for unsuspecting player. Auto State Ready ; This is the event when an actor (!) steps in its bounds Event OnTriggerEnter(objectReference akActivator) ; You'll want to make sure it's the player. If((akActivator as Actor) == Game.GetPlayer()) ; Go through all the draugr. int i = 0 While(i < DraugrList.Length) ; Activate it DraugrList[i].Activate(self) ; Wait in the interval if(Interval > 0) Utility.Wait(Interval) EndIf ; Increment the iterator (i.e. add 1 to it) i += 1 EndWhile ; Done, no leave this state of readiness GotoState("Done") EndIf EndEvent EndState ; When it's done and not needed anymore as the draugr are awake. State Done ; The trigger shouldn't listen to any more events now. EndState
  14. Is the skeleton part movablestatic or just static? If the former, then I have no idea, if the latter, find the moveablestatic counterpart and it will havoc properly.
  15. You jsut choose the source code file, it will use the last successfull compile of it.
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