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superl

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Posts posted by superl

  1. I'm been ask many time to ported to Fallout 4 at many occasion so I'm done at about 96% before uploading it, for more info about it here one of the link

     

    My questions are:

     

    -1-

    The structure of the source folder is giving me problem, I understand that pcs file must be save in the user folder and that's simple, the problem occur when it compile the script because of the dependencies that are in the Base folder so I manage it like this

     

    $@"{tab.Tag as string} -f=""Institute_Papyrus_Flags.flg"" -i=""{_skyrimSource}\User;{_skyrimSource}\Base"" -o=""{_skyrimScript}"" -op -r -final";

     

    So now the question is do I need to put all DLC's and CreationClub folders in it also?

    It would look like this

     

    $@"{tab.Tag as string} -f=""Institute_Papyrus_Flags.flg"" -i=""{_skyrimSource}\User;{_skyrimSource}\Base;{_skyrimSource}\CreationClub;{_skyrimSource}\DLC01;{_skyrimSource}\DLC02;{_skyrimSource}\DLC03;{_skyrimSource}\DLC04;{_skyrimSource}\DLC05;{_skyrimSource}\DLC06"" -o=""{_skyrimScript}"" -op -r -final";

     

    -2-

    Are the scripting almost the same as Skyrim.

    Also I see different properties reference like Native Hidden also different script extension. So can you please give me a list so I can add them to the list when creating a new script

     

    for now I have for script extension:

    • extends
    • extends ActiveMagicEffect
    • extends Actor
    • extends Form
    • extends MiscObject
    • extends ObjectReference
    • extends Quest
    • extends ReferenceAlias
    • extends SKI_ConfigBase
    • extends TimedObjRef
    properties reference:
    • Auto
    • AutoReadOnly
    • Conditional
    • Hidden
  2. I created a mod to remove enchantment, everything works fine but with one problem, I can't get rid of the glow left by the enchantment, the glow will only show when equip, it wont show if you drop it

     

    here is my script

    Scriptname _DS_DisenchantingScript extends ActiveMagicEffect 
    
    
    event OnEffectStart(Actor akTarget, Actor akCaster)
        
        Target(akTarget)
        
        endEvent
    
    Function Target(Actor actorRef, int handSlots = 2, int firstSlot = 30, int lastSlot = 61) global
        
    
        ; enleve enchantment main gauche.
        if handSlots >= 0 && WornObject.GetEnchantment(actorRef, 0, 0) != None
            WornObject.SetEnchantment(actorRef, 0, 0, None, 0)
            Weapon  sword = actorRef.GetEquippedObject(0) as Weapon
            
            ;float Tempered = WornObject.GetItemHealthPercent(actorRef, 0, 0)
            ;string Name = WornObject.GetDisplayName(actorRef, 0, 0)
            ;actorRef.RemoveItem(sword, 1)
            ;
            ;ObjectReference NewOne = actorRef.PlaceAtMe(sword)
            ; NewOne.SetItemHealthPercent(Tempered)
            ; NewOne.SetDisplayName(Name)
            ; actorRef.AddItem(NewOne)
            
            Debug.Notification("Enchantment removed from " + sword.GetName())
        endIf
        
        ; enleve enchantment main droite.
        if handSlots >= 1 && WornObject.GetEnchantment(actorRef, 1, 0) != None
            WornObject.SetEnchantment(actorRef, 1, 0, None, 0)
            Weapon sword = actorRef.GetEquippedObject(1) as Weapon
             
            ;float Tempered = WornObject.GetItemHealthPercent(actorRef, 0, 0)
            ;string Name = WornObject.GetDisplayName(actorRef, 0, 0)
            ;actorRef.RemoveItem(sword, 1)
            
            ;ObjectReference NewOne = actorRef.PlaceAtMe(sword)
            ; NewOne.SetItemHealthPercent(Tempered)
            ; NewOne.SetDisplayName(Name)
            ; actorRef.AddItem(NewOne)
            Debug.Notification("Enchantment removed from " + sword.GetName())
        endIf
    
        int index = firstSlot
        
        while index <= lastSlot ; check armure equiper.
            int slotMask = Armor.GetMaskForSlot(index)
            Armor armure = actorRef.GetWornForm(slotMask) as Armor
            
            if armure != None ; enchantment oui ou non.
                Enchantment ench = WornObject.GetEnchantment(actorRef, 0, slotMask)
    
                if ench != None ; enleve enchantment sur armure.
                    WornObject.SetEnchantment(actorRef, 0, slotMask, None, 0)
                    Debug.Notification("Enchantment removed from " + armure.GetName())
                endIf
            endIf
            
            index += 1
        endWhile
    EndFunction
    

    All the comment code in the handSlot is what I tried so far and does work at all, the glow still return and also rename with a double (fine) and do the same for all the same base weapon in the inventory.

     

    Thank you for the help

     

  3. Hi everyone

     

    I removed a script from 6 doors in my esp and after deleted from the drive

    Scriptname DL_AutoCloseDoorTimerSciprt extends ObjectReference 
    
    int property Timer = 10 auto
    {The time at which to wait before closing the door default is 10 seconds}
    
    Event OnActivate(ObjectReference akActionRef)
        
        int openState = Self.GetOpenState()
    
        if (openState == 1 || openState == 2)
            Utility.Wait(Timer)
            Self.SetOpen(false)
            EndIf
    EndEvent
    
    
    [02/01/2019 - 06:46:34AM] Cannot open store for class "DL_AutoCloseDoorTimerSciprt", missing file?
    [02/01/2019 - 06:46:34AM] Error: Unable to bind script DL_AutoCloseDoorTimerSciprt to  (2212D81F) because their base types do not match
    
    

    Now my papyrus log is full of this error, so my question is how do I find this reference 2212D81F

    I tried in CK64 search text, check in the object windows all papyrus script attach for DL_AutoCloseDoorTimerSciprt, I also tried with SSedit with no luck at all

     

    If I run the game for a few minutes papyrus log will be minimum 1MB of size of repeating those error lines

     

    Thank You

     

    Edit I also started a new game to make sure it wasn't in the save game file

     

    I also created a workaround a dummy script and the error goes but for me it's not a solution and the script never fire up

    Scriptname DL_AutoCloseDoorTimerSciprt extends ObjectReference 
    
    Event OnActivate(ObjectReference akActionRef)
        Debug.MessageBox(akActionRef + " <> " Self)
       
        EndEvent 
    
  4. Bugs reported in Discussion can get buried as new posts come in.

    Please also report them using the Vortex reporting mechanism (Three dots in upper right).

    That way they go on a bug list for review.

    This is more for others reading this post, since Robin handled this one directly.

    OK will do in the future

     

    Thank you

  5. Endorsing from Vortex not working properly, here a list of my observations

     

    If you endorse a mod from Vortex and you go on the mod page you will see the button white, meaning that you endorse it,.

    But it will not increase the endorsement count of the mod, won't increase given endorsement credit and you won't be able to see your endorsement in the activity of the mod or your profile.

    Now the only way to give the endorsement to the mode is to remove the endorsement "giving you a -1 given endorsement credit to my account" it and re endorse it.

     

    Thank you for the great work you guy's are doing :happy:

  6. The total download count was increasing to fast today I add maybe around 450 download with about 70 view, so that means that every user d/l it at least 6 time each, that occur for about 4 hrs

     

    I was about at 1250 d/ls and now I'm at 1746

  7. Something funny happening today the total increase will go up every time I refresh the page, the increase will depend on how long between the refreshing sometimes only by 2, 3, 4 up to 100, but the viewing of the page does not correspond to the increase http://www.nexusmods.com/skyrim/mods/60575/?

    Since I found out about that it increase a total of about 400 total download, the unique download look OK

     

    Edit for the time posting this it went up another 25

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