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WOTmodsproductions

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Everything posted by WOTmodsproductions

  1. I tried that and it says it cant compile the script then when I make an objectreference it says this: Starting 1 compile threads for 1 files... Compiling "SIMTEST2"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\SIMTEST2.psc(4,14): no viable alternative at input 'Actor' c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\SIMTEST2.psc(4,20): mismatched input '000' expecting RPAREN c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\SIMTEST2.psc(0,0): error while attempting to read script SIMTEST2: Object reference not set to an instance of an object. No output generated for SIMTEST2, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on SIMTEST2 I renamed the script SIMTEST2 by the way as it didnt work with the first script, it also does the same when I try and make an actor as the property
  2. Could someone please help me with a script (I really cant get my head around the scripting) I wanted it to activate ondeath of an npc with the code: 000Adventurer13 on their death I wanted another NPC called: 000Adventurer25 to be placed at an Xmarker (with placeatme command) with the ref: XSP1 thanks All credit will be given This is what I tried but it saves and succeeds just nothing happens on death of the npc Scriptname SIMAVventdeath13 {Scriptname SIMAVventdeath13 Event OnDeath 000Adventurer13test XSP1. placeatme 000Adventurer25 1 end} Really have no idea what im doing with this
  3. Could someone please write me a script (I really cant get my head around the scripting) I wanted it to activate ondeath of an npc with the code: 000Adventurer13 on their death I wanted another NPC called: 000Adventurer25 to be placed at an Xmarker (with placeatme command) with the ref: XSP1 thanks All credit will be given This is what I tried but it saves and succeeds just nothing happens on death of the npc Scriptname SIMAVventdeath13 {Scriptname SIMAVventdeath13 Event OnDeath 000Adventurer13test XSP1. placeatme 000Adventurer25 1 end}
  4. Ah thanks for the quick info response. Hopefully we'll get an update soon then
  5. So in the CK the war paint appears on an actor fine, but once it game its not there. Does not matter what skin tone/ colour of paint or anything else that I try it just doesnt appear. Anyone know what im doing wrong?
  6. I see what you mean, yes the item has to have magicdisallowenchanting, I think ive got it thanks
  7. Title says it all, im having a lot of trouble with this. I cant seem to find an option to make a weapon or armour not able to be disenchanted. As my enchantments are custom made and therefore they lose their script (its actually on the weapon not the enchantment) when disenchanted, and so it does nothing when a new weapon is made from it Does anyone know how to change the enchantment / weapon so it cant be disenchanted? I feel im missing something so simple here but I just cant find how to do it
  8. Yes your orc could be a 'bad' guy, I may save that character until I release the other file that has the 'hostile' random encounters, so he will be patrolling the lands with a couple of bandits, attacking anyone he sees :-)
  9. Yes I believe we can stretch to 3 or more if you like, I myself plan on adding a few (mostly dead characters) so yes feel free to post a few
  10. Yes that would be great thanks, youll also have the great honour of having the first (apart from my character) named NPC submission to the mod. If you want to upload the save here and ill download it from the nexus later and take a look if you leave a link thanks
  11. Just getting some people to test my mod here: http://skyrim.nexusmods.com/downloads/file.php?id=8228 Just in case I somehow destroyed the universe, its part of an immersion mod, this file adds adventurers and travellers etc, its still in the BETA stages so be nice and please let me know of any bigs etc
  12. I think it wont matter if its required or not, ive been researching around and apparently 'if' the updates.esm appears in your data files (sometimes its there but doesnt appear like me) it cant be unticked anyway, so shouldnt make any difference whether my mod requires it or not as it should activate for everyone anyway, its just to make sure the updates run
  13. Well ive just spent the last hour trying to get an npc to spawn when NPC No.1 dies. Followed all the tutorials but everytime it says it has failed, if anyone can explain as the wiki just makes things far more confusing I even tried copying the scripts they told you to try and I still get an error saying its wrong
  14. At which point does it crash? Is it as soon as you launch it or when you choose what data files like skyrim.esm to run?
  15. Guys, seriously heres what I did..... In anticipation of steam interfernce ect, put steam to offline mode, exit steam. Disable your internet connection (even if temporarily) Launch the creation kit, and load skyrim. esm I did all this with no problems, the ck will take a while to load and may appear to be not responding but eventually it catchs up with itself Then re connect your internet if you want
  16. Ok so when I started my mod, I ticked the master file called updates.esm (I figure its the 1.4 patch compatibility?) But this file I ticked Updates. esm isnt in my data files? Any idea what its for then? as ive made my mod require it, so I dont want it to crash or something with other peoples computers that dont have this?
  17. log into steam Click view Tools Type creation kit ENOUGH SAID! :-)
  18. Yes I had that up until 5mins ago, I think a lot of people are waiting on the CK today,
  19. Go here: http://www.seventhsanctum.com/generate.php?Genname=newweapon Its a random name generator for magical weapons, I use it everytime I make a new magical weapon
  20. You think its bad now, wait until steam start restricting our use in movies and music. The future of steam: 'Please log into steam to purchase your oxygen' Sorry steam cannot connect, please try again later....' Oh crap........
  21. Yeah I dont think theres an extremely loyal employee waiting to press the 'ck release button' at 12am, I think you will have to wait until its at least 9am at bethesda before we get it.
  22. Ive tried a merchant illusionist. If you become a vampire and duel cast with reductions in illusion casting it becomes quite boring though just calming, making people flee and making them kill each other. So I took Speech, illusion, restoration and pickpocket but thats about it
  23. I actually fear the same, a content ban, I dont want to scare people but a couple of steam when ive launched Skyrim after the 1.4 update it has said this: 'Cannot validate steam workshop data files' Which has disabled all my mods when that happens, I Have to start Skyrim and then exit to desktop and try again, if I try and tick a data file the skyrim launcher says the same messege, then exits. When its happened I have to keep re starting Skyrim until it works, thankfully its only happend 4 or 5 times so far
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