Jump to content

GamerRick

Supporter
  • Posts

    663
  • Joined

  • Last visited

Everything posted by GamerRick

  1. I changed it so you can exit the repair menu by pressing the tab key: begin MenuMode 1035 ; Repair / Ingredient Selection (Alchemy sub-menu) if IsKeyPressed3 15 ; TAB key ClickMenuButton "#2" 1035 ; Exit button endif end You could use that logic to just close the menu when you don't have a hammer. It looks like it may also do that when you are in the alchemy sub-menu too. I don't know if there is a way to tell the difference.
  2. Enhanced Economy is the mod I use for the economy. It has a lot of features I don't use. One is the ability to adjust loot on the fly by your settings. It scans NPCs and other containers to adjust the loot.
  3. I would solve this using RefScope. Get off the horse, use RefScope on it and select 'Active Effects". It will give you the BaseID of the effects on it. Then (keeping the RefScop dialog open) you can open the console, click on the horse to select it, and type Dispel xxxxx (where xxxx is the BaseID of the effect from the RefScope dialog). Also, the BaseID of the active effect will give you the load order number of the guilty mod. Another way would be to open all of the mods in TES4Edit and look through the mods to find ones that have the category Spells. Expand the Spells category to see if they add something that would slow a horse. Having identified the mod, you will then have to figure out how that spell gets cast on the horse (probably a script somewhere) and modify the script or just remove what ever they are doing to cast that spell on the horse. Or you could jot down the BaseID of the spell, and use the Dispel command on the horse. Another way (for the total noob) is to save your game before you get on the horse, and then exit and deactivate one mod at a time until you can load that save and get on the horse without that happening. Then, knowing the mod, you would have to decide how you want to fix it.
  4. Never saw that before. Now I gotta go try it.
  5. Try changing "&& GetPCMovementSpeedModifier == 60" to "&& GetPCMovementSpeedModifier != 0" Maybe, for some reason the modifier (being a float) is not exactly 60. Edit#1: Next I would try this: float SpeedMod ; Reset the Speed Modifier if applied for no reason set SpeedMod to GetPCMovementSpeedModifier PrintC "SpeedMod = %f Keypress = %g Check = %g", SpeedMod, KeyPress, Check ; NOTE this may flood the console depending on how often it's hit if KeyPress == 0 && Check == 0 && SpeedMod != 0 ; if sprint key is not pressed, but sprint bonus of 60 is somehow applied set SpeedMod to SpeedMod * -1.0 ModPCMovementSpeed SpeedMod Message "Speed Modifier Reset" endif
  6. 'Vampire Hunting - Order of the Virtuous Blood' does that with their courier too.
  7. I can't. I can't presume what Khettienna is thinking here. To me it is as overtly hostile to ignore my PMs as it would be to for her to cuss me out for it, given the number of times I have reported bugs to MAs who became hostile as a result. I guess you never had that happen to you. It has happened to me at least 5 different times over the years. The worst was 11 years ago when I took on the entire OOO team. Thanks to WalkerInShadows (who took the mod over after them) those bugs are fixed now. Some MAs are great to work with, but way too many are offended when people try to help them.
  8. Well, this is turning into a MAJOR downer for me. I contacted the MA twice now and she is reading and just ignoring my PMs. I haven't had a bad experience with another MA like this in years. I just refuse to deal with such people and their mods. Maybe she has a valid excuse for not responding and she'll get back to me some day. My experiences with such mod authors has never turned out positively though in the 12 years I have been modding the Bethesda games Oblivion, Skyrim, FO3, and FNV. I have learned that I have no choice but to accept this and move on.
  9. All Natural Weather mod has meshes for simulating rain when you are looking through a window from an interior in meshes\allnatural\sky.
  10. Hmm, thanks for the list. I'll look into it further. I created my own for the first one (A Ring of Keys). The 4th one has mods already. But there are a few I didn't know about. EDIT: OK, I don't see the point of making any of them into a real quest.
  11. Just posted this on the mod page: The problem is that there is an Idle Animation that needs to be updated. SearchWall (the idle anim) needs to be updated to use the new door for this mod. For the GetIsUsedItem, Change BenirusDoor01 "Sealed Portal" To: KhetBBMBenirusDoor01 "Sealed Portal" I just tested this and it works for me.
  12. That inventory method will not work for crafted potions. Here is how to make it work for all (reference) foreach refItem <- player if refItem.GetObjectType == 40 ; Alchemy Item if refItem.IsPoison ; Found the first poison in the inventory endif endif loop
  13. Which non-journal quests are you talking about? There may already be a mod that makes it into a real quest.
  14. Yea, I tried to find things BEFORE I posted. Still can't find Game Settings anywhere. I found the functions list here.
  15. None of my links into the Construction Set Wiki (main page) work any more. I can't find scripting functions or the page that lists the game settings. Anyone know what happened?
  16. I think you have to activate them all really fast. Run as fast as you can!
  17. What if you add a dead NPC and set them to persistent and disabled, and use it for your pushaway actor?
  18. The only way I know of is to make the weapon a quest item, but that likely will only work for the player.
  19. Maybe RomanR is up to the task, but trying to figure out what you are trying to do from a wall of code is not my thing. If you want help, tell us in English sentences what exactly your trying to do there and what part exactly is failing.
  20. The Denock in COBL doesn't require OBSE and works well for me.
×
×
  • Create New...