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MasterAub

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  1. Hi everyone and thank you all for your help. I finally made it work. Basically our script will not work in a pristine manner because if I understand correctly you can not make a static/building a persistent ref. The work arround is to use a xMarker attached the script below and link your building with the xMarker (enable parent). Scriptname aaaDisableDestroyedFarmhouse extends ObjectReference Quest Property CollegeQuest Auto ObjectReference Property MyXMarker Auto ; Reference to the XMarker linked to the destroyed building Event OnCellLoad() Debug.Trace("aaaDisableDestroyedFarmhouse - OnCellLoad triggered") if MyXMarker.IsEnabled() CheckQuestCompletion() endif EndEvent Function CheckQuestCompletion() Debug.Trace("aaaDisableDestroyedFarmhouse - Checking quest completion") if CollegeQuest.IsCompleted() Debug.Trace("aaaDisableDestroyedFarmhouse - Quest completed, disabling in 48h") RegisterForSingleUpdateGameTime(48.0) else Debug.Trace("aaaDisableDestroyedFarmhouse - Quest not completed, checking in 24h") RegisterForSingleUpdateGameTime(24.0) endif EndFunction Event OnUpdateGameTime() Debug.Trace("aaaDisableDestroyedFarmhouse - OnUpdateGameTime triggered") if CollegeQuest.IsCompleted() Debug.Trace("aaaDisableDestroyedFarmhouse - Disabling XMarker (and destroyed building)") MyXMarker.Disable() else Debug.Trace("aaaDisableDestroyedFarmhouse - Quest not completed, checking again in 24h") RegisterForSingleUpdateGameTime(24.0) endif EndEvent What I wanted to do is disable this building and enable a brand new one at the same place. The above script is for disabling but by now you understand how it works. I believe that's the way they handle it in earthfire dlc Thank you guys without you I would have stopped looking for a solution.
  2. Yep first of all your script works perfectly...Just tested it...however as you mentioned the 24 hours lapse is no longer in the script I am starting over with your script and think of ways to implement the time lapse...Thanks again. Will report wit my "hopefully" final script.
  3. Here is the final script with the Debug.Trace Scriptname aaaDisableFarmhouse02DestroyedScript extends ObjectReference Quest Property CollegeQuest Auto ; Assign the CollegeQuest quest in the CK int Property CompleteStage >= 100 Auto ; Set this to the stage when the quest is finished Event OnInit() Debug.Trace("aaaDisableFarmhouse02DestroyedScript: OnInit() called. Registering for update.") RegisterForSingleUpdateGameTime(24.0) ; Check once per in-game day EndEvent Event OnUpdateGameTime() Debug.Trace("aaaDisableFarmhouse02DestroyedScript: OnUpdateGameTime() called.") if CollegeQuest.IsRunning() Debug.Trace("CollegeQuest is running. Current stage: " + CollegeQuest.getStage()) if CollegeQuest.getStage() >= CompleteStage Debug.Trace("Quest stage is " + CollegeQuest.getStage() + ", which is >= " + CompleteStage + ". Disabling object.") Self.Disable() else Debug.Trace("Quest stage is " + CollegeQuest.getStage() + ", not yet complete. Registering for another update in 1 in-game day.") RegisterForSingleUpdateGameTime(24.0) endif else Debug.Trace("CollegeQuest is not running. Registering for another update in 1 in-game day.") RegisterForSingleUpdateGameTime(24.0) endif EndEvent
  4. Thanks mate I am adding a trace and start a new game for testing the darn script....hehehehe. Thanks really...
  5. ok still not working... change as you suggested: registerForSingleUpdateGameTime( 24.0) if CollegeQuest.getStage() >= CompleteStage here is what I have after the use of the prid command and sv Registered for game-time update every 0.98 hours Script state = "" ::CollegeQuest_var = MG08 (0001F258) ::CompleteStage_var = 100 so it looks ok to me. PS I am testing this in a game when the quest is already finished... any clues?
  6. Hi everyone, I would like a static, Farmhouse02Destroyed to be disable, one day after the College of Winterhold Quest is over. Here is the script and obviously CollegeQuest is being set to MG08 And Int for CompleteStage has been set to 100 Scriptname aaaDisableFarmhouse02DestroyedScript extends ObjectReference Quest Property CollegeQuest Auto ; Assign the CollegeQuest quest in the CK int Property CompleteStage = 100 Auto ; Set this to the stage when the quest is finished Event OnInit() RegisterForSingleUpdateGameTime(1.0) ; Check once per in-game day EndEvent Event OnUpdateGameTime() if CollegeQuest.IsRunning() ; Check if the quest has started if CollegeQuest.GetStageDone(CompleteStage) Self.Disable() else RegisterForSingleUpdateGameTime(1.0) ; Keep checking every in-game day endif else RegisterForSingleUpdateGameTime(1.0) ; Keep waiting for the quest to start endif EndEvent I have attached the script to Farmhouse02Destroyed. It complies just fine but nothing happen in game...why?
  7. ok it's working I picked up another sound and the autofilled worked just fine. The sound is playing as wanted. Thank you so much for your patience. Thanks
  8. Thanks I understand what you are saying however I did name the property the same as the actual record sound (so I think) but the CK does not auto fill it In the CK I found a sound in Sound Descriptor named: MagMysticismSoulTrapCaptureSD But when press auto the CK tels me: "0 property autofilled" Am I picking the wrong id for the sound? or the wrong sound? I am perplex
  9. Ok my script does not work it compiles but it does not do the job. I am missing something The script goes on a type of custom workbench. And to be clear I would like the workbench to play the sound upon being activated by the player. Scriptname aaaMWHPlaySoundScript extends ObjectReference {play this sound when activating the Soulfiller} ObjectReference Property MySoulgemFillerRef Auto Sound property MAGMysticismSoulTrapCaptureSD auto Event OnActivate(ObjectReference akActionRef) MAGMysticismSoulTrapCaptureSD.Play(Self) Debug.Trace("Activated by " + akActionRef) EndEvent Property Name: MagMysticismSoulTrapCaptureSD Type: Sound Value: Default Property Name: MySoulgemFillerRef Type: ObjectReference Value: MySoulgemFillerRe(Id #) Somebody help and explain to me what I do wrong
  10. Thanks a lot. It doesn't seem like it but this little bugger of a script will go a long way.
  11. Here is the script And the message I got is the following: PlaySound is not a function or does not exist Scriptname aaaMWHPlaySoundScript extends ObjectReference {play this sound when activating the Soulfiller} ObjectReference Property MySoulgemFillerRef Auto Sound property MAGMysticismSoulTrapCaptureSD auto Event OnActivate(ObjectReference akActionRef) Debug.Trace("Activated by " + akActionRef) PlaySound (MAGMysticismSoulTrapCaptureSD) EndEvent What do I do wrong? Please help
  12. Yes the ck is dead. Not sure why I prevented the update to happen for my game but I forgot about the creation kit. Damned. Whenever you find a fix, a way to revert, please let me know, I will do the same on my part. Thanks mate
  13. Thanks I managed to have a look at it. I'll propose a script monday or tuesday. Busy helping my son on his Philosophy Explanation Text...
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