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MasterAub

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    Skyrim
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    Skyrim Oblivion & Morrowind

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  1. 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
  2. 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
  3. 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
  4. Thanks a lot. It doesn't seem like it but this little bugger of a script will go a long way.
  5. 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
  6. 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
  7. 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...
  8. Thank you mate I am looking at your mod right now...Will let you know. Thanks again. Edit 1 Ok I have 2 questions (if I may) : Why can't I open your script in the creation kit? The CK does not allow me to "edit source" the "ChargeGrandScript" or any other of your script for that matter. If I want to have a look at your script directly from the script folder and open it with Notepad or Notepad++ I get unreadable gibberish stuff why is that ? Sorry I haven't even start to try to understand your script and I am already stucked.
  9. So I guess it will logically work like this: The script will be placed on the container On Spell Hit (custom spell that do nothing) if empty soulgem in the container Replace empty soulgem by the coresponding filled soulgem play sound elseif do nothing End of script how can I go about doing it?
  10. Hi everyone I would like to built a machine that change empty soulgems to filled soulgems. The idea is as follow: The player will cast a spell at a given container where you have placed an empty soulgem beforehand . Upon casting on to the container the player will retrieve an identical soulgem but filled with the corresponding soul. Can someone help on this concept? Thanks for your help
  11. Hi everyone I would like to built a machine that change empty soulgems to filled soulgems. The idea is as follow: The player will cast a spell at a given container where you have placed an empty soulgem beforehand . Upon casting on to the container the player will retrieve an identical soulgem but filled with the corresponding soul. Can someone help on this concept? Thanks for your help
  12. Thank you guys I really appreciate your help. I generally copy test cells or cells with fewer things to delete. And that's what I did in that case. Don't have the CK open in front of me and therefore can't tell the exat cell ID. But I will try the TyburnKetch"s Method and let you guys know. Thanks mate this forum has always been helpful.
  13. Hi everyone, I started a new playthrough and wanted to add my own Player Home in the land of Beyond Skyrim Bruma. But my CK does not like it at all and I am encountering some problems: basically my file does not save properly. Maybe you can help me out. Here is how I do: 1. I tweaked my .ini file to allow multiple esm 2. Open the Creation Kit and ticked on the requested master files: the 2 files from Beyond Skyrim Bruma (BS Assets.esm, BS Heartland.esm not BS_DLC_Patch.esp) and the other master files: Skyrim.esm, Update.esm, Dawnguard.esm, Hearthfires.esm and Dragonborn.esm) 3. I duplicate an interior cell, rename etc...and start moding my interior ("importing" custom assests etc). Everything is just fine. 4. I save and name my file then quit to come back later on. 5. Upon reopening my file, obviously ticking it as active, and ticking the other master files the Creation Kit opens just fine, my custom interior can still be found on the list of interiors, however nothing I placed is around (no table, no chair no nothing apart from the navmeshes. I don't get it what am I doing wrong? I restarted a fresh same thing happens. Do I miss something? Are there some Beyond Skyrim Bruma specifics I am missing? Once again sorry to bother but if you have any clue of what I do wrong and are willing to share your experience please do. I am running out of idea. In advance thank you guys and gals for your help. PS: already posted a topic on this but I was not specific enough ence the re-post on how to mod Beyond Skyrim Bruma
  14. Hi everyone, I started a new playthrough and wanted to add my own Player Home in the land of Beyond Skyrim Bruma. But my CK does not like it at all and I am encountering some problems: basically my file does not save properly. Maybe you can help me out. Here is how I do: I tweaked my .ini file to allow multiple esm Open the Creation Kit and ticked on the requested master files: the 2 files from Beyond Skyrim Bruma (BS Assets.esm, BS Heartland.esm not BS_DLC_Patch.esp) and the other master files: Skyrim.esm, Update.esm, Dawnguard.esm, Hearthfires.esm and Dragonborn.esm) I duplicate an interior cell, rename etc...and start moding my interior ("importing" custom assests etc). Everything is just fine. I save and name my file then quit to come back later on. Upon reopening my file, obviously ticking it as active, and ticking the other master files the Creation Kit opens just fine, my custom interior can still be found on the list of interiors, however nothing I placed is around (no table, no chair no nothing apart from the navmeshes.I don't get it what am I doing wrong? I restarted a fresh same thing happens. Do I miss something? Are there some Beyond Skyrim Bruma specifics I am missing? Once again sorry to bother but if you have any clue of what I do wrong and are willing to share your experience please do. I am running out of idea. In advance thank you guys and gals for your help.
  15. Thanks mate. Indeed I finally found the files to tick. You also need to tweak your ini file to allow multiple esm. Thanks again
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