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Posts posted by MasterAub
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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
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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
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Thanks a lot. It doesn't seem like it but this little bugger of a script will go a long way.
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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
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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
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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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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.
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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?
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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
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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
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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.
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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
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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.
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I do not have Beyond Bruma but theoretically what you need to do is find out what masters the mod relies on. You can find these by hovering over the mod on the right pane of mod organiser 2, for example, among other ways.
Then simply tick all of the Beyond Brumas masters AND Beyond Bruma. Do not set anything as the active file. Load it all up. Make some edits. The CK will ask you to save a file. This will be your house mod file. Effectively a patch for Beyond Bruma. Next time you load up the CK load up Brumas masters, and Bruma (now a master for your house mod file) Then tick your new file as the active file.
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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Hi everyone
I am doing a Playthrough with Skyrim Beyond Bruma installed. And I see no Player Home within this superb mod.
I would like to mod my own Player Home within that new World Space. I've already mod Player House in the Vanilla World Space so here my question is very specific:
When I open the creation kit what file do I need to tick in order to get started or is there some specific steps I need to follow before being able to add my own Player House within Skyrim Beyond Bruma mod?
Thanks for your help
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Bit late to the party but I am pretty sure ogres do not have spellcasting animations and are therefore unable to cast spells.
Thank both of you RomanR, and IcelandicPsychotic
IcelandicPsychotic you are correct. my ogre will never be able to cast another creature.
Thanks anyway
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I added a topic and a quest to a NPC with 2 conditions one is that the npc must be Gilen Norvalo and two is that the quest MS23 (Order of the Virtuous Blood) must be at least 110. The topic (called A love story to end) is part of a quest of mine (call it aaaQuest01) and attached to the GREETING of this NPC
So the conditions in the topic section go as follow:
Target Function Name Function info Comp Value
No GetIsID NPC: 'GilenNorvalo' == 1
No GetStage Quest: 'MS23' >= 110
Problem is the topic does not show up in game
What do I do wrong ?
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Why don't you try to place the AbGhost Spell in the inventory of a given NPC/player and then to remove the spell from his/her inventory?
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Hi everyone,
Need your help again. I made an ogre companion and I want him to summon when in battle, another creature (like a wolf for instance). You see like the sprigans who can summon bears. I made my custom spell, placed it in the magic inventory of my ogre, raised his magic level but guess what nothing happen.
Can someone help me out here.
In advance Thanks
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Thank you for your help IsharaMeradin.
Let me play around with the concept you mentioned and i will get back here to let you know if I managed to make it work.
Thanks again
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Hi everyone,
I need your help again. I made myself a companion horse. The interaction menu (dismiss, wait, trade, follow) appears on activate.
I would like to have it appear on the press of a given key ( let say the "I" key)
How do I go about to make this interaction menu appear when I press a given key? Any help is welcome. Thanks
here is the script I use:
Scriptname AAHorseScript extends ObjectReference DialogueFollowerScript Property DialogueFollower Auto GlobalVariable Property PlayerAnimalCount Auto Message Property DAFollowingMessage Auto ;Actor property dog auto auto state Waiting event onActivate(objectReference AkActivator) ;if player does not have an animal, make this animal player's animal If PlayerAnimalCount.GetValueInt() == 0 (DialogueFollower as DialogueFollowerScript).SetAnimal(self) DAFollowingMessage.show() ENDIF endEvent endState state done endstate
In advance thanks for your help
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Thank you I am going to try that. Thinking the problem through last night it might also be because of the normal map. Will try both and let the forum know...
EDIT 1
Ok the problem is the glow map: once I took away the glow map I could see the creature in the CK (see image below)
However I now have another problem: once the light is off the creature is still "glowing" or lightend (see image below)
I guess I need either to redo the normal map or to redo the glow map. Any advise is welcome
Thanks in advance
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Hi everyone
I have another nif problem
In Nifskope my nif is pretty good (see picture below)
But in the render window it looks bad with the creature being full black (see picture below)
Can someone explain what I do wrong and how I can fix this ?
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Houra !!!! I managed to make it happen!!!!!!!!!!!!!!!!!!!!!!!
No more CTD in the render review of the CS
Thanks a lot
I've unchecked the auto-sanitized in order to force the name change of the node and voilà....simple but it took me a couple of hours to understand.
a simple play sound script On Activate Event but it does not work why?
in Creation Kit and Modders
Posted
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