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dominator42

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  1. Writing a script to change ArmorAddon mesh path based on Weather location... This script works with getcurrentweather however I have to wait for a weather transition so I was trying to use findweather but it will only return false/"warm" ScriptName _dm_FunctionRA Extends Quest Conditional Import Debug import game import weather import utility Formlist property _dm_ColdLocale auto Quest Property _dm_RegionalArmors Auto Actor property pPlayer auto ; snowy region weather-- in formlist _dm_ColdLocale Weather Property SkyrimOvercastSnow auto ; 4D7FB Weather Property SkyrimCloudySN auto ; 10A245 Weather Property SkyrimStormSnow auto ; C8221 Weather Property SkyrimClearSN auto ; 10A244 Weather Property SkyrimClearSN_A auto ; 10E1F0 Weather Property SkyrimCloudySN_A auto ; 10E1EF Float property updateint = 5.0 auto hidden ; update time interval Event OnInit() Debug.Notification("RegionalArmors Start") RegisterForSingleUpdate(updateint) EndEvent Event OnUpdate() Weather snowweather = Weather.FindWeather(3) If _dm_ColdLocale.HasForm(snowweather) debug.Notification("Update...Cold Location") else debug.Notification("Update...Warm Location") endif RegisterForSingleUpdate(updateint) EndEvent
  2. I figured it out... It was not so much how I was writing the script but that after declaring properties I was not associating a value to the property in the CK... missed that part in Cipscis. "Once you've declared a property like this, you then need to associate a value with it. In order to do this, navigate to the object with your script attached to it in the Creation Kit, right click on your script, and select "Edit Properties"." Cleaned it up and have it running off a formlist like I was trying to do in the first place. Thx for the help
  3. I was dealing with this earlier today... If you are using skse and manually extracted to game folder there should be a "scripts" zip file in your data folder with the esps extract it into your scripts folder you are missing script files from the folder that are needed for compiling, I believe
  4. Trying to create a mod that will allow model path change of armoraddon based on location (weather actually appears better reference)... I am a scripting newb and have gotten stuck on properly detecting weather and realize it is likely a very simple oversight on my part but do not see it. This script is attached to objectalias "player" in generic quest... There is also a script attached to the quest (not used at this time, more of placeholder) It is returning false (warm) on every update even if in console I set weather. I have written this several different ways though since none worked any better than the other I guess there is no reason to go into specifics. Scriptname _dm_PlayerRA Extends ObjectReference Import Debug import game import weather import utility Quest Property _dm_RegionalArmors Auto ; snowy region weather Weather Property SkyrimOvercastSnow auto ; 4D7FB Weather Property SkyrimCloudySN auto ; 10A245 Weather Property SkyrimStormSnow auto ; C8221 Weather Property SkyrimClearSN auto ; 10A244 Weather Property SkyrimClearSN_A auto ; 10E1F0 Weather Property SkyrimCloudySN_A auto ; 10E1EF Float property updateint = 20.0 auto hidden ; update time interval Event OnInit() Debug.Notification("RegionalArmors Start") RegisterForSingleUpdate(updateint) EndEvent Event OnUpdate() if isColdRegion() debug.Notification("Update...Cold Location") else debug.Notification("Update...Warm Location") endif RegisterForSingleUpdate(updateint) EndEvent bool Function isColdRegion() bool iscold = false if GetCurrentWeather() == SkyrimOvercastSnow iscold = true elseif GetCurrentWeather() == SkyrimCloudySN iscold = true ElseIf GetCurrentWeather() == SkyrimStormSnow iscold = true ElseIf GetCurrentWeather() == SkyrimClearSN iscold = true ElseIf GetCurrentWeather() == SkyrimClearSN_A iscold = true ElseIf GetCurrentWeather() == SkyrimCloudySN_A iscold = true else iscold = false endif return iscold EndFunction The End Goal is that script populated formlists for Snow weather as well as armor and if a Snowy weather from the list is current weather the armors will have there default AA model path changed to have a more winter appropriate path.. and vice versa... This will be a global change on all armors, however, I will be looking to remove player worn armor from formlist at time of update so it is the only one not effected until unequipped as to not effect immersion... and possibly a LOS exclusion to match if it appears needed Any help with my current issue and insight into future work of this mod is greatly appreciated.
  5. I don't have stats. Bet the moderator does and if the volume offset is as great as i think it is then it is not a bad idea to implement a system similar to what i described. Us vs them is a mute point.. if more of "them" purchased then there would be no reason for this thread in the first place.. P.S. your comment about Ayn Rand may be comical in your mind but i have no idea who that is and on that note i am tired of loading up the comments with someone that is just looking for an arguement.
  6. I'm glad for you saving 10 seconds on a download but do you realize in your last post you disagree and then prove my point! "Nexus starts slowing down... I assume that somewhere on the globe, is the premuim time for a different country and time zone to FLOOD nexus." My point exact.. how many of that flood are helping this site and how many are free-loaders bogging it down for the supporters
  7. I was simply stating that the site should prioritize based on membership, supporter, number of endorsements to uploaded mods etc.. so that the people that truly do support this sight are benefited with better site performance during high load
  8. I agree with pixeldust.. I bought a lifetime membership to support this site and no other reason. i could care less bout the download speed with most of these mods.. However it erks me that during certain times of days and on weekends this site appears to have very significant lag.. I can barely move from page to page and its been a while but i used to lose server connection.. The free-loaders should be limited on connection based on member loads on the site and this would make a bigger improvement than increased download speed.
  9. You can become a vampire... transform into a werewolf... but as a Dragon born the best you get is a pet dragon at the end of the Main Quest... and can't even ride him I want to be able to use a shout to turn into a dragon and bite some heads off lol.. Have the cooldowns for the shouts decrease and the strength increase when transformed. The only question would be how to make it end.. I don't think toggle but a time limit like werewolf would have a lot of players fallin like rain
  10. Just to add to this... I think it would be cool if spellswords could charge their weapon.. Even bows. Mages can replace carrying bottles of poison for an elemental version with levelled spells.
  11. If we are bringing back armors how about BreakUndies?! I thought that was a pretty sweet idea for changing textures related to damage. I see that the damage variable is built into ck so i assume they have it built in to be able to repair. Don't really miss the equipment damage variable very much but it did add to the immersion.
  12. Do a little more browsing.... I have run across mods related to three of your requests and even have the essential horses on my game. As far as the talking horses... I get enough lip from Lydia when i give her cool armor... I really don't want to have to hear it from my horse lol
  13. There is a mod that allows parry with dual weilding. I'm sure a closer look at how this mod is written would allow a similar configuration for spell fire while holding a bow. This mod also is set up for use with and without skse. http://skyrim.nexusmods.com/downloads/file.php?id=9247 If his format works just remember to give credit if due thx
  14. I am trying to identify how to replace an armor mesh based on region. Give alternate meshes for each armor based on snow, tundra, forest etc.. to give a more immersive feel that different holds have different armors. currently trying to allow for generated npc eg. bandits to alter the armor on load to fit the locale they load into Does anyone know how i could write the script to the armor itself to replace with an alternate mesh if a location keyword is matched. Or preferably without a script though i see no way in ck to do it without scripting. I have figured out how to attach the script to specified npc to accomplish but the number of npc vs armor is significant and would likely result in a lagging mod. (only run once so "Event onload" i believe is the init choice i want; and that way if armor is taken it does not revert or rerun script with location change or cell load; however i am not yet sure if it would revert on loading savegame.. this may be my catch 22 to try to correct with attaching this kind of script to the armor itself) current scripting ties to location reference based remove item-add item but this is tied to npc and not armor (i feel this is very inefficient and will result in extremely time consuming mod that would likely have poor performance) any help greatly appreciated and if i am looking at this project all wrong let me know. seems to me short script attached to just the specified target would be more resource friendly than one long one that looks for all variables on each item... especially on say.. cell load of a bandit camp thx
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