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GUnitXIII

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Everything posted by GUnitXIII

  1. Actor Property Drew = AlbionBowerstoneHouse02ChildQuest Property SturdenQuest = AlbionSturdenDialogue Auto Event OnUpdateGameTime()if SturdenQuest.Getstage() == 666UnregisterForUpdateGameTime()Drew.SetRelationshipRank(Game.GetPlayer(), -4)EndIf EndEvent I've tried so many different ways of going about this script and none of them work. I can't find anything that helps, especially not the creation kit wiki. Any help would be amazing, this has been a major pain in my ass. I'm trying to get this to run at the end of a dialogue. I tried it simple, I tried it long, nothing works and it's always the same errors: Starting 1 compile threads for 1 files...Compiling "TIF__02027F3F"...C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__02027F3F.psc(7,22): no viable alternative at input 'AlbionBowerstoneHouse02Child'C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__02027F3F.psc(7,6): Unknown user flag AlbionBowerstoneHouse02ChildC:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__02027F3F.psc(8,30): no viable alternative at input 'AlbionSturdenDialogue'No output generated for TIF__02027F3F, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on TIF__02027F3F
  2. I'm working on a mod that's going to require something more sophisticated than Skyrim's 9 tiers of like/dislike. I'd really like for things like fame and infamy to be factored into what npc's think of you and how they respond, but I can't seem to get anything that works the way I'd want it to. Something closer to what it was like in Oblivion. Any help would be greatly appreciated.
  3. I'm very new to modeling in Skyrim, I made a couple weapon mods for Oblivion but I've been very hesitant to start in Skyrim because of the limitation of the nif scripts. I'm not too concerned with the shape of the model yet, it's a bit bad, but I want to make sure I'll actually be able to get it in-game before I spend any more time on it. I've exported it as a nif using the proper settings (As Fallout 3) which works, but the problem is that I have to then delete the NiStencilProperty to get it in game. This works, but for some reason the model comes out partially see through. I've been working for hours trying to find workarounds, copying and pasting effects but nothing has gotten me any closer. I tried placing the NiStencilProperty into the working .nif and, while it fixes the see-through error, it causes the creation kit to give it a marker error. Any help would be greatly appreciated. When exported as a 3ds, it shows up just fine in 3dsMax. A lot better than it does in either screenshot. **Edit, I was playing with the model in Blender and it turns out triangulating the mesh has the same effect in Blender. No idea why this happens.
  4. So, I've been working on a project recently and I'm having trouble when it comes to creating a unique prison system. I've looked all over the wiki and google searched and I can't find any solution. I've tried to figure it out by myself, and I've gotten the crime faction to work, and I get a bounty for committing crimes, but guards won't try to arrest me. Instead, they say I'm not worth the effort and stop attacking. Can anyone give me some advice? I can't find anything and any help would be very appreciated. Basically I've made a small cell, I've the crime faction and set the exterior cell, the follower marker, the stolen goods chest, and the player inventory chest but I don't know where to go from there.
  5. Thank you very much for the response, I tested it in-game and it worked just fine.
  6. I'm trying to learn how to work with script on the Creation kit for Skyrim. I could use Oblivion's decently, but I can't figure Skyrims out at all. I've been changing it, comparing it to other, working scripts and editing it to try and make it work, but it seems like I can't get it to work right. I've changed it around a couple times, and I've finally gotten it to the point where it only gives one error. Basically, it's meant to make the object that's being activated dissappear if a specific item is equipped. If that item is not equipped, then it'll just display a short message. I figured it would be a pretty easy script to do, but it seems like it's not as simple as I thought it'd be. Scriptname LiftRock extends ObjectReference Armor Property GoldenGauntlets auto int Function IsEquipped(Form GoldenGauntlets) Native Event OnActivate(ObjectReference akActionRef)if (Game.GetPlayer().IsEquipped(GoldenGauntlets) >= 1)akActionRef.Disable(true)elseDebug.MessageBox("The rock is far too heavy to be lifted.")Endif endEvent I honestly don't even know what Armor Property is, but after looking up a couple scripts I thought it'd solve some of my errors, and it did.It's still giving me errors though, and I can't find any information on how to solve it: Starting 1 compile threads for 1 files...Compiling "LiftRock"...C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\LiftRock.psc(6,50): cannot relatively compare variables of type boolNo output generated for LiftRock, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on LiftRock Any help would be greatly appreciated.
  7. Nevermind, there were a LOT of registry entries for oblivion, but I got it to work, thank you very much, if you hadn't said that, I wouldn't have begun searching the registry again.
  8. Thank you, but I had already tried using regedit to delete the registry for oblivion, and even everything under Bethesda, but it still wont work
  9. I ended up uninstalling Oblivion, not using uninstall, but by deleting the whole bethesda softworks folder. Now I tried to install it again, and its not installing. I cant uninstall it, and it wont install in setup.exe. I tried using regedit, I deleted everything I could find for bethesda softworks, and obllivion, but it still wont work. I dont know what to do, so any help would help me. System: Windows 7 laptop Graphics Card: -none- Memory: 500gb Ram: about 6gb
  10. I am making a mod (that i wish to remain anominous for now.) but i am very n00bish. I have created a character dialogue that should work perfectly, and normally does, but the actor wont say any of it. The conditions look like this (it is a greeting) "getisID "(charid)" == 1 AND GetStage "(quest)" == 1. Even though it is stage 1, the diolague wont play. Please help me.
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