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Pickysaurus

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Everything posted by Pickysaurus

  1. Locked topic due to double post, see this topic: https://forums.nexusmods.com/index.php?/topic/6651846-power-attack-suffers-very-long-delay/
  2. happyderp has received a formal warning. This user has now received 1 formal warnings. The warning was given for the following reason: Reference This warning was issued for what took place here, here Restrictions in place As part of the warning, happyderp has had the following restrictions placed on his or her account: This user cannot post comments on the sites or forums for 14 days This user cannot send private messages for 14 days Important links: Our terms of service
  3. Cl1e account closed. Reason: Account closed by request - Duplicate account. Confirmed via email.
  4. grahamfan account closed. Reason: Requested closure via email
  5. jr678 account closed. Reason: Account closed by request - Duplicate Reference post
  6. spinvis2627 account closed. Reason: Account closed by request Reference post Reference post Reference post Reference post
  7. MsTran account closed. Reason: Account closed by request Reference post Reference post
  8. In response to post #57199161. It does have a MO import button but I couldn't get it to work
  9. Man I'm not sure my skillset is up to the task otherwise I'd love to
  10. In response to post #56812931. Woops
  11. Just curious, will it follow the same asthenic as the new site?
  12. Looks like I just missed a variable in the RemoveItem Function... Didn't realise I had to specficy the abSilent bool even if it was from a non-player container.
  13. Hi all, Seems like a while since I`ve been here... So I am trying to fix an issue with tempered items losing there 'temper' when being moved to and from a container... without using SKSE. Basically it's an Outfit swapping system, items put into the drawers (containers) add to a formlist as either their ObjectReference or BaseForm, then this script function handles the items swapping around Function EquipAttire(ObjectReference akContainer, FormList akOutfitlist) [....unrelated code removed....] int i = akOutfitlist.GetSize() while i i -= 1 Form Item = akOutfitlist.GetAt(i) if Item as Weapon || Item as Armor ;Playerref.Additem(Item, 1, true) ;Playerref.EquipItem(Item,False,True) akContainer.RemoveItem(Item,1,PlayerRef) Playerref.EquipItem(Item,False,True) else akContainer.RemoveItem(Item,1,MiscChest) akOutfitlist.RemoveAddedForm(Item) debug.notification("A non-armor or weapon item has been transferred to your Safehouse Misc Chest") endif endwhile [...unrelated code removed...] EndFunction If anyone can see my mistake or knows of a way to do this, I'd be very grateful.
  14. This seems viable. I'd still suggest using states while the script processes. As OnHit can fire 3 times for a single hit in some cases. I think the original idea was to do it without using an enchant for it. But I am starting to see that may not work.
  15. Hi guys, So I have an odd situation. At the release of SSE, the button on the mod page to clone it across was used, but the page then hidden. Since then the SSE page has been deleted but now I am looking at doing the port. Is there a way to reset this automatic copy of the Legacy Edition mod page? If not I'll just have to make it manually but that's a lot of work :/ Thanks Picky
  16. In response to post #50318062. #50318772, #50320562, #50323522, #50340197 are all replies on the same post. Awesome if you need guinea pigs for testing hit me up
  17. In response to post #50318062. #50318772, #50320562 are all replies on the same post. Thanks for the reply Blindjudge! Any rough idea of when we'll see it? Or maybe share some more previews sometime soon?
  18. Any news when we can get our mitts on the new site? And will it be mobile friendly?
  19. Thanks for the reply, it seems the complier craps out if using CK through ModOrganiser... ran CK normally and it compiled just fine...
  20. Hmm... restarted CK and it complies now. But in game my activator does nothing.
  21. Hi all, I'm having a problem getting my script to fill the empty quest aliases I've left. Basically, the parent script extends ReferenceAlias and is attached to an alias in my handler quest. Properties not mentioned here are defined in the parent as ReferenceAlias or Global. For the 3 lines with ForceRefTo, where I am trying to Force the Aliases into new object references I get the error at the bottom of this post. Scriptname PKY_AirshipFlagScript extends PKY_AirshipScript {Extends the Airship Script to set new destinations} ;;These properties are defined per activator instance. ObjectReference Property NewDestinationShip Auto ObjectReference Property NewDestinationMarker Auto ObjectReference Property NewDummyHelm Auto Message Property HeadingMessage Auto Int Property NewHeadingNumber Auto Event OnActivate (ObjectReference akActionRef) if akActionRef == Game.GetPlayer() && DBM_Destination.Value == 0 ;Checks for 0 as this is default. int FormCheck = DBM_AirshipsFLST.Find(DestinationShip.GetReference()) if FormCheck == -1 ;Checks if current ship is in formlist to disable. DBM_AirshipsFLST.AddForm(DestinationShip.GetReference()) ;Add current ship to Formlist debug.notification("Added current ship to FormList.") endif DBM_Destination.SetValue(NewHeadingNumber) ;Update destination value Debug.notification("DBM Destination set to"+DBM_Destination) DestinationShip.ForceRefTo(NewDestinationShip) ;Change defined ship to new one DestinationMarker.ForceRefTo(NewDestinationMarker) ;Update new teleport marker DummyHelm.ForceRefTo(NewDummyHelm) ;Updates helm movement location HeadingMessage.Show() ;Show confirmation message to player. elseif DBM_Destination.Value == NewHeadingNumber Debug.notification("This is already my current course.") endif EndEvent %filepath%(20,2): type mismatch while assigning to a referencealias (cast missing or types unrelated) Am I doing something really dumb? Thanks
  22. Found the solution thanks to a redditor. Basically LOTD, USLEEP and all the vanilla masters are too many statics for CK to handle. I got around this by deleting some statics in a modified ESP (in this case, most of LOTD's gallery cells) to free up some slots. As those statics aren't used by my patch it works fine to use the proper ESP on loading into game.
  23. Yeah it's got to be something to do with Falskaar or it's ESM status - saying that I tableflipped at Falskaar and current am nearly done with The Gray Cowl, which is also an ESM and it's not giving me any jip... really can't think of why. My Falskaar version is almost done, but as my changes disappear when loading the plugin I can't correct a derpy mistake I made (I set a Nordic digsite to give Dwemer fragments).
  24. A bit of a wild guess, but maybe you could add a script so that when you 'Tea' gets added to the players inventory it also adds an empty waterskin? Would only really work if using the waterskin is the only way to craft it though...
  25. Hi all, I'm having a really annoying problem with Creation Kit which I can't find any information on. So I am currently making a fairly small patch for Legacy of the Dragonborn and Falskaar. In which it will add the LOTD Dig Sites to Falskaar dungeon locations and make the Dev Aveza airship capable of travelling to selected places in Falskaar. (Mainly a quality of life for me, but I intend to release it). Before I loaded into CK I have ESM-ifyed LOTD and Falskaar is already an ESM. On loading Falskaar's changes appear in the render window but Legacy's do not. I've also noticed that on saving the plugin, all my object placements from before I loaded get wiped. At the moment I am making 1 change, saving, merging with old plugin via merge plugins and repeating but there has to be a better way. Am I doing something wrong?
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