-
Posts
15 -
Joined
-
Last visited
Everything posted by AndrewOverload519
-
I am currently having a problem with constant CTDs, making my game seem a little unplayable at the moment. I think this may have to do wih the mods that I've installed, but I couldn't figure out what would actually be the problem. Here are my logs. Papyrus.0.log Papyrus.1.log Papyrus.2.log Papyrus.3.log And here's my BOSS report/load order.
-
Derailing the Railroads of Skyrim
AndrewOverload519 replied to Moraevik's topic in Skyrim's Skyrim LE
Another suggestion, this time regarding the quest "A Daedra's Best Friend". Make it so that the guards should still approach the player and ask if they have seen a dog anywhere, but the quest itself won't start until Lod, the Blacksmith in Falkreath, has been spoken to about it. -
Derailing the Railroads of Skyrim
AndrewOverload519 replied to Moraevik's topic in Skyrim's Skyrim LE
A suggestion regarding the College of Winterhold: Make it so that faction's questline would not start until you actually talk to Mirabelle Ervine. That way, you would be able to progress through the main questline, and Dawnguard's questline, without having to stick a whole series of events in your journal. Unfortunately, without a lot of extensive modding you would still need to do the College of Winterhold questline in order to complete the Gauldur Amulet, collect all of the Dragon Priest Masks and whatnot, but I couldn't really think of any better solution. -
[WIP] Atvir Dres: The Last Prince of Tear
AndrewOverload519 replied to JanusForbeare's topic in Skyrim's Skyrim LE
What you're having to put up with with is apparently a problem with the latest version of Skyrim regarding dialogue added by mods in general. However, there is a workaround. If you try saving the game and loading it back up again, Atvir should be able to talk to you. -
I'm really sorry if I've been getting on anyone's nerves lately through all of this multi-posting but I seriously needed some more help with getting this script up and running right now. I'd just like someone to point out what I have done wrong and suggest some amendments to the script found on the above post, that is all I ask. It is integral for the next version of my mod and I would really appreciate all the help that I could get.
-
I don't think any of the ones ingame have beards, so that's one less problem to worry about. :D
-
I've always found the vanilla elves to be a bit too strange looking, especially the females. Your replacements not only look a whole lot better, but they also don't seem to change too many of the core asthetics that define the main three mer races of Tamriel. I'm keeping a close eye on this mod, so do expect a download from me once released. ;) A quick question, though. This may have been already brought up and I understand that this may not be top priority or even likely to happen at all, but will you eventually get round to including Dawnguard's Snow Elves in an add-on mod?
-
From my experience, another idea is to ask the person who would translate (or had already translated) the mod to send the translated version to you so that you can then upload it yourself under your mod page, which is what I've done with the Cube of Transmutation mod. If you wish, you could even let them edit your mod page so that they can easily update their translated versions without having to ask you over and over, provided that they would keep their hands to themselves and don't edit anything else. Result, a cleaner Nexus and there is STILL more downloads for your mod! :D
-
Double post again, but this time I have a new problem. The script has now compiled as it should, but when I go to test the script ingame it doesn't seem to actually work as intended. To explain this problem in more detail, I've used the Cube of Transmutation to create a placeholder Iron Dagger. However, the placeholder Iron Dagger did not replace itself with a random enchanted Iron Dagger as soon as it is added to the player's inventory, but instead it just stays as the placeholder item. I can only assume that I may have done something wrong in the script yet again. Here is the new script, with the properties now properly defined and all. Scriptname CraftRandomWeponScript extends ObjectReference LeveledItem Property ListReference Auto WEAPON Property WeaponReference Auto Event OnItemAdded(Form WeaponReference, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) if !akSourceContainer == Game.GetPlayer() Game.GetPlayer().RemoveItem(WeaponReference, 1, true) Game.GetPlayer().AddItem(ListReference, 1, false) endif endEvent
-
Okay, I've been reading about declaring properties on the Creation Kit Wiki for answers but what it tells me is really confusing and does not seem to fit my needs. How do I make a declared property that defines the LeveledItem, exactly? EDIT: Wait, I think I may have actually solved my own problem. Not only that, but the end result is a script that could work on ANY weapon! Thanks a lot!
-
I don't mean to double post or anything like that, but this is really important for my mod and I desperately needed some help with my script. So recently, I've made some amendments to my script and I still couldn't get anything right. Here's the new script, this time by using a LeveledItem (eg. LItemEnchIronDagger) instead of a formlist. I haven't deleted the formlist though, just incase I need it for anything. Scriptname RandomIronDaggerScript extends ObjectReference WEAPON Property NewProperty Auto Event OnItemAdded(Form RandomEnchIronDagger, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) if !akSourceContainer == Game.GetPlayer() Game.GetPlayer().RemoveItem(RandomEnchIronDagger, 1, true) Game.GetPlayer().AddItem(LItemEnchIronDagger, 1, false) endif endEvent And the output to go with it. Obviously, this has much better results than the previous version of my script, however it now says that there is an undefined variable that's causing it to not compile properly. Can anyone explain what I've done wrong this time?
-
Okay, I've started work on a script that would supposedly make the following happen: once the created placeholder item (eg. RandomEnchIronDagger) is in the player's inventory, it will remove itself and then add a random enchanted item from a formlist (eg. CreateEnchIronDagger) in it's place. Here's what I've got so far. Scriptname RandomIronDaggerScript extends ObjectReference WEAPON Property NewProperty Auto Event OnItemAdded(Form RandomEnchIronDagger, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) if !akSourceContainer == Game.GetPlayer() Function RemoveItem(Form RandomEnchIronDagger, int aiCount = 1, bool abSilent = false) Function AddItem(Form CreateEnchIronDaggerRandom, int aiCount = 1, bool abSilent = false) endif endEvent However, when I try to compile it, I get errors. Here's what the output is trying to tell me. Have I done anything wrong?
-
Hello there. As you may or may not know, I am the author of the Cube of Transmutation mod. My mod seems to be getting quite popular already and I aim to make it even better. This is why I want to ask a few things, as I can only do some basic scripting. First off, is it possible to create a randomised item of a certain type? Let's say, for example, I want the Cube of Transmutation to create a random enchanted Daedric Sword by using an unenchanted Daedric Sword and a filled Black Soul Gem. I assume I have to create some sort of placeholder item that when added to my inventory, would replace itself with said random weapon? Another question that I wanted to ask, is it also possible to create an unbound summoned creature by using the Cube? Let's say that I wanted to incorporate a secret recipe for a laugh or two. ;)
-
I am new to the whole scripting thing and it really confuses me right now. I am currently making an item that works like a portable forge of sorts. You click on the item (no need to equip it) and it takes you to a special crafting menu where you transmute lower quality items into a higher quality one, sort of like how the Haradric Cube (sp?) works in Diablo II. That is how it's supposed to work, and I would really apprciate it if someone helps me write a script for that. I already took care of the crafting part, so I probably won't need help for that. As a side note, is it possible to delete unwanted scripts? Just wanted to know. EDIT: Nevermind, I think I may have found a solution to my problems.