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Everything posted by greyday01
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If you use Mod organizer 2 it is much easier for mod making. Your esp and BSA will be in a separate folder completely separate from any other mod or the vanilla game. Use BSA browser to unpack your BSA into your mod's folder. All the files your mod uses will now be available. Use the creation kit for editing your mod's esp. Make any changes or additions to the meshes and texture files. When done copy the folder containing your mod in MO2 to the desktop for packing. Use Archive.exe in your Skyrim folder to pack up your new BSA with everything but the esp. Then use 7Z to pack your BSA and esp for uploading.
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I hate that my speech goes up simply for selling. I would like a mod that if you take the listed price your speech is not affected. You have a choice to bargain instead. If the price improves you get a boost to your speech experience, if the price gets less favorable your speech experience decreases, but it never goes below 0. I want a choice if I never want my speech level to increase, but I can still sell my stuff.
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SSE Event to remove a spawned reference
greyday01 replied to greyday01's topic in Skyrim's Creation Kit and Modders
That is really great. It should be added as an example in the creationkit.com scripting reference of PlaceAtMe. I'm sure others have needed that same fragment of script. -
SSE Event to remove a spawned reference
greyday01 replied to greyday01's topic in Skyrim's Creation Kit and Modders
Yes. You are very helpful as always. I think OnCellDetach might work though I can't really control how close to a cell border the thing is spawned at and that might be a problem. Maybe go for a timer instead because the player probably won't be standing around watching it. I really wish that there was an easy way to get the ref ID for things spawned. -
SSE Event to remove a spawned reference
greyday01 replied to greyday01's topic in Skyrim's Creation Kit and Modders
Thank you. I'm not quite sure what "Detached" means. Does it mean the container is detached from the parent cell by being moved to a different cell, or does it mean the player is detached from the parent cell by leaving it? Or does it mean the player moved far enough from the parent cell that that cell is no longer loaded so everything in that cell is detached? What is being detached from what? Papyrus terms don't sometimes match what the English word means and it gets confusing. -
SSE Event to remove a spawned reference
greyday01 posted a topic in Skyrim's Creation Kit and Modders
If a container is spawned by PlaceAtMe how can you get rid of it? An on Activate script attached to the container could be used, maybe with a RegisterForSingleUpdate as a timer. Is there any other ways to use a scripted event to disable and then delete the reference to get completely rid of it, preferably while not in sight of the player? -
[LE] Scripting/Papyrus tutorial sites?
greyday01 replied to xenaclone's topic in Skyrim's Creation Kit and Modders
D Don't forget to look at the right side for links to complete example scripts and community script tutorials -
Allows you to create an alchemy recipe the first time you make any potion and name the recipe. That recipe shows in the alchemy crafting menu just like cooking. If you have all the ingredients in that recipe when at an alchemy table you can simply select the recipe to make the potion. If you don't have all the ingredients the recipe is greyed out but will show the ingredients needed. Better yet if you could name the potion, but that is not really needed.
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[LE] Scripting/Papyrus tutorial sites?
greyday01 replied to xenaclone's topic in Skyrim's Creation Kit and Modders
google Darkfox127. He made a LOT of video tutorials of everything from mannequins to custom containers to a build your own house thing. Really, he is so useful and good at showing all the steps. -
[LE] Making a Treasure Vault?
greyday01 replied to wilwhitt56's topic in Skyrim's Creation Kit and Modders
Maybe have a chest with scripts with event OnItemAdded and also OnItemRemoved with the base object set to gold and use the item count to update a TotalWealth global variable. You don't want items popping in and out while you are looking so maybe have a script on the door that when activated to leave would check the global variable and depending on the value would enable and disable statics. OnActivation If wealth < 1000 disable pile 1, disable pile2, ..., disable pile20 if wealth >= 1001 and wealth <5000 enable pile1, disable pile2, disable pile 3, ..., disable pile20 and so on Anyway, that's a first idea of how to approach it. Better scripters might have better ideas. -
[LE] Making a Treasure Vault?
greyday01 replied to wilwhitt56's topic in Skyrim's Creation Kit and Modders
There are some statics of coin piles. You could make or find resources of static open chests filled with gems and jewelry. Place those and as your wealth increases have them enabled or disabled. That would solve the problem of too many references if you used individual coins or gems. Wouldn't fill to the ceiling but would look plenty rich. -
Re-write the stones of Barenziah and the elder scroll quests so those items don't use aliases and they are not flagged as quest items. Make them like the quests where you need a certain number of a type of item. It doesn't matter where you get them and you can drop them and get others of the same type. I HATE aliases and quest items that are not droppable
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SSE Modding a vanilla game home...
greyday01 replied to annak366's topic in Skyrim's Creation Kit and Modders
Scorrp10 had good advice, but I wouldn't remove the items linked to the markers. I would make a section of floor outside of Breezehome and drag all the items onto it and let them be enabled somewhere out of view. Deleting vanilla items can cause crashes. -
Ok, for the display I'll stick with moveto a holding cell. It works but I thought it lacked elegance. For the graveyard what I want is when you enter a trigger the ghost fades in and attacks. I couldn't find any function that would allow it to pass through the ground like coming up from a grave. If you leave the ghost vanishes. If you return the ghost comes back. Wait until daylight without being killed or killing, the ghost vanishes. If you kill the ghost, you've got a blob of ectoplasm. Going in and out of the graveyard the rest of the night, no ghost. Come back the next night, new ghost. Side question. In Solstheim the ash spawn crawl up out of the ground sometimes. How do they do that and avoid collision with it? Oh, and thank you for your explanations. It's hard sometimes to figure out what is going on under the hood of the engine to know what is possible and impossible.
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Two things. I wanted the best way to press a button. A random creature appears (not reacheable or killiable, just a living display). Press again the first one disappears, and another appears in its place. The best way I found was moving critters in and out of a holding cell but was hoping there was a better way. The other thing I wanted is when entering a graveyard at night a ghost appears. This one is killiable. If you leave the graveyard or daylight comes it vanishes. Return to the grave again at night it reappears. Trying to figure out how to return things to original never entered the graveyard condition when you leave or daylight comes, whether or not you killed the thing while there. Never figured out why none of the graveyards were haunted.
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Yes. You explained how to deal with getting rid of something that you killed. I was hoping for something akin to how frostfall has a way to cause a tent to spawn and then removes it when not needed. It seems for creatures the only way would be to have unique unkillable creatures in a holding cell somewhere and just move them between the place you want them and then back to the holding cell. I was hoping for a better way to get creatures to instantly appear and then be instantly removed repeatedly. When a summons time expires you hear the death noise which I suppose comes from the criticalstages bit but then they immediately disappear leaving nothing behind. Are the corpses moved to some garbage cell until the game cleans them up? Or does summoning repeatedly leave a trail of disabled dead creatures behind you? Where DO the bodies go when the summons expires?
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So if it won't work if you move the npc to a different cell before calling it there is no way to avoid that horrible death sound you get with summoned creatures? If you also don't want a dead npc on the floor would you need to call delete after critical stage or delete and disable? For things like ghosts would it leave ectoplasm or the like behind? I read but didn't really understand the function. If I just wanted to get rid of say a wolf I spawned I could have something like wolf.SetCriticalStage(0) and it would disappear and be removed from my save?
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What is the safest way to remove spawned (not summoned) NPCs and object references if methods differ? Say I have a button when pressed spawns a NPC from a list of creatures. What script would I use to remove it when pressed again? Same for button that spawns say a kettle.
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[LE] Script bugs
greyday01 replied to TheDarkWearoner75's topic in Skyrim's Creation Kit and Modders
For the one that doesn't compile comment out by preceeding each line with a ;. Then compile with only the title. Then start removing ;'s one at a time and recompiling. Eventually you should find the error. -
SSE New world space land goes haywire
greyday01 replied to Dashyburn's topic in Skyrim's Creation Kit and Modders
Looks beautiful. Luckily the indoors will not need changing except re-finalizing the navmesh for the exit. For the exterior statics (including cliffs), you can select all by control and drag and then paste to your new cell. That will save a lot of your work. Don't know if you can select over multiple exterior cells or you will have to do one cell at a time. Make the new worldspace and check to be sure it's working correctly, then try copying and pasting. If needed reselect everything and drag to the correct height. All the statics should be correctly aligned with each other (Don't forget to have gridlock turned on, I would choose a small number like 8 or 4). Then use the landscape tool to tweak the land shape. -
SSE New world space land goes haywire
greyday01 replied to Dashyburn's topic in Skyrim's Creation Kit and Modders
Have you tried resetting the land height and water if changed back to the default values? It doesn't matter if the castle is up in the air, you can drag it down to the ground later. -
[LE] Need help adding items to a merchant
greyday01 replied to saintgrimm92's topic in Skyrim's Creation Kit and Modders
I'm not sure about the items in the chest. Have you tried adding the items directly into the merchant's inventory? That should be instantaneous and items of the type the merchant can sell and not equipped I believe will show up in the vendor list. -
[LE] Need help adding items to a merchant
greyday01 replied to saintgrimm92's topic in Skyrim's Creation Kit and Modders
Try a single chest with leveled lists to control its contents. If you want the chance of items to change based on the player's level, just using leveled lists should work. If you want to have the contents change based on a quest stage, I believe you can use AddForm to add items to the leveled list.
