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PowderedSugar

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  1. I haven't done any modding for a number of years, but I recently decided to try my hand at making an optional file for my old house mod that allows it to take advantage of SKSE to sort items. The problem is, I can't remember how you go about adding an optional file to an existing mod. I did it once, but I'm not sure how and I don't have access to the original files anymore. Is there a tutorial somewhere for how you do this? I can't find anything in tutorials of via searching the web. Thanks!
  2. Thanks. I've managed to get it working. Just changing the extension seems to have been enough. Then I can edit the secondary mod, save it, make a backup of everything, prep it for testing, and then just revert to the back up copy once I'm done testing. This setup allows me to test without worrying about breaking the mod's association. It's a little cumbersome, but it works.
  3. Wow, that's a pretty crazy limitation. It also means I wasted a bunch of time last night >_> Oh well, I got the layout figured out at least. Does that mean I can't go in and test the mod while I'm building it? Whenever I switched it to an esm it wouldn't load properly and I couldn't access my cells in-game. I also still cannot figure out how to get the CK to save an esm. I can't set it as the active mod, so how can I save it? Edit: I just tried converting the plugin to an esm and loading it in Skyrim. None of my cells exist, and I cannot access my mod. This mod does rely on a .bsa in addition to the .esp. Is there some change I need to make to that to get it to load properly?
  4. Alright, follow up question. Do I have to have my main mod loaded as a master while editing, or can I just do these steps once the edit is done?
  5. How do I save my mod as an esm? It won't let me set the modified esm file as active, so I can't save it after converting it. Edit: I'm having a really weird issue. I got it to work once, but when I loaded the game again, the entrance to my mod area is completely missing.
  6. I am trying to figure out how to alter a mod I made with a second mod file. I created The Hoarder's Chest and have received numerous requests for additional storage / display space. I'm not wanting to modify the primary mod, I like the layout and don't care to change it; but I do want to try to meet these users' requests. In order to do this, I'm wanting to create a second mod that changes the location of some of my mannequins, and adds a few more. I've attempted this by loading my mod into the creation kit without setting it as active, modifying the layout, and saving it as a new mod. I've loaded it into SSE, and made sure that the modification is loading after the main mod, but nothing in the main mod is changing. I'm sure there just some step that I'm missing and was hoping to get some guidance on how to accomplish this. Thanks! The Hoarder's Chest: https://www.nexusmods.com/skyrimspecialedition/mods/7379
  7. I'm working on a new display area in my mod, and have run into an issue with using weapons as part of the display. I am using the DefaultBlockActivation and defaultDisableHavokOnLoad on each of the display items, but for some reason it's not working. For this specific display, I've used the reward version of the Blade of Woe, and placed it in a static, lidless copy of the small, angled display case. When I go into the game to check it out, the dagger is hovering above the display case. I ran Havok on the object in the editor and it winds up in the same position, which means that Havok is still running on the object when I enter the cell. I have double checked to make sure the first two properties of the disable Havok script are both false, and have even checked disable Havok settling option. I'd really like to avoid making static duplicates for each of the items I'm trying to display. Does anyone have any thoughts about why this combination of scripts isn't working? Does it have something to do with the display case? I replaced the lid textures with null textures to make it invisible, but I don't know if that does anything for collision.
  8. Would you mind if I asked where you found that? I am going to be looking into the horses in the near future. What you are doing should be done via quest. The horse the player chooses should be forced to an Alias and that is just for starters. You really need to get a much better grasp of what you are doing. Look at how the game deals with Horses. You may even want to have a look at the dialogue follower quest. Watch the videos bellow, they will give you a wide range of information. https://www.youtube.com/user/doughamil/videos Thanks for the link to the tutorial series. I'll watch those before continuing.
  9. To follow up, by moving everything to a single script the teleportation effect started working. When I was standing near the stables it would immediately teleport the horse back to me, but when I moved away from it it started working.
  10. Thanks for the example, but the horse being stored or recalled won't necessarily be the last horse the player rode on. They're also not just being moved to the player, they're being moved a small world space I created. MoveToMyEditorLocation won't work in this instance because player-purchased horses are never placed in the editor.
  11. I went with two scripts because the store and summon spells need to be separate (different delivery types), so I thought I needed an intermediary to store the reference. I did try to place the MoveTo code to the Spell Script, and the horse teleported away, but then reappeared a couple seconds later. That's one step closer at least. I guess I'll move the storage and reference portion to the spell like you suggested, and see if that fixes the issue. Thanks!
  12. I am trying to create a set of spells that will allow me to mark a primary horse, store it in a world space I created, and then recall it from that world space later. Here is the code I have: This is the horse manager script, which stores a reference to the horse marked as primary, and handles moving it to the storage world. Scriptname _HC_HorseManager extends ObjectReference Actor property HCPrimaryHorse auto ;Reference to the primary horse. This is set by the player in game. ObjectReference property HCStableMarker1 auto ;Reference to XMarkerHeader in the storage world I'm moving the horse to. bool Function isPrimaryHorse(Actor check) return check == HCPRimaryHorse endfunction Function SetHorseAsPrimary(Actor target) HCPrimaryHorse = target StoreHorse(target) EndFunction Function StoreHorse(Actor target) target.MoveTo(HCStableMarker1) endfunction Here is the Spell script. This is a projectile spell, Delivery is Target Actor. Scriptname _HC_HorseStoreMarkSpellEffect extends activemagiceffect Race Property HorseRace Auto Faction Property PlayerHorseFaction Auto Message property _HC_MSG_HorseStoreMark auto ObjectReference property hmObj auto ;Reference to the object that holds the _HC_HorseManager script Event OnEffectStart(Actor akTarget, Actor akCaster) _HC_HorseManager manager = hmObj as _HC_HorseManager if(akTarget.GetActorBase().GetRace() == HorseRace) ;Make sure the spell hit a horse if(akTarget.IsInFaction(PlayerHorseFaction)) ;Make sure the horse is owned by the player if(manager.isPrimaryHorse(akTarget)) ;Check if horse is already primary manager.StoreHorse(akTarget) ;If so, move it to the storage world else ;If not, ask to set as primary or not int selection = _HC_MSG_HorseStoreMark.show() if(selection == 0) manager.StoreHorse(akTarget) elseif(selection == 1) manager.SetHorseAsPrimary(akTarget) endif endif else Debug.Notification("You cannot store a horse you don't own.") endif else Debug.Notification(akTarget.GetActorBase().GetRace()) ;debug output endif EndEvent I've run this with debug notifications, every function is being called in its proper order, and HCPrimaryHorse is being assigned to correctly. The issue is simply that when I cast it, the horse doesn't go anywhere. I am casting this on a horse I purchased from the Whiterun Stables. Thanks for any guidance you can offer.
  13. That would not be obvious from this post. I just went into the kit and did exactly what IsharaMeradin has been telling you to do and it worked perfectly. I found and actor in a cell. I looked at script attached to them and I did this. MyScript Property ActorRef Auto ;I would find the exact ref name in the cell and use that. That is what I did but it did not auto fill. The Magic effect script compiled and then I opened up the properties and added the object reference property to the script. BTW the script was placed on the actor base. You need to stop wasting time and post exactly what you have set up so you can be helped. _HC_HorseManager Let us see this script. Here's _HC_HorseManager Scriptname _HC_HorseManager ObjectReference property HCPrimaryHorse Auto Function HCSetMarkedHorse(ObjectReference target) HCPrimaryHorse = target EndFunction THANK YOU! As I was writing this, I realized that I never set _HC_HorseManager to extend ObjectReference, which is why I couldn't cast it. I changed that and it started working perfectly. Much obliged!
  14. I know MyScript was a placeholder, it was just easier to write than _HC_HorseManager. Here is the specific bit of code I tried, for both variants. Option 1: ObjectReference property HorseManagerObj auto Event OnEffectStart(Actor akTarget, Actor akCaster) _HC_HorseManager manager = HorseManagerObj as _HC_HorseManager EndEvent This results in the following error: Even if I add the property, save (ignoring the error), set the property to the object that has the _HC_HorseManager, then edit the source and try again, it still throws the error. (I'm aware that this shouldn't fix the problem, but wanted to let you know that I had tried it, just in case.) Option 2: _HC_HorseManager property HorseManager auto This results in a grayed out property field. I cannot auto-fill or manually edit the value. Despite my low post count, I am not a novice programmer, and do not appreciate the assumption that I'm being a deliberate time waster.
  15. Thank you for the response. I'm trying to use option 2, but whenever I add a property of type MyScript, it grays it out and doesn't allow me to assign a value from the properties window. As for option 1, whenever I try that it gives me the following error: "Cannot cast objectreference to a MyScript, types are incompatible."
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