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SevenBlue

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Nexus Mods Profile

About SevenBlue

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    United States
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    All the games
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    Some of the games

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  1. So far all I have for my trouble is a broken mesh that crashes my game hah
  2. Little outside my expertise but I'll take a look
  3. I had a strange idea for a concept that I don't know if it's been done before, thinking of tinkering with it. Would it be possible to set up a power or a misc item the player could use to initiate dialogue with a npc that they can't see? Kind of like a portable npc? Edit: I'm going to look into talking activators to see if I can get this to work like I imagine
  4. I'd like to make a spell that functions as a distraction like throw voice, but I have not idea where to start as I've never seriously tinkered with spells before. Does anyone have any good resources for making that type of spell?
  5. Does anyone know if there's a mod that adds a spell that functions like throw voice or noise maker arrows from sneak tools? Something that would allow the user to draw an enemy into a trap or ambush?
  6. Title says it all. I've been out of the modding game for a while so if anyone could point me in the direction of a tutorial or give me some pointers on how to do this I'd be much obliged.
  7. Yeah I ended up using the two recipe method. Thanks though!
  8. Hey So I'm trying to set up a construable object recipe that has two sets of conditions on one recipe, so I don't have to use two recipes for one item depending on settings. I can't make heads or tails out of the wiki entry on the subject so I was hoping to get some help. The conditions are as follows: Master Switch - controls whether this class of recipe shows up at all, so always needs to be true for this recipe to show up. and Level System- off| controls whether the player is using the leveling system, if master switch is true and this is true the item shows up as craftable or Level System- on and Level 01 = true | so the recipe would display if the leveling system is on AND the player has the prerequisite level I've tried switching things around on the match conditions in the creation kit but I can't seem to get it straight. Could anyone offer some guidance in this regard?
  9. I'll have to do some reading to understand all the changes you made but I'll certainly take it under advisement, thank you!
  10. I got it working! The problem was I was pushing the entirety of my code on a OnEquip event when the player used the sewing kit in their inventory. I split off the leveling functionality into a reference alias on a quest and it worked like a charm! Code below for any future googlers.
  11. So I'm scripting a leveling system for a tailor mod I'm making, and the system works fine, the only problem I'm having is the OnMenuClose event not firing when the player closes the menu. If anyone could shed some light on why I'd be much obliged! State Tailor Event OnBeginState() Debug.Notification("Initialized Tailor State") AddInventoryEventFilter(SB_Clothing_Tier01) AddInventoryEventFilter(SB_Clothing_Tier02) AddInventoryEventFilter(SB_Clothing_Tier03) RegisterForMenu("Crafting Menu") EndEvent Event OnItemAdded(Form akBaseItem, Int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) if SB_Clothing_Tier01.HasForm(akBaseItem) EXP = 5 Debug.Notification("5 exp") ElseIf SB_Clothing_Tier02.HasForm(akBaseItem) Exp = 15 Debug.Notification("15 exp") ElseIf SB_Clothing_Tier03.HasForm(akBaseItem) Exp = 25 Debug.Notification("25 exp") Else Exp = 0 EndIf TailorEXP = (TailorEXP + Exp) as int If TailorEXP >= 25 && Level01Val == false; SB_Level01Msg.show() SB_Level01.SetValue(1) Level01Val = true; EndIf If TailorEXP >= 125 && Level02Val == false; SB_Level02Msg.show() SB_Level02.SetValue(1) Level02Val = true; EndIf If TailorEXP >= 250 && Level03Val == false; SB_Level03Msg.show() SB_Level03.SetValue(1) Level03Val = true; EndIf EndEvent Event OnMenuClose(String MenuName) SB_TailorEXP.SetValue(TailorEXP) Debug.Notification("Closing Tailor State") GoToState("") EndEvent Event OnEndState() Debug.Notification("Leaving the running state!") EndEvent EndState
  12. Doesn't look like it, ah well that's fine I can work around this using other methods. Just figured I'd try to make my crafting portable but it looks like tying it to furniture will have to do. Thank you anyway!
  13. Does OnGetUp fire when you close a crafting menu even if the player isn't physically in the same cell as the crafting furniture?
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