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SevenBlue

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Everything posted by SevenBlue

  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?
  14. Question. I'm attempting to start a state when the player enters a custom crafting menu by clicking a misc item I scripted. I am fairly certain I know how to start the state, but how would I end it upon the player leaving the menu? I'm not even sure if that is possible without using OnSit and OnGetUp. Any assistance anyone could provide would be most appreciated.
  15. If I understand what you are trying to do correctly this video should be just the ticket. I highly recommend his other videos too!
  16. What's the problem exactly? CTD, lag, artefacting, etc.
  17. Trust me buddy I've been there. Sadly no one is going to swoop in and solve all your problems, logistically you're the only one who can, but that doesn't mean there's no help available. I'd recommend watching some tutorials online to educate yourself. Gopher's beginner's guide to modding skyrim Gopher's guide to NMM GamerPoet's Modding Skyrim: From start to finish May the Force be with you.
  18. Ooo that's interesting. I'd never thought of that. Thank you for sharing the answer.
  19. Speed increase is a staple of Skooma mods, due to it having that effect in earlier games. Hallucinations is an interesting ideas. I can see that being an effect of a particular, let's call it, strain of skooma. Hmm that does give me the idea of multiple strains of moon sugar actually. If one knows anything about marijuana then one knows what I'm talking about. (Not that the idea of plant strains is solely the domain of marijuana, but you get what I'm saying.) The idea of it lasting an hour in real time is also an interesting consideration. I suppose the manner in which one ingests the Skooma will contribute to it's length. An hour is probably a little much for most players. But an MCM option to tweak the length of skooma intoxication shouldn't be too hard to cook up. (Once I understand the basic principles of course, I'm learning as I mod.) But back to the random attacks, I could probably dissect the scripts for that from The Mind of Madness quest. Oh addiction will play a huge part, I'm looking forward to that, especially to the patches to make it compatible with needs mods. (RND, iNeed, and Last Seed eventually) Ideally I'd like to figure out a way to have longer periods of addiction result in harsher withdrawals. That stuff is addictive as sin so the game play should reflect that. A cure quest is an interesting prospect I hadn't thought of! I still have vivid memories of doing the quest to cure my vampirism back in Oblivion. Something similar could be interesting. I also recall reading on the uesp that removing someone's self hatred can cure their addiction. Although now that I'm typing that I'm wondering if that was Jet from FO. Either way, a quest similar, again, to The Mind of Madness where the player confronts their demons in combat could be hella fun. Thank you both for your ideas and input, I'll be sure to inform you when the mod is published!
  20. I'm not too good at modding yet, but I'm improving my skills drastically. I could probably give you a hand in a few weeks if you'd like. Feel free to shoot me a list of /exactly/ what you're looking for and I'll see what I can do.
  21. Love your work, will offer my services once I've refined my modding skills some more.
  22. Oh ye of little faith. The great and powerful someguy2000 always delivers.
  23. Hey there Nexus, your friendly neighborhood modder here. I'm planning on doing a Skooma overhaul and I'd love to know what features that community would like to see in such a mod. No ideas are bad, the stranger and more unusually specific the better! Please respond and let me know what you want to see!
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