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SevenBlue

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Everything posted by SevenBlue

  1. Hey Z, welcome to the forums. There are actually a few mods out there that can provide you with what you're looking for! Legacy of the Dragonborn is a huge mod that has archaeology and artifact hunting. Fossil Mining adds the chance for various fossils to drop while you mine, it's also got compatibility with Legacy And a smaller mod is Buried Treasures which does exactly what it says on the tin. I hope these scratch your itch, happy modding!
  2. I can personally recommend DarkFox127's youtube channel for tutorials as well. He covers a lot of what you are talking about. May the force be with you.
  3. I could link you to quite a few tutorials that show you how to turn your dragonborn into a companions, if you'd be interested in having a crack at it yourself. : )
  4. Finally got the chance to test your suggestion and it worked beautifully, thank you a bundle! Want me to name a npc in the mod after you as thanks?
  5. Alright my mistake for misunderstanding. This is quest script and it is tied to the quest. Okay I got it working, with just one final kink to work out. I'm trying to get the turn in to be five caps per finger but it's giving them at a 1:1 ratio. Any idea how to sort this out? Set sbmarshalldialogue.gangercount to player.getitemcount sbpgfinger player.removeitem sbpgfinger sbmarshalldialogue.gangercount player.additem caps001 sbmarshalldialogue.gangercount*5
  6. This is the legion ear quest's first line of code Set vFreeformForlornHope03.LegionEarTotal to vFreeformForlornHope03.LegionEarTotal + vFreeformForlornHope03.LegionEar1 and this is mine Set sbMarshallDialogue.GangerCount to sbMarshallDialogue.GangerCount + sbMarshallDialogue.GangerFingersbut mine isn't compiling.
  7. I'm trying to make a quest where the player can turn in X amount of an item for X caps. I've tried mimicking the legion ear set up to no avail. I have this set up in the quest script section just fine. scn sbbountymasterscript ;This script governs the Lawbringer reward system Short GangerCount Short FingerCount But I can't compile this in the dialogue section. Set GangerCount to Player.GetItemCount SBPGFinger; Set FingerCount to (GangerCount) Player.removeitem SBPGFinger GangerCount; Player.additem caps001 FingerCount; anyone know what I'm doing wrong?
  8. Sorry, had work the past few days. I followed the instructions yet am still coming across the same result. The MCM menu is freezing and the item is appearing in the merchant's inventory despite the global starting set at 0. Not sure where I messed up.
  9. Strangely I'm still encountering the issue when using Kapteyn's script, also it seems that the item is being added to the inventory of the merchants before the global is activated. So it seems I'll have to go back to adding and removing the item from leveledlistB in order to make it appear and disappear.
  10. Gotchya, that's my mistake. Understood, that was part of the boilerplate Darkfox provided in his tutorials. Also, I'm still encountering the same problem.
  11. Right on the money, I got it to compile now but it's glitching in game. With my test mod activated when I try and open the MCM menus it never opens and just idles indefinitely, here's the entire script. Scriptname SB_MCMScript extends SKI_ConfigBase Actor Property Risaad Auto LeveledItem Property SB_SkoomaSetPartB Auto MiscObject Property SB_SkoomaSet Auto GlobalVariable Property SB_SkoomaSetGlobal auto ObjectReference Property CaravanAChestREF Auto ;==================== ; DIVIDER ;==================== ;TOGGLE STATES Bool KitVal = False; ;==================== ; DIVIDER ;==================== ;OIDS (Option IDs) Int iKit ;==================== ; DIVIDER ;==================== Event OnConfigInit() Pages = new string[2] Pages[0] = "Settings" Pages[1] = "Skooma Types" EndEvent ;==================== ; DIVIDER ;==================== Event OnPageReset(string page) If (page == "") LoadCustomContent("MY FILE DIRECTORY") Else UnloadCustomContent() EndIf ;==================== ; DIVIDER ;==================== If (page == "Settings") SetCursorFillMode(TOP_TO_BOTTOM) AddHeaderOption("My Header") AddEmptyOption() ikit = AddToggleOption("Caravans have Skooma Kit", KitVal) ElseIf (page == "Skooma Types") EndIf EndEvent ;==================== ; DIVIDER ;==================== Event OnOptionSelect(int option) If (CurrentPage == "Settings") If (option == iKit) KitVal = !KitVal SetToggleOptionValue(iKit, KitVal) If (SB_SkoomaSetGlobal.GetValue() == 0) SB_SkoomaSetGlobal.SetValue(1) Else SB_SkoomaSetGlobal.SetValue(0) CaravanAChestREF.RemoveItem(SB_Skoomaset,10) EndIf EndIf EndIf EndEvent
  12. My mistake, I tried it with and without the brackets and got two different errors, the missing comma seemed to be the key. I defaulted to without it because the example on the wiki doesn't use them. Although I'm still getting a compiler error. Event OnOptionSelect(int option) If (CurrentPage == "Settings") If (option == iKit) KitVal = !KitVal SetToggleOptionValue(iKit, KitVal) If (SB_SkoomaSetGlobal.GetValue() == 0) SB_SkoomaSetGlobal.SetValue(1) Else SB_SkoomaSetGlobal.SetValue(0) CaravanAChestREF.RemoveItem(SB_Skoomaset,10) EndIf EndIf EndIf EndEvent and the error C:\Games\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\SB_MCMScript.psc(100,21): RemoveItem is not a function or does not exist Is this because it's a Ski_config script?
  13. Foamy was completely right, I was using the base object instead of the ref. Also sorry for not including the code, oversight on my part. It's getting errors still. Here's the section of code I'm working on at the moment Event OnOptionSelect(int option) If (CurrentPage == "Settings") If (option == iKit) KitVal = !KitVal SetToggleOptionValue(iKit, KitVal) If (SB_SkoomaSetGlobal.GetValue() == 0) SB_SkoomaSetGlobal.SetValue(1) Else SB_SkoomaSetGlobal.SetValue(0) CaravanAChestREF.RemoveItem SB_Skoomaset 10 EndIf EndIf EndIf EndEvent and here are the errors C:\Games\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\SB_MCMScript.psc(100,21): no viable alternative at input 'RemoveItem' C:\Games\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\SB_MCMScript.psc(100,32): no viable alternative at input 'SB_SkoomaSet' Thank you guys for helping me with this so much, I really appreciate it.
  14. RemoveItem is not a function or does not exist Annoying but this is what I got
  15. Won't compile not sure why, tried tweaking it in various ways. SetToggleOptionValue(iKit, KitVal) If (SB_SkoomaSetGlobal.GetValue() == 0) SB_SkoomaSetGlobal.SetValue(1) Else SB_SkoomaSetGlobal.SetValue(0) MerchantCaravanAChest.RemoveItem SB_SkoomaSet 10 and here are the errors C:\Games\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\SB_MCMScript.psc(100,26): no viable alternative at input 'RemoveItem' C:\Games\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\SB_MCMScript.psc(100,37): no viable alternative at input 'SB_SkoomaSet'
  16. No, three known merchant chests, the three caravans. I've been using the moonsugar leveled item list to target all three at once. Ideally no since that's exploitable by the player, they could just toggle the option to reset the inventory.
  17. Hey everyone, last year I added a basic recipe to Skooma for the game called Simple Skooma it's goal was to allow the player to craft skooma very simply, which it more or less achieved. But let's face it it's not that impressive of a mod. Well I've been working away at the update which I'm rebuilding from the ground up (not that that's saying much hahah) Let me list some of the features I'm working on. Dedicated Skooma Crafting system opened by a chemistry set that the player carries in their inventory. New Skooma types, including "classic skooma" as seen in Oblivion and Morrowind. Unlock-able recipes through journals and notes. New alchemy ingredient called Moon Cane, which you can plant and use a mill to grind into moon sugar. An addiction and withdrawal system and those are just the features I have working, I have more plans including my current task of getting a MCM menu put together so that if you don't like one of the features of this mod, you can turn it off. I'm now confident enough in the work I've done to open it up to the community and ask for ideas and maybe what you'd like to see. Here's a brief video showing some of what I've implemented so far, it's far from as polished as it's going to be, the recipes, names, and so forth are more or less placeholders while I get the core system working. So what do you hope to see?
  18. Hey, so I'm working on my MCM for my mod and I'm currently on the toggle option for certain items to appear in the merchant's inventory. It works fine if the player waits 2 days for the merchant chest to respawn, but I was wondering if there was another way of handling it? I have it set up with two layers of leveled lists, ListA gets added to a vanilla leveled list oninit, the only item on ListA is ListB, the toggle option I currently have set up uses addform and revert to control the single item being added and removed from ListB. This works but like I said you also gotta wait for the merchant's chest to respawn. I also tried using globals with a similar set up, and this works in that the item spawns in the vendor's chest immediately, since it was technically always there just hidden, but then when the option to show the item is disabled the item persists in the merchant chest. I'm not even sure if there is a viable solution beyond just having the player wait 2 days in game but I figure I'd throw this out there.
  19. Yup, you're totally right, that's my derp, sorry. Cool, that definitely makes logical sense, thank you!
  20. Hey sorry for the delay in my response. Kapteyn was correct, changing the parameters (is that the right word?) to akCaster and akTarget got things working like a charm. Though I don't think I properly understand why it worked. If someone could walk me through that that would be peachy. Also to satisfy curiosity, I was practicing using a scripted effect with potions. Specifically I was working on a withdrawal system for my skooma mod. With your help I now understand the principles well enough to introduce a addiction system I'm pretty happy with. So thank you both of you : )
  21. Working on the same test as before and run into a new error that I can't seem to suss out. Here's the script Scriptname SB_AddictionTestScript extends activemagiceffect SPELL Property AltarTalosSpell Auto Actor Property PlayerRef Auto MagicEffect Property SB_TestEffect Auto Event OnEffectFinish(Actor akTarget, Actor akCaster) AltarTalosSpell.cast(SB_TestEffect, playerRef) EndEvent and here's the error SB_AddictionTestScript.psc(12,17): type mismatch on parameter 1 (did you forget a cast?) any help or guidance will be much appreciated as always
  22. Making a test mod to make sure I understand some principles properly. Script is failing to compile because the CK is registering a property as a variable despite it being properly defined. Here's the script and the error code. Scriptname SB_EffectAddTest extends activemagiceffect SPELL Property AlterTalosSpell Auto Actor Property PlayerRef Auto Potion Property SB_TestPotion Auto Event OnEffectFinish(Actor akTarget, Actor akCaster) AltarTalosSpell.cast(SB_TestPotion, playerRef) EndEvent Starting 1 compile threads for 1 files... Compiling "SB_EffectAddTest"... C:\Games\Steam\steamapps\common\Skyrim\Data\Scripts\Source\temp\SB_EffectAddTest.psc(11,1): variable AltarTalosSpell is undefined C:\Games\Steam\steamapps\common\Skyrim\Data\Scripts\Source\temp\SB_EffectAddTest.psc(11,17): none is not a known user-defined type No output generated for SB_EffectAddTest, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on SB_EffectAddTest Is it glitching or am I missing something stupid and obvious?
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