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Everything posted by SevenBlue
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[LE] Magical Effect not ending
SevenBlue replied to SevenBlue's topic in Skyrim's Creation Kit and Modders
Got it working, thanks ya'll -
[LE] Magical Effect not ending
SevenBlue replied to SevenBlue's topic in Skyrim's Creation Kit and Modders
It takes effect it just doesn't stop -
I created a custom magical effect to enhance speed, the potion it's attached to has the duration set to 20 seconds, and the effect "ends" after the 20 seconds are up, but the speed boost persists. Any idea what I'm doing wrong? http://i63.tinypic.com/z7b6r.png
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Yeah the item works as intended when I coc to the dummy cell. Well kind of. It shifts the player over and has them start using the furniture. It looks like chesko does it by having the furniture spawn in front of the player invisibly using his campfire system. But I took a look at scrimshaw in hunterborn too and that one is done using the same method I'm trying to but I can't tell what I'm doing wrong.
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Hey I've been poking around trying to open a new custom crafting menu by clicking on a misc item in the inventory. So far I've managed to set up a new crafting menu just fine by placing a new furniture item in a dummy cell. I have a basic idea of how to get the script working to access the menu by clicking on the item but in it's current iteration I get the "cannot equip this item" message when I click on it. Ideally I want it to work like the mortar and pestle in campfire by chesko. Here's the code in question Scriptname SB_SkoomaCraftingBootup extends ObjectReference Actor Property PlayerRef Auto ObjectReference Property SB_SkoomaTable Auto Event OnEquipped() SB_SkoomaTable.Activate(PlayerRef) EndEvent Any assistance and guidance would be most valued.
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[LE] Creation Kit Dialogue Audio Trouble
SevenBlue replied to SevenBlue's topic in Skyrim's Creation Kit and Modders
Thank you both of you, you've been incredibly helpful! -
[LE] Can I create a new perk-tree?
SevenBlue replied to KirillBelovTest's topic in Skyrim's Creation Kit and Modders
Badabing badaboom a tutorial for you -
[LE] Creation Kit Dialogue Audio Trouble
SevenBlue replied to SevenBlue's topic in Skyrim's Creation Kit and Modders
Got it! Thanks a bundle you've been really helpful! One last thing, I'm encountering the bug where I have to save and reload in order for dialogue to work in game, is there anyway I can include a fix for this? -
[LE] Creation Kit Dialogue Audio Trouble
SevenBlue replied to SevenBlue's topic in Skyrim's Creation Kit and Modders
Yes he is I got it working, though I'm not sure how since I'm 75% sure that I did it right the first time. But now I've encountered a new problem with the lip file. The lip file is based on the dummy recording I made in the creation kit, and when I use the creation kit to try and fix that I have to transfer the sound files into the skyrim directory (Since I use MO) and it seems to work? But then when I try testing it in game it still syncs the lips to the original audio file and now my game crashes. Should I try building it from scratch outside MO and see if that makes a difference? -
[LE] Creation Kit Dialogue Audio Trouble
SevenBlue replied to SevenBlue's topic in Skyrim's Creation Kit and Modders
Nope still not working. When I preview it in the creation kit it uses the WAV file that I originally made in the creation kit, even though I overrode it with the new file. When I test it in game the dialogue just plain doesn't work despite working with the creation kit recording. -
I'm having trouble with the audio files for dialogue in the creation kit. I record the dialogue in audacity, I make sure it has the correct file name and put it in the proper location, and I make sure it's a WAV file, but for whatever reason the creation kit can't seem to read the file. Can anyone point me in the direction of something I'm missing?
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[LE] Yet another script failing to compile.
SevenBlue replied to SevenBlue's topic in Skyrim's Creation Kit and Modders
Works like a charm, thanks for pointing it out, what type of axe do you want to be and what do you want it to be called, Levionte? I was thinking Ebony war axe with increased critical chance with a shock/soultrap enchantment tucked away in a cave somewhere. -
Hi ho, hi ho, another script won't go. *whistles* So I'm trying to compile a pretty basic transmutation spell that I frankenstein'd off of the Transmute Ore spell, everything seems to be working okay except the advanceskill command which I'm fairly certain I did right. Here's the code. Scriptname SBTransmuteSoulgem01Script extends ActiveMagicEffect MiscObject Property SoulGemPiece001 Auto MiscObject Property SoulGemPiece002 Auto MiscObject Property SoulGemPiece003 Auto MiscObject Property SoulGemPiece004 Auto MiscObject Property SoulGemPiece005 Auto MiscObject Property SBSoulGemShard Auto Sound Property FailureSFX Auto Float Property SkillAdvance = 5.0 Auto EVENT OnEffectStart(Actor akTarget, Actor akCaster) objectReference caster = akCaster if caster.getItemCount(SoulGemPiece001) >= 1 caster.removeItem(SoulGemPiece001, 1, TRUE) caster.addItem(SBSoulGemShard, 1, FALSE) advanceSkill("conjuration",skillAdvancement) elseif caster.getItemCount(SoulGemPiece002) >= 1 caster.removeItem(SoulGemPiece002, 1, TRUE) caster.addItem(SBSoulGemShard, 1, FALSE) advanceSkill("conjuration",skillAdvancement) elseif caster.getItemCount(SoulGemPiece003) >= 1 caster.removeItem(SoulGemPiece003, 1, TRUE) caster.addItem(SBSoulGemShard, 1, FALSE) advanceSkill("conjuration",skillAdvancement) elseif caster.getItemCount(SoulGemPiece004) >= 1 caster.removeItem(SoulGemPiece004, 1, TRUE) caster.addItem(SBSoulGemShard, 1, FALSE) advanceSkill("conjuration",skillAdvancement) elseif caster.getItemCount(SoulGemPiece005) >= 1 caster.removeItem(SoulGemPiece005, 1, TRUE) caster.addItem(SBSoulGemShard, 1, FALSE) advanceSkill("conjuration",skillAdvancement) else ; caster must have had no valid ore FailureSFX.play(caster) endif endEVENT and the errors I'm getting are Starting 1 compile threads for 1 files... Compiling "SBTransmuteSoulgem01Script"... C:\Games\Steam\steamapps\common\Skyrim\Data\Scripts\Source\temp\SBTransmuteSoulgem01Script.psc(25,29): variable skillAdvancement is undefined C:\Games\Steam\steamapps\common\Skyrim\Data\Scripts\Source\temp\SBTransmuteSoulgem01Script.psc(25,2): advanceSkill is not a function or does not exist C:\Games\Steam\steamapps\common\Skyrim\Data\Scripts\Source\temp\SBTransmuteSoulgem01Script.psc(30,29): variable skillAdvancement is undefined C:\Games\Steam\steamapps\common\Skyrim\Data\Scripts\Source\temp\SBTransmuteSoulgem01Script.psc(30,2): advanceSkill is not a function or does not exist C:\Games\Steam\steamapps\common\Skyrim\Data\Scripts\Source\temp\SBTransmuteSoulgem01Script.psc(36,29): variable skillAdvancement is undefined C:\Games\Steam\steamapps\common\Skyrim\Data\Scripts\Source\temp\SBTransmuteSoulgem01Script.psc(36,2): advanceSkill is not a function or does not exist C:\Games\Steam\steamapps\common\Skyrim\Data\Scripts\Source\temp\SBTransmuteSoulgem01Script.psc(42,29): variable skillAdvancement is undefined C:\Games\Steam\steamapps\common\Skyrim\Data\Scripts\Source\temp\SBTransmuteSoulgem01Script.psc(42,2): advanceSkill is not a function or does not exist C:\Games\Steam\steamapps\common\Skyrim\Data\Scripts\Source\temp\SBTransmuteSoulgem01Script.psc(48,29): variable skillAdvancement is undefined C:\Games\Steam\steamapps\common\Skyrim\Data\Scripts\Source\temp\SBTransmuteSoulgem01Script.psc(48,2): advanceSkill is not a function or does not exist No output generated for SBTransmuteSoulgem01Script, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on SBTransmuteSoulgem01Script Plz help and I'll name an axe after you.
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[LE] Script not firing in game
SevenBlue replied to SevenBlue's topic in Skyrim's Creation Kit and Modders
Putting it in it's own quest seems to let it fire properly, the aliases in quest A are also working properly as far as I can tell so I'm not sure what the hold up was? Also it's firing but it's just not doing what it's supposed to. Debug pops up fine but I still can't plant the new ingredient, does the code look alright? Edit: Never mind I had just forgotten to add the item to my inventory like an idiot. -
Should I keep making new threads as I keep running into issues or should I make a dedicated thread for the mod I'm working on? I don't wanna clutter up the forum and I feel self conscious about always asking for help hahah. So I banged together a script to add the appropriate items to the appropriate formlists to make a new ingredient plantable for HF, since if I just added it manually it would create compatibility issues with other mods that edit those formlists. But for some reason it's not firing in-game, but it's compiling alright. Scriptname SB_AddSkooma2Form extends quest {Adds Mooncane and Moonsugar to the appropriate form lists for Hearthfire} Ingredient property SB_MoonCaneIGR Auto Flora property SB_MoonCAne Auto Formlist property flPlanterPlantableItem Auto Formlist property flPlanterPlantedFlora Auto Event OnInit() debug.messagebox ("Okay, I'm loading boss!") flPlanterPlantableItem.addform(SB_MoonCaneIGR) flPlanterPlantedFlora.addform(SB_MoonCane) endEvent
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[LE] Selling items via dialogue
SevenBlue replied to SevenBlue's topic in Skyrim's Creation Kit and Modders
I honestly can't say I follow to be perfectly honest, but I'll bookmark this for future reference for when I'm more advanced. -
[LE] Selling items via dialogue
SevenBlue replied to SevenBlue's topic in Skyrim's Creation Kit and Modders
Removing the superfluous brackets worked like a charm, I had uncommented earlier today and run a test to no avail. But it's working perfectly now, thank you ever so much! One thing, I was unable to get debug.trace to compile inside my script, do you not put it in the script itself? If you do, how would one go about that? I tried looking it up but didn't find it. I know how to enable logging in the ini so I can spare you that tedious explanation. Hahah. Thanks for helping me out, I know I must seem like an idiot. -
[LE] Selling items via dialogue
SevenBlue replied to SevenBlue's topic in Skyrim's Creation Kit and Modders
I basically just cannibalized the way it was set up in vanilla Skyrim. And not functioning in game, and I didn't Debug.Trace as I'm not familiar with the concept. -
Tried setting up a system that would allow the player to trade in specific items for gold, like the farmers, Sleeping tree sap, and mine foreman, but I clearly didn't grasp the code well enough to have any success. Here's the code I cobbled together. Scriptname SkoomaSellTest extends Quest Potion Property Skooma Auto Int Property PlayerCropCount Auto Int Property PlayerGoldReward Auto MiscObject Property pGold Auto {Function SellSkooma(Actor Foreman) ;Count the amount of wheat the player has PlayerCropCount = Game.GetPlayer().GetItemCount(Skooma) ;Make the Foreman the player's friend If Foreman.GetRelationshipRank(Game.GetPlayer()) == 0 Foreman.SetRelationshipRank(Game.GetPlayer(), 1) EndIf ;Calculate the amount of gold to give the player PlayerGoldReward = (PlayerCropCount * (30())) Game.GetPlayer().RemoveItem(skooma, PlayerCropCount) Game.GetPlayer().AddItem(pGold, PlayerGoldReward) EndFunction}and GetOwningQuest() as SkoomaSellTest).SellSkooma(akSpeaker)and finally the generated fragment ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 2 Scriptname TIF__01000D68 Extends TopicInfo Hidden ;BEGIN FRAGMENT Fragment_1 Function Fragment_1(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE (GetOwningQuest() as SkoomaSellTest).SellSkooma(akSpeaker) ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin commentWhere did I misstep?
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[LE] Quick Questions, Quick Answers
SevenBlue replied to Elias555's topic in Skyrim's Creation Kit and Modders
What's the best way to replicate the constantly running quest to sell produce to farmers? I tried recreating it to no avail. Edit: Got it!