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Great! Thank you very much. For some reason I couldn't find the download link for Alpha 6 when I went looking... bookmarked. :) Regards, --QC
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Hello all, I have been trying to use NifSkope with the new SSE nif files and am not having much success. I get a (nearly) empty view -- there is just a grid on it and that is all. I have tried using 2_0_2016-04-11-1 and earlier versions. Have set the Resources path to "D:\Modding\SSE\BSA_Unpack\unpacked" (that folder contains my textures folder etc). When I load a NIF I get "An MD5 hash comparison indicates this file will not be 100% identical upon saving. This could indicate underlying issues with the data in this file." Any ideas would be much appreciated -- it would be really useful to be able to use this for my Variegated Dragon Equipment mod... http://www.nexusmods.com/skyrimspecialedition/mods/7010/ Thanks & regards, --QC
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LE [Request] Mod to prevent accidental smelting/selling stuff
mattrk replied to raxo2222's topic in Skyrim's Mod Ideas
Hi raxo2222, Just noticed this post. The mod will work if used correctly. PRUFEI must be used in conjunction with a mod that re-writes the crafting recipes such as Elementary Smelting. It will not function by itself (as stated on the mod's information page). Regards, --QC -
Hi Quxudica, I'd suggest Practical Female Armors. See the associated mod thread for arguments against "boob plate". Edit: Though I suppose this does not add armor so it may not be what you are looking for. Regards, --QC
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Hello icecreamassasin, I'm not 100% sure of a solution but I have some suggestions. Firstly, I notice that you have only registered for CraftingMenu and not ContainerMenu. Perhaps you should register for both? Secondly, I had simmilar problems and ended up using the following code in conjunction with an OnMenuClose event: Event OnKeyDown(Int aiKey) If UI.IsMenuOpen("InventoryMenu") bUpdateFavorites = True PlayerRef.RemovePerk(PRUFEICrafting) EndIf EndEvent You could check out my PRUFEI mod for a working example. Regards, --QC
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Hello all, I have been thinking about making a mod called "Loose Your Temper" that enables you to craft tempered items from scratch but removes the ability to temper existing items. My motivation for this is as follows: I believe that the current tempering system is very unrealistic. I realise that the change may not be everyone's cup of tea... That said, I have a question on approach. I can see two means of achieving the mod's goal: 1) Add 6 new items for every existing item, and 6 new crafting recipes (one for the Legendary item, one for the Epic and so on). 2) Using Papyrus scripting The advantage of 2 is that it is much faster. The advantage of 1 is that it enables different equipment grades to have different appearances, does not use scripting (and therefore is more robust), and you can have different recipes for the higher grades of item. I was wondering if anyone has any thoughts on 1 vs 2? PS: Does anyone know how to change the names of the 6 tempered categories (Legendary, e.t.c.)? Thanks & regards, --QC
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Best skyrim alchemy/smithing/enchanting mods?
mattrk replied to Cowgoesmoo3's topic in Skyrim's Skyrim LE
I have a cople of smithing mods that make the game more immersive. I'm not sure they are the "best" but you are welcome to have a look: http://www.nexusmods.com/skyrim/users/3546091/?tb=mods&pUp=1 Regards, --QC -
Thank you very much for taking the time to show me that, Lofgren. I'd worked out how to block the smelter e.t.c. but I had not managed to work out the message box yet -- that really helps! Edit: The next version of AAINE is now released. Thanks & regards, --QC
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Hello Lofgren and IsharaMeradin, Thank you very much for the suggestions. I will definitely think about uninstall and I am looking at the werewolf perk right now. I need to look at it in more detail before I decide whether to try implementing it (the complex parts of perks seem strange to me). Iofgren, would you mind telling me in which of your mods do you block access to skill books -- I want to take a look! :smile: Edit: Ok, I can see that the werewolf perk uses a "Fiter Activation" entry point to do this. Doesn't make sense to me at the moment, but I'll spend some more time on it. Edit 2: I think I can see how it works. Thanks for the pointer. Edit 3: The documentation for Filter Activation states that it "Can be used to prevent (or enable) the perk owner, activating (or in the players case not receiving a activate prompt as well.) the targeted object." but it doesn't explain how. Does anyone know somewhere that does? Google has failed me on this one. Edit 4: Awesome. Here are the rules: 1 perk entry, with rank 1, priority 0, type 'Entry Point', data 1 'Filter Activation', data 2 'Add Value' and data 3 as '1'. The perk entry has a conditional for Perk Owner: target 'S', function name 'GetItemCount', function info "Misc Item: 'BlacksmithHammer01'", comp '<', value '1.00', AND The perk entry also has a conditional for Target: target 'S', function name 'GetIsID', function info "Furniture: 'CraftingBlacksmithForge'", comp '==', value '1.00', AND Complex to work out (for me), but once you have it, it is much simpler than what I had before. Thanks & regards, --QC
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Hello all, I have created a script that blocks access to crafting apparatus unless player has certain items: I would like to release it soon as part of my "An Anvil Is Not Enough" mod. I was wondering if anyone would be prepared to read through it and let me know what they think. Am I taking the correct approach or is there a much better way? PS: This is not the only script -- I am using message boxes to tell the player that an apparatus is blocked if they try to activate a blocked apparatus. Thanks & regards, --QC
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OK. I worked this out. I'll mention it in case it is useful for someone else. Clearly the merchants will only purchase certain item types from you (unless you have your speechcraft up enough and have the Merchant perk). What I did not realise is that they will only sell certain item types also. For the blacksmiths, this is determined by the list VendorItemsBlacksmith that contains keywords. Each item that the blacksmiths sell has one of these keywords... It turns out that blacksmith hammers, e.t.c. do not have one of these keywords and hence, even though they will be in the vendor's chest, the vendor will not sell them. I added VendorItemTool to the appropriate items and it works now. :) A case with an obvious solution, but I was looking in the wrong place. Thanks to those who tried to help, Regards, --QC
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Hi nahtan45, I think people might need a little more information before they are able to help. You could perhaps upload a zip containing the example esp as an attachment to your post (click "More Reply Options" to be able to do this). OTOH, I could be wrong: someone may be able to help with the info you have provided. If you upload an example esp I could try to help. Good luck, --QC
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I'll try and redeem myself after suggesting a convoluted solution to your other problem. I'm not as knowledgeable as Iofgren, but here is my scripting attempt: There may be a cleaner way to do it... how about letting the werewolf or vampire equip the item but take constant damage? 'All' you would have to do is use a damage self effect with a conditional that means it only damages vampires or werewolves. This is very similar to the approach Iofgren suggested above with your holy water. I don't know how to do it, at present, because I mainly do scripting, but it is the same basic approach.
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where is the woodcutter's axe in creation kit?
mattrk replied to Betenoreus's topic in Skyrim's Skyrim LE
It is Axe01. You can find the ID on http://www.uesp.net/wiki/Skyrim:Woodcutter%27s_Axe and then enter that in the search box. This works for any item. Regards, --QC -
OK. Pwned. Iofgren's approach is much simpler than mine.