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sialivi

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  1. Looking over WorkshopObjectScript I'm not immediately seeing anything that would prevent it from being used on all buildable objects, but maybe there is. Either way, I would essentially need a way to iterate over all buildable objects to attach a script since doing it via plugin overrides isn't feasible due to the number of mods that add new buildable objects. I just remembered Workshop Plus is supposed to have some kind of undo feature. I wonder how they've tackled this, or if that feature also only works with objects that have the WorkshopObjectScript attached.
  2. All the pointers are greatly appreciated. I am using a "cleanroom" setup for working on the mod, and the code snippet matches what I'm doing, so I'm glad that's confirmed as valid. Wouldn't using OnLoad like that mean I would need to attach a script to every buildable object, including those added by other mods? And those events would fire absolutely everywhere in the world as you play, before reaching the if-statement? If so, it sounds quite... heavy.
  3. I had actually tested removing the WorkshopObjectScript from one of the objects that does trigger the event, and it still did. I must have messed up that test. If that's the script that triggers the event, and only a subset of the buildable objects have that script attached, I'm not sure how I would detect the rest.
  4. I'm just getting started with Papyrus, and I'm a bit stumped: My script needs to get a reference to any objects being built in Workshop Mode. I've registered the script to listen for the custom WorkshopParentScript.WorkshopObjectBuilt event. Unfortunately, this only seems to trigger for Furniture; building other types of objects doesn't seem to trigger the event. I'm clearly missing something, so any pointers would be appreciated. Edit: I was wrong about the object types. - Not all Furniture triggers the event; things like beds and guard posts generates the event, but objects like chairs doesn't. - Some non-Furniture objects triggers it, turrets for example.
  5. Ah, I thought the weapon setting under cinematics was for hiding weapons, like the helmet option, rather than drawing them. I did encounter the same issue elsewhere a few days ago, but thought I just imagined the NPC lacking eyes that time so I didn't make a mental note of it. But now I'm curious whether or not it was the same headmorph that time. Unfortunetaly I can't remember where it was, might have been Castle Redcliffe.
  6. Some minor things: 1) There's a countryside random encounter where a couple of mages are fighting darkspawn. After the battle, only the senior mage had survived yet spoke as if his apprentices were still alive. I forget the exact dialogue but it was along the lines of "I'm taking these apprentices to Redcliffe" and "They might be young but, as you could see, quite formidable". 2) When speaking to Master Ignacio at the marketplace, some of the wardens weapons can block Ignacios' face. Maybe the weapons could be disabled during this conversation? Screenshot. 3) When speaking to the White Falcons at The Pearl, the bodyguards in the background don't have any eyes. Their eyes are just fine outside of the conversation. FYI: I am using Dragon Age Redesigned and I have not tested if this bug happens without that mod. Screenshot.
  7. There's a book in Connors' room in Castle Redcliffe that gives you the "Aveline, Knight of Orlais" codex entry but no XP.
  8. Found the culprit, "Dain's Fixes". Thought I had removed everything from that that wasn't combat related but must have missed that one. Sorry for wasting your time on that. Though I'm a bit conflicted regarding whether or not that is a bug. It seems a bit unusual for an item to only be obtainable if you know not to loot the chest earlier in the game.
  9. Not to my knowledge. Your fixpack should be the only mod I use that make any changes to Ostagar or such quest items. Why would you need the key in Return to Ostagar if you have already unlocked the chest and looted all its content in the first place? Is it locked again and refilled in the DLC?
  10. I can confirm that the bridge is blocked with the ballista during the night at Ostagar. The key to the mage's chest in Ostagar isn't removed from your inventory after you've unlocked it... or doesn't DA:O remove such quest items once they have been used? (It's been a while since my last play through after all)
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