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sweetrolls4life

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Everything posted by sweetrolls4life

  1. Awesome! I'll check this out as soon as I'm done with work. Fun fact: My boyfriend - after "having a quick look" at the creationkit wiki - came to the same conclusion. I almost feel somewhat offended that he "takes a quick look" and has a better understanding already, than I have after reading it about 800 times. :laugh:
  2. Oh I am! :) One more thing (just came up): Can anyone tell me how I check the ownership of a house? Like, if I wanted to check if the owner owns i.e. Breezehome, and then make a door leading there. I already set up the door and it teleports me there no problem. But now I want to restrict access, so it only allows teleport if the player actually owns the place. I found this: ; Does the player own the sword? Bool playerOwnsSword = SwordProperty.GetActorOwner() == Game.GetPlayer().GetActorBase() But I've got no idea where in that example I would put Breezehome as a reference.
  3. Already did. :) Just copied the code from sublime instead of CK, hence the 4 missing lines. Thanks again!
  4. Edit: I finally got it working. After some more googling and adapting, my script now looks like this: Scriptname oc_EnableDisplay extends ObjectReference Quest property QuestInQuestion auto ObjectReference Property LinkedObject01 auto ObjectReference Property LinkedObject02 auto [...] Event OnCellAttach() If self.IsDisabled() && QuestInQuestion.IsCompleted() self.Enable() LinkedObject01.Enable(true) LinkedObject02.Enable(true) [...] endif EndEvent Apparently, when I use a marker, I need to check and disable it, too. Who woulda thunk? Thank you guys, for all the pointers and tipps. I just love this community! :dance:
  5. For clarification: I used a mod-free "clean" save from after finishing the Thieves Guild questline, loaded the save after adding my esp, and coc'ed into my created cell. Tried leaving the Cistern, so it would load Riften as a cell as well befor coc'ing but it didn't make any difference last night. I just fired up the CK and will take your advice when trying again. :)
  6. Alright. After some fiddling I came up with this: Scriptname oc_EnableDisplay extends ObjectReference Quest property QuestInQuestion auto ObjectReference Property LinkedObject01 auto ObjectReference Property LinkedObject02 auto ObjectReference Property LinkedObject03 auto ObjectReference Property LinkedObject04 auto ObjectReference Property LinkedObject05 auto Event OnCellAttach() If QuestInQuestion.IsCompleted() LinkedObject01.Enable(true) LinkedObject02.Enable(true) LinkedObject03.Enable(true) LinkedObject04.Enable(true) LinkedObject05.Enable(true) endif EndEvent QuestInQuestion and LinkedObject01 - 05 will now be filled via the property editor which (I just realised^^) allows me to have a single script for all displays. I attached the script to an XMarker and set the marker as a parent of my static. Still, it doesn't want to appear once I load a save where the quest is completed. I'm really starting to have fun with this. I love tricky scripting. :) @maxarturo: There are about 15 - 20 Displays, so I hope it's not too many. @dylbill: Trying you test script next. :)
  7. Jup! I'm a doofus. I came to the same conclusion about 2 minutes ago. Hence, I tried to use a marker and link my static. Then attach the script to the marker. It still won't do as I tell it. I'm fiddling around some more and see what I can come up with. Thanks for your reply, maxarturo! :)
  8. Hi guys! I'm having a similar problem right now. I have several static displays that should enable after specific quests are completed (Companions, Thieves Guild, ...). I used a script, similar to yours, Poepkat, but it just won't work. :sad: Scriptname oc_EnableDisplayThievesGuild extends ObjectReference {Quest property TG04 auto Event OnCellAttach() If TG04.IsCompleted() Self.Enable() endif EndEvent} I wondered if it was, because I set the static object to be "Initially Disabled" but when I "inverted" my script for it to be enabled and then disable with the script, it won't work either. Then I tried you approach with the queststage but that didn't help either. Am I completely overlooking something?
  9. In response to post #55978456. #55978716, #55979306, #55979686 are all replies on the same post. What annoys me most, is the tone people use to express their dislike. Honestly, what's with all the hate? Is it really necessary to use that kind of language? I mean, there are a lot of things on the web, I don't like, but insulting the developers, is definitely NOT the way, you get anything you want. I tried to jot down a few things that I personally like better. I know, that it's a tough topic, because - of course - everyone likes different things, but there we go. 1) It looks a lot better on a bigger screen The old layout had a width of 960px and (as a frontend-developer) I think that it's ... old? out-of-style? maybe both, to have a web-layout that narrow, when the average screen width is at about 1300px. You waste a lot of space that way and now, that it's responsive, it actually scales with the screen and you don't have to scroll yourself silly. 2) It looks a lot better on a smaller screen Like I wrote in my original post, if a website doesn't have a mobile version or isn't responsive, it's a huge pain in the backside to surf on your phone - not anymore. 3) I visit the site almost daily, if not several times a day, and I didn't miss a single feature up until now. True, maybe I'm not doing it right ;) but I don't feel lost on the site ad everything I need, I found. 4) What I really like is the new gallery widget, but that, too, is a matter of personal taste. It all comes down to personal taste, if we're honest. And spamming the comments with "I hate this" and "I hate that" and "Change it back immediately" will help NO ONE. And it most certainly won't make Dark0ne overthrow the entire layout, because people (who HAD THE CHANCE to speak their mind) whine about it. (Phew, that was a long one^^)
  10. I really like the redesign. The shitstorm below is just hilarious. Honestly, some people need to seriously calm down a bit. In my opinion, they did a great job with the new layout and I am SO glad they finally made the site responsive, so even if you have an older and tiny smartphone (like I have) the page looks good. So thank you for that! :)
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