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hfiani

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Everything posted by hfiani

  1. hi all. as i advance in my mod, more problem are popping but i am fixing them. the only thing i am unable to figure out is this: i have a quest that has around 45 references. as the quest (with no stages but one which is 0) does not start directly but when later. when activating it, all is working just fine. the problem is when you save then load, all references will be emptied either forced from CK or later filled using scripts. any idea how to fix this sick quest? (PS: there is another quest that has 20 references and starts exactly the same time as the damaged one and is working fine.) thanks
  2. hi all, i am at my end of the line, i want to know how could i make a random NPC change it level? obviously skyrim and SKSE did not implement this function in papyrus, it is only available in console commands. it is very important for my mod to change a NPC level (and i am not talking dynamically as it levels with player or smtg) i really want to change it at will. any ideas is appreciated thanks
  3. the marriage it means that the relationship rank is set to 4 means yes it will affect. you can always check if it is set to 4, and then do not set it to 3. else set it to 3
  4. first you need to pass your actors as parameters to the script. means Actor Property madanach Auto and where you have put the script you double click on the script to give "madanach" the correct actor. inside the "if" you can put: if (madanach.GetRelationshipRank(Game.GetPlayer()) >= 1)
  5. by the way, in the dialogue, you put the follower part: "follow me i need your help" and set a condition on it so it is only activated when the quest is done OR check the relationship with their leader. if it is set as ally means she is too good luck
  6. {actor}.SetRelationshiprank(Game.GetPlayer(), 3) Game.GetPlayer().SetRelationshiprank({actor}, 3) and you should add the dialogues that allows you to get her as a follower
  7. the OnDying() even must be put on the creature itself. not the spell. this is might be the reason why it is not working. make a new script having this OnDying() and put it on the summoned creature. i never tried OnDying() on an effect that applied on a creature
  8. it won't work unless the really the caster killed the creature. if i kill this creature of yours the killer will be PlayerRef. caster is what summoned the creature as far as i understand right? so if it is killed by anyone else it won't work PS:this was edited after i reviewed the script well
  9. as the title suggests. i am unable to let this tag work. i am writing in a message Mess1 having a title: <Alias=Ref1> and i put twp ReferenceAlias into a quest called: Quest1 and i name it: Ref1, Actor1. then in message i point it to the Quest1. then i open Actor1 give it a Snow Bear as reference and i give it Mess1 as a Display Name. i create a book having "A" as a name and i put a reference to it at any location ingame, let's say whiterunorigin cell, and i name it: "A1". then i point the Ref1 into that A1. ingame i check this Snow Bear he has: [...] as name. so it means that the message is not seeing the correct reference. what am i missing?
  10. i hoped we could add a lot more than just a category. but i personally would like to know the answer to that
  11. blender can work with skyrim but you need the import/export script + the nifskope from nif tools. and a lot of tutorial and practice
  12. did you pass the needed potion later to "thePotion" when you add the script to whatever you added the script to?
  13. Hi all, so i was wondering if there is a way for the player to write custom texts. let me make it more clear. well when the game starts, the game shows the player a text box to write the name of his player. in enchanting, before you finish enchanting you can rename your enchanted equipment how can i repeat any of those two ways to give the user the opportunity to write a name? PS: what i want is in CK and scripting.
  14. no man the RegisterForSingleUpdate() can even be used with 0. what you are talking about is: RegisterForUpdate() with interval updates. the RegisterForSingleUpdate() is put at the end of the OnUpdate() code, which will result into an immediate update. i cannot put it more than 0.25 seconds, or else the effect will be far from correct. i cannot send you the code right now i am sorry. i am trying to keep the mod as a new idea mod to a point. but i can let you see this: Event OnInit() { doing what i need to initialize } RegisterForSingleUpdate(0.01) EndEvent Event OnUpdate() { doing idle stuff while waiting to ride } RegisterForSingleUpdate(0.01) EndEvent Event OnActivate() { do stuff } Ride = True GoToState("ActivateState") RegisterForSingleUpdate(0.01) EndEvent State ActivateState Event OnActivate() if(Ride == True) Ride = False endif EndEvent Event OnUpdate() { do stuff } if(Ride == true) RegisterForSingleUpdate(0.01) else GoToState("") RegisterForSingleUpdate(0.01) EndIf EndEvent EndState
  15. the problem is that i use: OnUpdate() to keep something running, and i use registerforsingleupdate(0.01) i even tried the game time update along with periodic updates. but it seems that the OnUpdate() is only doing 1 time (and yes i put RegisterForSingleUpdate() in it, i am not new here) the ReferenceAlias is from the other mod, and the script is on my ActorBase here is the full diagnostics: 1) before i install the new version of convenient horses along with UFO. the saves are running my mod very well. 2) in the saves after i had 4 followers and configured their horses with CH the mods runs the OnUpdate() only once 3) in the latest saves, if i uninstall ALL the mods properly and only run mine, it will still not work, as if there was a bunch of scripts hanging somewhere, making the whole system so slow. 4) using all kinds of events work, but theOnUpdate() works only once. 5) my mod is about a mount that uses script to work well, of else it would be another mount. 6) i just might put CH as a possible incompatible mod if this does not work with me before i finish my mod 7) CH put any mount ridden into a ReferenceAlias then sends it into"multitap" or "boundkey" or "passive", my mod sends the mount into "activemount" when ridden, then sends it back to "" when unmount. this will summarize all my tests. any helo is appreciated
  16. hi all. i have a quick question: i have a ReferenceAlias in a quest having state1 and state2 i have an ActorBase having attached a script having state3 and state4 ok so the ReferenceAlias will contain the actor of the ActorBase when i activate the actor. so at first ActorBase goes from state3 to state4. and after 2 seconds ReferenceAlias goes from state1 to state2 my question is: will ReferenceAlias nullify the state4 because it went into state2 after the time state4 was reached? PS: it is a compatibility problem with another mod. i want to check whether the problem is from the issue described above.
  17. works for me thanks guys
  18. can you please explain? this is my first addition to the game in this section. i am a scripter usually
  19. hi guys i made a cool mod, and i wanted to make adventurous so i made a mine that ends into a crypt mine, the glitch is that wherever i put any NPC they do not appear. so i place a very big piece of land beneath the mine and made a whole in the mine (so i can jump down) and then i did so and i found all my NPCs dead on the land just under where i placed them on the mine or the nordic crypt. then i lowered the mine really close the land as much as i could and i found some of the NPCs in the mine where i placed them but also dead. any idea of that weird glitch?
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