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stormingromans

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  1. Is there a 3DsMax/Blender/Nifskope guru out there who might be willing to create a couple of new models for a mod I'm working on? I had been hoping to use a mash-up of existing stuff but can't find anything that would work. I don't think it's too complicated for someone with 3D skills - but mine are none existent! In a nutshell, and without giving too much away: 1. Army fatigues - make the buttons actually look like buttons, and not just painted on 2. Army fatigues (but seperate to the above) - replace the t-shirt with something else 3. A hat I'm going to keep trying to do it myself in Blender, but if you're interested/willing to help, let me know and I'll share more details via PM. Thanks
  2. I have potion A that applies magic effect A1, which is set-up as Script/FireForget/Self and has keyword kwMeA. I have potion B that applies magic effect B1, which is also set-up as Script/FireForget/Self and has keyword kwMeB. These work perfectly independently. However, if you take potion A, then potion B, the magic effects of A should be removed - same the other way around. Also, the potions should not stack - taking A twice should not result in double the effect. I can't for the life of me figure out how to do this, other than using some pretty horrific conditions in the potion definitions - even then I' not sure that actually works properly either. Hoping someone can help me figure this out.
  3. After a little bit of testing, this seems to be the default behavior for MiscItems. Tested with the bobbleheads and the OnActivate in the BobbleheadPerkScript doesn't fire if the bobblehead is taken from a container. Anyway ... figured out a work around, at least for my use case. You need to use the OnContainerChanged event instead, or as well. In my case, I wan to add a perk when the player first collects the item, from where ever it may be. I also only want this to only happen the first time the player picks up/retrieves the item. So here's the code I came up with: Scriptname MyActivateTest extends ObjectReference bool OnlyOnce Perk Property PerkToAdd Auto Const Event OnActivate(ObjectReference akActionRef) DoStuff("Hello World from OnActivate") EndEvent Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) if akNewContainer == Game.GetPlayer() DoStuff("Hello World from OnContainerChanged") endIf endEvent Function DoStuff(String message) if OnlyOnce == false game.GetPlayer().AddPerk(PerkToAdd) Debug.Notification(message) OnlyOnce = true endif EndFunction Seems to work, although will probably be more efficient if the OnlyOnce check is done before the container check. Just guessing, but an object equality check is usually less peformant than a boolean check - certainly is in C#, so probably is in papyrus too. Hope this helps out anyone else that comes across this gotcha.
  4. So, I've been working on a mod for a week or so and was just getting ready to release it, when I discovered a strange bug. I have a MiscItem, with a script attached that uses OnActivate to add a level to a perk. I add this to the world, along with others, via leveled lists that are then added to containers. When you take the MiscItem out the container nothing happens - no OnActivate. Drop it on the ground and pick it up - OnActivate fires. Is it supposed to be like this? What event can I use instead? This doesn't seem to be the case with books.
  5. Can anyone recommend the best way to implement a way to change the 'chance none' value of a leveleditem via a terminal? I was trying to to do it via a script but there doesn't appear to be a function to do this. So I'm thinking multiple LLI entries might be the way to go, and then use a script run from the terminal to add/remove the LLI from any forms?
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