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fffseven

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Everything posted by fffseven

  1. Ok. That is cheating, not work for me. I can't reduce magicka manually without skse. Because there is no way to get magicka cost. Is there a way to equip spell then cast it ?
  2. I am trying to make combo spell casting mod. I write a script that includes myspell.cast(PlayerRef). When i try to test the mod it work fine except magicka. I can cast combo spells but magicka won't reduce. I wonder what is wrong ?. Ä°t is the way its work or I am doing something wrong. (Sorry for bad English)
  3. I found a way sort of.Hearthfire uses "BYOHWorkbenchScript" , same thing I want. They use distance between player and activator button of sort.(in my case a npc) When you move away from the object script continue to run.
  4. I let the player select items via giftmenu than give them back to player and I add each selected items in a formilst. This worked for me but it is a litte bit player sided and hacky way to go.
  5. Thank you for stating this again. I am new in papayrus and I had a hard time to get around this.
  6. I didn't get this test? How it works? I test script below with keyword but it didn't work ? http://www.creationkit.com/index.php?title=Complete_Example_Scripts#Show_Gift_Inventory_and_Identify_Items_Given
  7. Thanks for advice but my workbench has no marker model and I change its apparience with a static book. I think It won't trigger OnGetUP event or I am doing something wrong. I attach the player in quest alias and add a script: Scriptname WorkBenchScript extends ReferenceAlias Event OnGetUp(ObjectReference akFurniture) Debug.Trace("1We just got up from " + akFurniture) Debug.messagebox("2We just got up from " + akFurniture) Debug.notification("3We just got up from " + akFurniture) endEvent I didn't get anything form it.
  8. Bethesda should buy SKSE. :smile: I found some useful ways In case any one needs. But they didn't work for me because i change workbench appearance and remove the markers. "IsInMenuMode" is useful for menus which stop game time. But crafting menu happens in game time so you need to "IsFurnitureInUse" or "IsFurnitureMarkerInUse" and there are "onsit"-"ongetup". All of these did't work for me. So I tried to give player an item at the beginnig of crafting menu but i didn't find a way remove this item back.(I didn't find an event for workbench closing state). Now I am trying to migrate crafting menu codes("workBench.Activate(playerRef)") to end of everything. I am new to papyrus, I don't know maybe states what i am looking for. But I am not new to coding and states looks like "labels and gotos" and everyone should avoid to use them. Is that a correct assumption or can states do the job?
  9. After more search I am not sure "RegisterForMenuOpenCloseEvent" for skyrim.I think it is specific for Fallout.So any idea how to wait or stop the script until craft menu closes.
  10. For testing I duplicate "CraftingBlacksmithArmorWorkbench" and add this script to duplicated one: Scriptname DEL_saasddd extends ObjectReference ;Event OnActivate(ObjectReference akActionRef) Function SomeFunction() RegisterForMenuOpenCloseEvent("CookingMenu") ; Before we can use OnMenuOpenCloseEvent we must register. EndFunction ;EndEvent Event OnMenuOpenCloseEvent(string asMenuName, bool abOpening) if (asMenuName== "CookingMenu") if (abOpening) Debug.Trace("CookingMenu menu is open!") endif endif endEvent and when I compile compiler throw me "RegisterForMenuOpenCloseEvent is not a function or does not exist". What am i missing here?
  11. I think your psc files in wrong folder. Just unzip "D:\steam\steamapps\common\Skyrim Special Edition\Data\Scripts.zip" in to the "D:\steam\steamapps\common\Skyrim Special Edition\Data\" folder. Psc files must be in the "D:\steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\" if you didn't change the "[Papyrus] sScriptSourceFolder =" settings in creationkit.ini or creationkitcustom.ini.
  12. You just open brand new creation âkit for special edition and decided to create new script and creation kit welcomes you with an error. Even hello world tuorial in the " https://www.creationkit.com/index.php?title=Bethes... " .You won't be able to go further "new script " step. First off all , I think this error cause for me because Turkish letters, UTF-8 problem of some kind especially letter "I" in my opinion. I have Windows 10 64bit with Turkish language and my SkyrimSE and CK 2.0 are in English. This is the error: Starting 1 compile threads for 1 files... Compiling "newscri32pt"... C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\Game.psc(251,57): unknown type imagespacemodifier C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\Actor.psc(454,28): unknown type idle C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\Actor.psc(457,38): unknown type idle C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\ObjectReference.psc(477,45): unknown type impactdataset No output generated for newscri32pt, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on newscri32pt Solution: First thing the notice here, old versions put the psc files in". \Data\Scripts\Source" but in new version they are in ". \Data\Source\Scripts" , basically folder with psc files in it.(You can go back old system with some creation ini tweaks. You need to add "sScriptSourceFolder = ".\Data\Scripts\Source" under [Papyrus] in creationkit.ini and create ".\Data\Scripts\Source" folders and move files) I will explain the solution based on new file system: 1) I unzipped " .\Skyrim Special Edition\Data\Scripts.zip" to ".\Skyrim Special Edition\Data\" file (everyone should do this for good measures,)Ck 2.0 should ask you to unzip when you first start it. So you maybe do this step long ago. 2) I changed psc files names which start with capital letter "I" to "i" in " .\Skyrim Special Edition\Data\Scource\Scripts".(iceWraithParticlesSCRIPT.psc, idle.psc, impactDataSet.psc, ingredient.psc, initialDisable.psc, itemWithSoudScript.psc, ivarsteadDialogueQuestScript.psc, ivarsteadSSTriggerScript.psc) 3) I changed "ImageSpaceModifier" ->"imageSpaceModifier" ("I"->"i") in line 251 ".\Skyrim Special Edition\Data\Source\Scripts\Game.psc" based on papyrus error code. 4) I changed "Idle"->"idle" ("I"->"i") in line 454 ".\Skyrim Special Edition\Data\Source\Scripts\Actor.psc" based on papyrus error code. 5) I changed "Idle"->"idle" ("I"->"i") ân line 457 ".\Skyrim Special Edition\Data\Source\Scripts\Actor.psc" based on papyrus error code. 6) I changed "ImpactDataSet" -> "impactDataSet" ("I"->"i") in line 477 ".\Skyrim Special Edition\Data\Source\Scripts\ObjectReference.psc" based on papyrus error code. Hopefully this will help someone encounters with this strange error and again i hope i won't break any rules of something.Sorry for my bad English. Update: I think Bethesda added new lines of codes in psc files so line numbers were changed but system didn't changed so just change letters to lower cases.
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