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fffseven

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Posts posted by fffseven

  1.  

    Does AddInventoryEventFilter() work with keywords in SE.

    Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
    AddInventoryEventFilter(Keyword)
    
    endEvent
    

    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

  2. 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.

  3. 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?

  4. 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?

  5. 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.

  6. 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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