Jump to content

baddarkl

Premium Member
  • Posts

    11
  • Joined

  • Last visited

Nexus Mods Profile

About baddarkl

Recent Profile Visitors

3812 profile views

baddarkl's Achievements

Rookie

Rookie (2/14)

0

Reputation

  1. None of the top bar elements show up unless I widen the browser window considerably.
  2. Update here. I just did a clean install of New Vegas, only added NVSE, 4GB Patch, JIP LN, and Quick Use, and the OnAdd function of Quick Use still didn't work. I know it works for some people, but it just won't work for me, and I've given up the idea of doing this.
  3. I know that's what I'm supposed to do. I added a PrintC test message to the start of the UDF and it never prints to console. The UDF should be called on any item being added to the player's inventory, regardless of whether I'm holding Left Shift. So if it's not printing my test message, I can only conclude that the UDF isn't being called at all, which is consistent with the problem my own mod has.
  4. I'm beginning to think there's something wrong with my install. I'm playing around with Quick Use right now, and I can't eat consumables in real time with Left Shift. I even added a PrintC debug message to the MadQuickUseOnAddFUNCTION, and it never appears in the console. (BTW the right-click to consume in a container menu works just fine) I tried different versions of JIP LN, but the same result. There are a few people on the Quick Use mod page having the same problem I have, and since you asked them, I'll say my framerate hovers around 60 for the most part.
  5. I amended the script to look like this: scn PlayerStashOnAddScript ref rItemref rContainer begin Function {rItem, rContainer} PrintC "Add Test" if Player.IsSneaking == 1 PrintC "Sneaking" if Player.IsInCombat == 0 PrintC "Not in Combat" rItem.RemoveMeIRAlt 1 0 PlayerStashInstance else MessageEx "Leave Combat First" PrintC "In Combat" Player.DropAlt rItem endifelse PrintC "Not Sneaking"endif end None of the messages print to console, including the first. I can only guess that the script is never being called for OnAdd events.
  6. I should add I have a script for setting event handlers. It does this one, plus another for directly accessing the stash. scn PlayerStashPreLoadScript begin MenuMode if (GetGameRestarted)else returnendif SetEventHandler "OnAdd" PlayerStashOnAddScript "second"::PlayerRefSetOnKeyDownEventHandler PlayerStashHotkeyScript 1 14 end The keydown event handler is working just fine.
  7. I'm making a player stash mod, and I want the player to be able to choose, when picking up an item in the world, whether to put it in the regular inventory or the stash. This is what I have right now: scn PlayerStashOnAddScript ref rItemref rContainer begin Function {rItem, rContainer} if Player.IsSneaking == 1 if Player.IsInCombat == 0 rItem.RemoveMeIRAlt 1 0 PlayerStashInstance else MessageEx "Leave Combat First" Player.DropAlt rItem endifendif end None of this works, and I can't figure out why.
  8. OK, I finally got it to work. Thanks for the help.
  9. I've tried what you suggested, and I can't get it to work. I think I'm doing something wrong with the quest. Do I need to have quest stages for this to work? Does it require Start Game Enabled to be toggled? When I choose a reference for the quest condition, it has a drop-down menu for both Cell and Ref. Do I need to select from both lists, or just PlayerRef from the second list? Does the Script Processing Delay matter?
  10. I'm trying to create a perk that boosts the player's Science, Repair, and Survival skills while in the crafting menus. For starters, I created an ability that simply provides +10 to each skill. Then I went into CraftingWorkbenchRecipesScript, CraftingReloadingBenchRecipesScript, and CraftingCampfireRecipesScript and added the following lines right below "Begin OnActivate": --------------------------------------------------- If Player.HasPerk NewPerk == 1 If Player.IsSpellTargetAlt NewAbility == 0 Player.AddSpellNS NewAbility Endif Endif ---------------------------------------------------- This succeeds in giving the player a bonus to those skills. The problem I've had is trying to remove the bonus once the player leaves the crafting menu. I created a new script with the following: ---------------------------------------------- Begin GameMode If Player.IsSpellTargetAlt NewAbility == 1 Player.Dispel NewAbility Endif End ----------------------------------------------- This script apparently doesn't do anything, as the skill bonuses remain long after I've left the menu. I tried attaching a duration to the skill bonuses in the new ability. I thought back to Morrowind, and figured that time wouldn't pass in a menu, but if the bonuses only last 1 second, then they should simply expire 1 second after normal gameplay resumes. For whatever reason though, the bonuses just didn't expire. I tried attaching the condition "MenuMode 1077 == 1" to the bonuses in the ability, however it seems MenuMode just doesn't work as a conditional function.
×
×
  • Create New...