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Everything posted by alexalexalex11314
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GetRace() - Papyrus Trouble
alexalexalex11314 replied to alexalexalex11314's topic in Skyrim's Skyrim SE
Long live to you, wise gentleman. It worked. -
GetRace() - Papyrus Trouble
alexalexalex11314 replied to alexalexalex11314's topic in Skyrim's Skyrim SE
It's an undefined variable without the quotes. -
GetRace() - Papyrus Trouble
alexalexalex11314 replied to alexalexalex11314's topic in Skyrim's Skyrim SE
Nothing :( -
GetRace() - Papyrus Trouble
alexalexalex11314 replied to alexalexalex11314's topic in Skyrim's Skyrim SE
It's a stage of sqs quest script. The previous part runs just fine. ; game.getplayer().setactorvalue("HealRate", 0.1);I think it might be a syntactical issue, but can't figure it out where I'm mistaken. -
Got this code. Compiles, but doesn't work in game. What is incorrect? PlayerRaceVar = Game.GetPlayer().GetRace() if PlayerRaceVar=="ArgonianRace" game.getplayer().setactorvalue("HealRate", 0.1); game.getplayer().setactorvalue("StaminaRate", 3); game.getplayer().setactorvalue("Lockpicking", rgx_player_skill_bonus); game.getplayer().setactorvalue("Alteration", rgx_player_skill_bonus); Debug.Notification("Argonian it is."); else ; donothing endif Also tried if Game.GetPlayer().GetRace()=="ArgonianRace" game.getplayer().setactorvalue("HealRate", 0.1); game.getplayer().setactorvalue("StaminaRate", 3); game.getplayer().setactorvalue("Lockpicking", rgx_player_skill_bonus); game.getplayer().setactorvalue("Alteration", rgx_player_skill_bonus); Debug.Notification("Argonian it is.") else ;donothing endif UPD: SOLUTION Race Property ArgonianRace Auto if Game.GetPlayer().GetRace() == ArgonianRace code else code endif
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I need a condition in CK or papyrus function or skse function that may return you is player in somebody's field of view. I want to use that to get a little improvement to the sneak system so when you are behind a cover it's harder to find you to them. btw if you know some good mods for sneaking tell me. Please. Its sneak system is so bad.
- 1 reply
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- sneak
- creationkit
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I think that wouldn't be convenient for the player, for myself at least. Log entry decriptions is okay but it only needs more space for formatting.
- 5 replies
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- quest objectives
- log entry
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Formatting in a MB fits fine, at least for my needs. But it's still MB and isn't very hmm.. handy, yes for the player.
- 5 replies
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- quest objectives
- log entry
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I want to write a wide description for one of my quests, but I've ran into the log entries' limitations - I'm not allowed to use indentions so I can't split the written text into several paragraphs. And because of that the descriptions is unreadable when it has more then 7-10 sentences. Plus I can't saparate the parts of the written based on their meanings. So I thought it might be a way to avoid that problem by using some kind of good-quest-log-entry mod or plugin. Is there any modder's tools or anything else to get my goal somehow?
- 5 replies
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- quest objectives
- log entry
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Papyrus compiler says variable lockpick is undefined. I don't know where I am suppose to define it. Should I create an aliase or what? If the var defines in that papyrus fragment box it gives an error so I suppose it works in another way.
- 10 replies
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- papyrus
- creation kit
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Cannot figure it out how to make lockpicking getting exp with pickpocketing. What script should I write? any help please
- 1 reply
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- skill
- lockpicking
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I don't why CK crashes every time I load specific ESP. It started by nothing, one time I saved the mode and closed CK and here we go. The weird thing it runs ok in the game without any crashes or bugs, it only crashes in CK when loads. I don't have that issue with other mods. I tried: 1. Win7/8 compatibility mode and ran as admin 2. cleaned it with SSEedit (ITM and UDR) 3. merged it with a new empty esp 4. converted it to ESM and then loaded an empty ESP dependent the ESM all didn't work. Later I tried to clean it with SSEedit again, but that time I deleted all refs to locations, all changing cells, and all deleted refs. I noticed it started to load a little faster but CK still crashes every time I see Initializing Referenses line. And it still worked very well in game. I used AddItemMenu and checked all the item mod had, it all worked without any troubles. Do you now anything else that can help with that?
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- creationkit
- crash
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I have similar problem. I don't why CK crashes every time I load specific ESP. I tried Win7 compatibility mode, ran as admin, cleaned it with SSEedit (ITM and UDR), merged it with a new empty esp, coverted it to ESM and then loaded an empty ESP dependent the ESM and it all didn't work. Do you now anything else that can help with that? The weird thing it runs ok in the game without any crashes or bugs, it only crashes in CK when loads and I have no idea why and what to do.
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I'm sorry but bump
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There is a perk I made that is supposed to give its owner double damage to undead and werewolves if silver weapon is used, and half damage only if isn't. I made perk's entry like on the pct and it didn't work, I tried on various draugr, vampires etc. So I went to the needed actor and gave him ActorTypeUndead keyword which is required by the perk to make shure he is DEFINITELY fits the conditions and checked that all the draugr fit the condition as well. Then I made shure the weapon I used had the WeapMaterialSilver keyword which is also required by the perk. Then I changed the perk's condition RunON from target to subject, didn't work. Then I hit swap subject and target button, didn't work. I tried apply combat hit spell which burnes the undead with those conditions and I also tried changing CalculateWeaponDamage to AttackWeaponDamage with the conditions guess what didn't work. Then I got interested does the Target-Subject conditions work well so I tried apply combat hit spell which damages every alive person without worn helmet. It worked that time, hit NPC's are not undead but it hit them no matter wore they helmet or not. I'm confused now. I got three questions 1. Why that silver double damage perk doesn't work? 2. Why the second perk ignores wornhaskeyword(armorhelmet) condition? 3. How to solve those problems?
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How can I automatize keywords adding
alexalexalex11314 replied to alexalexalex11314's topic in Skyrim's Skyrim LE
And the first problem, what papyrus function should I use to check all the needed items? I'm confused, have no idea what an algorithm there should be to check the items and to add the keywors... -
How can I automatize keywords adding
alexalexalex11314 replied to alexalexalex11314's topic in Skyrim's Skyrim LE
That's a good idea, thank you, I'm gonna try it. -
Special Edition only Is there any software or CK-function or something which could help me with adding kewords to some items? For Ex, if there is an item and it has two keywords: ArmorGauntlets and ArmorHeavy, can I add my own keyword somehow to ALL the items with those keywords at one time? I really don't want to add keywords all night long, especially one item by one. And another night again, one by one, if something changes. As I understand, there is a similar function in SSE edit, but I'm not shure and couldn't figure it out how it works. Is there is something like that you know, tell me please.