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Plastrader

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Everything posted by Plastrader

  1. You are welcome! This seems strange indeed. :/ Try this and see if it works. main menu, drop console: coc whiterunbanneredmare turn to your right, just below the drawer you see a book on the floor. About pPlayerReference I've read on several places that using references instead of Game.getPlayer() is better for performance.(i.e. not as demanding on the script engine) To test your way of doing things I used Game.getPlayer() the p is just my namingstandard for "properties" (I ignored that in the script above to use exactly what you used) You can also add in your script Event onRead() Debug.trace("P1=" + Alchemist00) Debug.trace("P2=" + Alchemist20) Debug.trace("P3=" + Alchemist40) (etc) ... EndEventAnd look in your papyruslogs if there are anything in those properties.
  2. Unfortunately I can't reproduce the problem you're having. Scriptname _LearnStuff extends ObjectReference Actor Property pPlayerRef Auto ;Should use this instead of Game.getPlayer() (IMHO) Perk Property Alchemist00 Auto Perk Property Alchemist20 Auto Perk Property Alchemist40 Auto Perk Property Alchemist60 Auto Perk Property Alchemist80 Auto Perk Property Physician Auto Event onRead() Debug.Notification("TROLLOL " + Alchemist00 ) Game.AdvanceSkill("Alchemy",2425448) Game.GetPlayer().AddPerk(Alchemist00) Game.GetPlayer().AddPerk(Alchemist20) Game.GetPlayer().AddPerk(Alchemist40) Game.GetPlayer().AddPerk(Alchemist60) Game.GetPlayer().AddPerk(Alchemist80) Game.GetPlayer().AddPerk(Physician) EndEvent Results in: Alchemy 100 Alchemist 5/5 Physician Do you have some mods which interfere perhaps?
  3. Ok, I'm at a loss here... It doesn't work for me NOW either! >< [10/18/2014 - 12:50:45AM] [Actor < (00000014)>]>[sPELL < (000B8782)>][10/18/2014 - 12:50:45AM] [Actor < (00000014)>]>[sPELL < (000B877C)>] --- I'll have to get back to you on this matter, I'm the one who should say sorry... [edit] Ok, now both methods(game.getplayer() & playerRef) works, lets see if it works for you too Change the disease property to the "TrapDiseaseAtaxia"
  4. This is weird, because: pPlayerRef.addSpell(pDiseaseAtaxia) works but(as you say) Game.GetPlayer().addSpell(pDiseaseAtaxia) doesn't So until someone can explain why they differ, use "Actor Property pPlayerRef Auto" Filled with: cell:(any) Reference: PlayerRef('Player')
  5. My topic is still on the first page on this forum: How about redeveloping the add/mod page?
  6. Yes, and I agree. The mod page in general needs some redeveloping. *mutters* I wrote a suggestion topic regarding this but it has been promptly ignored
  7. Your search for the term mining returned 2 results. Hello. Does anyone know if there's a mod that allows followers to mine ore? Followers can chop wood and are also given a free axe to do so. But they promptly refuse to mine ore. "Can't do that, sorry!" Thanks in advance.
  8. Glad to read that you got it to work. :) For future reference. Some of the console commands are targetted as described in the uesp link I provided earlier. showinventory is one of them. Correct. The steel shield is also part of the followers default outfit, however the bows and arrows are added when you recruit the follower. If you are really interested I can also tell you which quest and script that handles these things. There are a lot of follower mods that try to fix this "problem" but I haven't found any that persistently removes them from the inventory.* Comment on the picture. Those are indeed GIANT clubs hehe! *Except one.
  9. RemoveSpell() is part of Actor - Script and not ObjectReference - Script. So: ... Actor MyPlaya = Game.GetPlayer() If (akActionRef == MyPlaya) MyPlaya.RemoveSpell(SpellToRemove01, false) .... EndIf ... No need to credit as you had figured this out eventually :) *edit* And before someone else mention it, you should take as a habit to make the player a property instead of using Game.GetPlayer()
  10. But what does your log say? Does the event trigger and is the quest stage set to 70 in your script?
  11. I'm well aware of the current changes listed in the latest blog entry. Seeing I'm having difficulties with editing the mod page and getting the layout the way I want I thought I'd make this suggestion anyways. Part from that I find the add mod functionality a bit crude. As of today you add the mod, write some stuff then you'll have to add things manually and then finalize the mod. I.e. create it on the site. There are a lot of things on the mod page you can alter after the mod has been added. Such as videos, change log and etc. My suggestion then would be to make the "add mod" into a wizard like thing. Like this:(fear my image editing skills!) Step 1: Change the long description to be "Features" Step 2: As is, but add a button for adding more files or add a few rows. (lazyness struck me here, sry) Step 3: Each time the user press "add" another input box appear. Or add a few rows. Step 4-8. Keep as is, but change text that you are adding new material. Step 9: Here you add the readme. Upload or write your own. Perhaps with an icon showing a template layout. Step 10: Here the user would type version: 1.0.0 And in the text box: First version. Maybe skip this part and add the information automatically seeing you entered the version in step 1. When you press submit here the wizard composes the mod page. This adds a pre-set mod page structure fetched from the wizard. With promotion items such as videos at the bottom. Again this is IMHO as I want to read the content of the mod and if I'm still not convinced maybe watch movies. Or at all seeing there's an icon you can use to watch vidoes. Suggested structure: Features Readme Change log Permissions and credits Promotion videos Either way, I think the mod page in general is in dire need of some love.
  12. In the upper left corner of your screen. If you added the debug things I suggested. It should be in your papyruslogs too. Perhaps the value isn't set for some reason. Talking about things that odesn't work, my CK keeps CTD:ing for no particular reason...
  13. Did the notification return the correct value? i.e. 70? Hang on I'll fire up the CK its hard to try to help someone blindfolded...
  14. Wasn't much of an advice if it didn't work hehe! Maybe I was a bit unclear on how to select your follower. Whilst having the console open. Move the cursor over the follower and click him/her. Then you'll see in the middle of the screen, for example: 000A2C94 If your follower happens to be Lydia.
  15. Right. If you know that the event actually triggers. I guess adding some debugging on things won't hurt anyone whilst trying to get this to work. Event OnActivate(ObjectReference akActionRef) ;Perhaps getStage() is none for some obscure reason... debug.Notification("QStage=" + myQST.getStage()) debug.Trace("Ref=" + akActionRef + "QStage=" + myQST.getStage()) if (myQST.getStage() == 70) Debug.MessageBox("You've just clicked on an activator.") endif endEvent
  16. What if you drop the console. tilde click your follower type: showinventory press enter Does it list an item you don't recognize? If it does, like 001243b2 Giant awesome club Still in the console, type: player.additem 001243b2 1 Press enter Having your follower still selected. Type: removeitem 001243b2 1 Press enter. When done, click tilde again. Please note that 001243b2 is just something I made up. Reference Btw, lol! holding in some hidden orifice... don't ask....
  17. You're welcome. That "AppData" folder is by default hidden in the OS, to show these folders search the interwebs for: windows showing hidden folders (being a bit lazy here, sorry)
  18. First you need to uninstall Skyrim(Captain Obvious to your service) This is how: Open steam. From the menu select: Games>View games library Right click: The Elderscrolls V: Skyrim Select: Properties From the tabs, select: Local files. Click: Delete local game content... After its been removed there are three folders you'll need to verify that they've been deleted. There shouldn't be any Skyrim folder in "..\Steam\steamapps\common" Delete the Skyrim folder from "..\Documents\My Games\" e.g. "C:\Users\<user name>\Documents\My Games" (This folder is where the game keeps its savegames) Delete the Skyrim folder from "..\AppData\Local" e.g. "C:\Users\<user name>\AppData\Local" (This folder is where the game keeps information about mods and etc.) For the mod manager I don't know as I don't use any.
  19. Hmm, Im Currently: Not online ... Oo
  20. I'm having the exact same issue and I only use one mod and it doesn't require SKSE. After a while the game feels like running around in a multiplayer game having 2k latency, i.e very spongy. The papyrus logs are not showing anything except the usual Skyrim spam. :/ [edit] Speaking of spam! 100 posts rofl!
  21. I say, nice katana! Nice to see I'm not the only one having this issue. I wouldn't go as far as saying the game is unplayable though. Just annoying, but that's not Caliente's fault. From high sources I got the recommendation to look at my anisotropic filtering settings. I had that setting maxed at 16, if you haven't you could try increasing the setting. However my computer couldn't handle the rest of the game with anisotropic filtering set to 16 so I had to lower it. I noticed then that the lower anisotropic filtering made the lines visible much closer to the mesh. Tweaking the hardware in windows didn't do anything either, nor did increasing texture quality. Perhaps you have better luck. Caliente told me she would look into this to see wether or not something is amiss with her mesh.
  22. I wrote two things so basically you have concerns of everything I wrote. OP did write that its his own added barrel tho' Anyways. Seeing I feel rather ashamed of suggesting things that doesn't work I tried my code, and as IsharaMeradin say, it doesn't work :( However, IsharaMeradin's suggestion doesn't work either, OnUpdateGameTime never fires. Perhaps this is because the RegisterForSingleUpdate is never unregistered. For testing purposes I changed the RegisterForSingleUpdateGameTime to 0.1 I ran all the way to Riverwood, entered the inn, but nothing. And it seems to be a lot of work just to get the player to get pass the "intro" quest. So... Scriptname MyResetContainerScript Extends ObjectReference ;This script is attached to the chest from the CK UI Bool HasBeenFound = False Event OnCellAttach() ;OnCellAttach Event received when this referenceĀ“s parent cell attaches. If(!HasBeenFound) ;This will prevent another RegisterForUpdateGameTime to be registred. RegisterForUpdateGameTime(48) HasBeenFound = True EndIf EndEvent Event OnUpdateGameTime() ;This will call the Reset function on this object(i.e. itself) ;can be self.Reset() too, use what you like. Reset() EndEvent This code has been tested and works. However I don't know what will happen if the game is reloaded. And savegames are bound to be f-ckd up when you remove a mod currently in use by the save game :/
  23. What if you attached a script to the bench in the CK? Scriptname TheBench extends ObjectReference Event OnActivate(ObjectReference akActionRef) debug.Notification("Get off of me you... " + akActionRef) ;Do the stuff here to activate teh door. EndEvent
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