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OldBrunny

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Everything posted by OldBrunny

  1. I love the download history feature, its very useful for keeping mods & plugins up to date, especially after a new game version. However I, and I suspect most other users down load mods on a trial basis. If we like them they stay in our game, if not we stop using them. I would like the ability to remove those mods I've stopped using from my download list so I can concentrate on those mode that I do use.
  2. Thank you. I did have the check in for player being the activator but kept getting an error that I could not cast an Object Ref as an Actor, so took it out... Anyway the issue was the lack of the full source scripts. Extracted as you suggested, and then extracted the SKSE scripts again... It compiled....
  3. While I've done a lot of scripting in Oblivion, I've managed to avoid it for Skyrim so far. But I wanted to create a simple activator to charge any soul gems in the players inventory. After a lot of reading of the tutorials I came up with the following script. Which as a newby to Papyrus looks OK to me, but it will not compile. Can somebody please point out what I've done wrong... ScriptName SJBChargeSoulGems Extends ObjectReference Formlist Property EmptySG Auto Formlist Property FilledSG Auto Form e Form f Event OnActivate(ObjectReference akActionRef) Int n Int i = 6 While (i) i -= 1 e = EmptySG.GetAt(i) n = Game.GetPlayer().GetItemCount(e) If (n) f = FilledSG.GetAt(i) Game.GetPlayer().RemoveItem(e, n, true) Game.GetPlayer().AddItem(f, n, true) EndIf EndWhile EndEvent I've attached the compiler failure output for info: Thanks OldBrunny
  4. Hi; I've been modding for some time, but have never created my own models before. Anyway I created some storage shelves based on one of the bookshelf meshes using NifScope. Looks Fine in NifScope and loads and can be placed OK in the CS. However the game crashes when ever the Player gets near (about 300 units). I originally created it with a single NiNode and a number of NiTreStrips as children. I pasted the same NiTriStripsData blocks to (bhkCollisionObject-bhkRigidBody-bhkMoppByTreeShape-bhkNiTriStripsShape) for the collision Object so it also had a number of children. As this caused the game to crash I've tried a number of differing things: - Combining all the NiTriStripsData to so just one collision child - Creating a new root NiNode and pasting the original as a child (both with and without root BSXflag block) - moving the collision to root node - Creating separate NiNodes for each NiTriStripShape (both with common collision, and individual) - Comparing almost bit-by-bit with a mesh that I know works and adjusting values to be the same. Basically nothing works. Any thoughts ?? Was going to attach latest incarnation, but not permitted to attach .nif fiiles !! Steve
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