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jeyoon

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  1. Found an Updated version!!!! https://www.nexusmods.com/skyrimspecialedition/mods/71371?tab=description Problem solved! No more flickering and I can use the CK fixes mod! WOOOT!!!!!
  2. So I noticed the different CK version and so downloaded the latest version from Steam. The flickering in the preview window is gone, (woks great!) but now I cant get SSE Creation Kit Fixes to work :sad:
  3. My issue is strictly related to the preview window. My render window is fine. The issue is more that the object completely disappears when I move my mouse over the window. If I resize the box it re-appears but as soon as I move my mouse it grays out again. As opposed to a constant flickering. Here are my specs: CK Version 1.5.73.0 OS Edition Windows 10 Processor AMD Ryzen 7 3700X 8-Core Processor 3.60 GHz Installed RAM 64 GB Video card: Nvidia Geforce RTX 2060 Resolution: 3840x2160, 60Hz.
  4. Mannygt, Did you ever find a solution for this? I’ve had this problem for awhile and agree it’s extremely annoying.
  5. The objects in the preview object window do not stay visible. When I right click an object in the Object Window and select preview, it will be visible in the preview window for a split second and then disappear. If I reposition the preview window the object re-appears but as soon as I stop it grays out again. I have tweaked all of the functional settings that I can see, but nothing seems to correct this. Any ideas?
  6. I have been beating my head against the wall with this same issue all day!!!! then found this post and resolved it. I can't believe it was that simple and I cant believe all of the crazy things I wasted my time with today trying to figure it out!!!! :( Thank you Ishara
  7. Thanks so much for the reply Ishara, I went ahead and just deleted everything out and rebuilt it again crossing my T's and dotting my I's as you suggested and it worked without a hitch. I'm not sure what was wrong the first time. thanks again!
  8. Hello, I'm looking for some easy script support. I'd like to apply a script to a quest stage so that when the stage is set it will enable an activator. I have an activator that adds an item to player upon activation (no problems here) I've set it to "initially disabled" with the intent to enable it once a certain quest stage is set, however the correct way to go about doing this is eluding me. So far I set the activator up as a property associated with a script applied to the stage of a quest. I thought I could just put in "theactivator".enable() but I get an error: enable is not a function or does not exist I tried to set the property as an Activator Type, but no go, so I tried it as an object reference and selected it from the cell where the activator is and that was no go as well. I'm sure there is a simple solution. Any advice would be greatly appreciated.
  9. Awesome! Thanks so much for this information. I really appreciate that you took the time to help me improve. This is great. I will incorporate into the mod I am using this in.
  10. So I was having a tough time creating custom potions with custom ingredients and having to add those ingredients to level lists etc. So I figured out a way to create potions by adding the below script to a custom activator. One example is to create a static of an alchemy table and then put a trigger box over it as the activator and add the script to it. Anyway it took me a while to figure it out, so I thought I would post to save someone time who might be wanting to do something similar. Also, if a someone has an improvement to this script I am always open to learning new things, but it does compile fine and the skill advances with each successful creation of the potion. Ingredient Property (your ingredient) Auto Ingredient Property (your ingredient) Auto Ingredient Property (your ingredient) Auto Ingredient Property (your ingredient) Auto Potion Property (your potion) Auto Event OnActivate(ObjectReference akActionRef) Actor PlayerRef = Game.GetPlayer() if PlayerRef.GetItemCount(your ingredient) >= 1 PlayerRef.GetItemCount(your ingredient) >= 1 PlayerRef.GetItemCount(your ingredient) >= 1 PlayerRef.GetItemCount(your ingredient) >= 1 PlayerRef.RemoveItem(your ingredient, 1) PlayerRef.RemoveItem(your ingredient, 1) PlayerRef.RemoveItem(your ingredient, 1) PlayerRef.RemoveItem(your ingredient, 1) Game.GetPlayer().Additem(your potion, 1) PlayerRef.GetItemCount(your potion) >= 1 Game.AdvanceSkill("Alchemy", 50.0) Else debug.messagebox("You do not have enough ingredients") EndIf EndEvent Note: you will need to add the four ingredients and potion in as properties.
  11. Would it be possible to create an activator that when activated would have a script to change the hold owner from Imperial to Stormcloak or vise versa prior to the Civil War quest starting? I dug around in the creation kit and found the function SetHoldOwner. I was thinking something like this: Event OnActivate(ObjectReference akActionRef) SetHoldOwner(WhiterunHoldLocation, int 2) EndEvent Obviously it doesn't work, but was hoping that someone could confirm if this line of thinking was something that could potentially be solved or if it is a dead end. Please advise me. Thanks very much,
  12. So theoretically if I created an activator and tied this script to it could i potentially change the hold ownership in Whiterun from Imperial to Stormcloak pre Civil War? Event OnActivate(ObjectReference akActionRef) SetHoldOwner(WhiterunHoldLocation, int 2) EndEvent
  13. So I am just a kindergartener when it comes to quest modding. With that said, I'm having a little trouble with identifying some of the steps starting from Stage 2 ...where do I register for a single update of 2 days? I'm not seeing a "journal script block." Is that the Log Entry if I am on the Quest Stages tab? Also I do not know where to find/edit (blocking, high priority) would that be somewhere in dialogue views? I'm unfamiliar with the "snippet script" on the scripts tab. If anyone could expound on these steps I would be extremely grateful. thank you
  14. ElioraArin, Thank you for posting this! It was very helpful.
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