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jeyoon

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Everything posted by jeyoon

  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.
  15. I wasted an hour of my life trying to figure out why in the world the activation box was not showing up in game..... as it turns out the box was sitting at 45 degrees. Geez! something so simple! timsterse's comment above is valid.
  16. Script free method: Create a start game enabled quest Add an alias that points to the player Add the desired item(s) to the inventory section of the alias Save and test This method will work every time that the mod is loaded for its first time. Thank you Ishara, this information was very helpful!
  17. Darkfoot, Sorry I know this post is 5 years old, but I'm working on something similar and haven't found much online. Is there anyway that you could provide the script that you created to trigger the NPC to cast the spell? No worries if this was too long ago, but thought I would ask just in case. Thank you,
  18. Maxarturo, This is great information. Thank you for taking the time to share it. I learned something today.
  19. Correct, I had a difficult time finding the line Game.AddPerkPoints(1) so I thought it might save someone some time if they were also looking for a solution. Also, it is probably good to add in a .show() message script as well so that you know you received the perk. That said, for my personal use the cheat book fit the need, but for other people who may want the book to only give a one time only perk point could you provide an example line to successfully execute? It is beyond my knowledge. Thank you
  20. After reading through some of the commentary in other posts from IsharaMeradin I was able to apply the below simple script to a custom book i made in CK that would add a perk point to the PC upon reading. So I thought I would post this in case someone else is trying to make something similar and to thank Ishara for the great advice given in other posts. Event OnRead() Game.AddPerkPoints(1) EndEvent
  21. Elsopa - papers hd se on the nexus worked perfectly to resolve the too bright book pages /tomes. Thank you for the advice on the texture replacer! Great solution.
  22. This was a good post that helped me out a bunch, but initially I couldn't get it working. However, I have tweaked the script although it doesn't do everything that the initial proposed. This script for your campfire activator simply enables a referenced "lit campfire" with 3 firewood and then burns out (disables it) in 4 in game hours. Tested in game to work just fine. Scriptname Firepitrequireslogs extends ObjectReference MiscObject Property Firewood01 Auto Float Property abIM_AutoBurnUpLogs auto ObjectReference Property ZZZ_FireplaceEmbers Auto {This must be filled with the object to be enabled and disabled.} Message Property ZZZ_NeedFirewoodMSG Auto {Optional "Two firewood needed to light fire." or something similar.} Event OnActivate(ObjectReference akActionRef) if ZZZ_FireplaceEmbers.IsDisabled() ; the fireplace isn't burning If (Game.GetPlayer().GetItemCount(Firewood01) >= 1) Game.GetPlayer().RemoveItem(Firewood01, 3) ZZZ_FireplaceEmbers.Enable() ; light the fire RegisterForSingleUpdateGameTime(abIM_AutoBurnUpLogs) elseif ZZZ_NeedFirewoodMSG ; there's a message available so show it ZZZ_NeedFirewoodMSG.Show() else ; no message available so use a debug notification Debug.Notification("Two firewood needed to light fire.") endif endif EndEvent Event OnUpdateGameTime() If (ZZZ_FireplaceEmbers.IsEnabled()) ZZZ_FireplaceEmbers.Disable() EndIf EndEvent
  23. So I finally figured out why I had issues with this a couple years ago! A newly made trainer mod did not work for me loaded onto a late game save. I was tinkering around with the original mod I had anguished over in these previous posts way back when. It actually works just fine on a new play through, but add it to an existing play through and everything works but the skills will not advance. Tasheni even said To test it on a new game and not an old save. I should have listened. Lol. Anyway Agerweb you are awesome thank you for your patience with me.
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