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ZombieNL

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  1. Your new version of the mcm script looks great, i like the idea of shrinking the wall of code, but don't forget: If (Page == "Config") SetCursorFillMode(TOP_TO_BOTTOM) AddHeaderOption("Vampire Menu") iVampire1 = AddToggleOption("Vampire Armor", VampireVal1) iVampire2 = AddToggleOption("Vampire Armor without fighting", VampireVal2) iVampire3 = AddToggleOption("Ancient Blood", VampireVal3) iVampire4 = AddToggleOption("Cure Vampirism", VampireVal4) iVampire5 = AddToggleOption("Turn into a Lycan", VampireVal5) EndIfis only a part of the total mcm i want to make. I think i mentioned this inside the script for the shrine in the added comments, but i am not sure it was mentioned in one of the forum posts. If not, then sorry for that. The plan was to get the vampire part working first and then add the mortal and lycan stuff later. The total menu layout will look something like this: If (Page == "Config") SetCursorFillMode(LEFT_TO_RIGHT) AddHeaderOption("Vampire Menu") AddHeaderOption("Mortal Menu") iVampire1 = AddToggleOption("Vampire Armor", VampireVal1) AddToggleOption("Cure All Disseases", True) iVampire2 = AddToggleOption("Vampire Armor without fighting", VampireVal2) AddToggleOption("Sanguinare Vampiris", True) iVampire3 = AddToggleOption("Ancient Blood", VampireVal3) AddToggleOption("Turn into a Vampire", True) iVampire4 = AddToggleOption("Cure Vampirism", VampireVal4) AddToggleOption("Turn into a Lycan", False) iVampire5 = AddToggleOption("Turn into a Lycan", VampireVal5) AddEmptyOption() AddEmptyOption() AddEmptyOption() AddHeaderOption("Lycan Menu") AddEmptyOption() AddToggleOption("Lycans can't use the shrine", False) AddEmptyOption() AddToggleOption("Cure Lycantrophy", True) AddEmptyOption() AddToggleOption("Turn into a Vampire", True) EndIfAs you can see i did not add any actions to the mortal and lycan options yet. My thought was, once i get the vampire menu working, the other 2 are just more of the same and easy to add in. Once i get the vampire stuff working and i completed the whole mcm menu, then it is a good idea to shrink the code with the code you suggested. But before i even start with the mortal and lycan stuff, i want to get the vampire stuff working first. I see you like to add all you can to the properties-window in the CK, is that personal preference, or is there another reason for doing that? I like to keep everything inside the script whenever possible because it's easier when you need to change/add something. If you store everything in the properties-window then you need to start CK for every change you want to make. If you keep everything inside the script, then you can just open notepad++ to edit and compile scripts. Or maybe i am doing something wrong, that is also possible. About the cancel button: I want to make sure the new menu always has a cancel button, this way you are not forced to choose one of the options if you activate the shrine by accident. In the function VampireMenu() inside VC_Script_Shrine_MolagBal i check wich bools are true. Only true bools are added to the new menu. Because there is no option to disable the cancel button in the mcm, Bool VampireVal0 is always True. I am sure this is not the best way to do this, but it works. Here is the script VC_Script_Shrine_MolagBal
  2. The function VampireMenu() is not suppost to make changes to the mcm. Inside VampireMenu() i collect info from the mcm, and with that info i create fill the array VampireMenu. The mcm is only there to select wich options you want to see in the menu when you activate the shrine. After the menu is made and presented to the player, it is ok if the temp arrays get thrown away. It is true that i still need to figure out a way to convert the array to a menu, but giving the array back to the mcm was never my intention. So maybe i am stupid, but i don't understand your post.
  3. Thnx for explaining this, but in that case i just leave it as it is now. My mcm is easy enough to understand as it is. The InfoText was just a litle extra. If the code you showed is producing the message in screenshot 7/9 from your mod-page, then i don't understand why you made it. Isn't this the way all mcm menu's work? First you need to exit all menu's before you can notice any changes. I think i prefere to explain my mcm menu in the description of my mod page. That should be enough.
  4. The problem was not solved yet, you gave the solution. Thnx! The initial bools are there for when you load the mcm for the first time. The mcm should have some initial values to build the menu. I chose to make the initial values the same as the default values because i think that makes sense. I don't know how to implement your suggestion into my script. I don't understand your comment enough. Here is my new MCM code: I also noticed another problem. When i move my cursor over one of the options in the mcm, i see the correct InfoText, but when my cursor is not on one of the options it should activate this bit of code: Else SetInfoText("This MCM menu can be used to choose which options you want to see when you activate the Molag Bal Shrine.") EndIfBut it never shows the text at all. I know it's only a minor thing, but still i would like it to work.
  5. Your new version compiles just fine, but i have some questions: Do i realy need to check if the shrine is activated by the player? The shrine is located in my pocket dimension. The only NPC in there is my thrall, but she is behind a locked door. Followers should not follow you inside the coffin, but i guess it is not 100% impossible that it can happen. But even if a NPC activates the shrine, what is the harm in that? I never used states before, what does it do? Creating a new function to call the individual functions is a nice idea, but still they all get activated. not just the ones i select in the mcm menu. Here is the new version. I did not just copy/paste your script, but merged it into my own. string[] VampireMenu = new String[128]Did fix the array, but then you give the array 128 rows by default? I left that out, because you can't know in advance how many rows the array will get. The first debug while loop works fine, displaying the correct bool values. When you open the mcm menu again, you no longer see wich options you selected earlier, but all options are set to default again. The next while loop is still a problem. If i select all 6 options the new menu is build, but at the same time all functions are activated as well. The last debug while loop works as intended. If i select 0,1,2,3,4 or 5 options The menu acts like all options are set to default I still have no idea how to convert the array to a menu. I was hoping someone on this forum can help me with this. What do you mean with this?:
  6. So even after 2 days, still 0 reactions? Do i need to explain better what i try to do? Is it even possible what i want? If it is possible, am i on the right path, or do i need to rebuild my script with totaly different functions/code to make it work? I am completely stuck on this project with no idea what to try next, so any help or info is welcome.
  7. I think this is what you want: https://archive.org/search.php?query=Wyrmstooth
  8. Better Vampire Lord Transformation https://www.nexusmods.com/skyrimspecialedition/mods/2659
  9. For my mod Vampire Coffin i try to add a MCM menu to give the player some more options. This is what i want, (don't know if it is possible to do something like this): In the mcm you choose the options you want to see when you activate the shrine in my coffin. The script for the shrine should check witch options are selected (toggled on) and add those to an array. At the same time i add numbers to the new array, together with the correct text labels. Then i add the correct functions so the menu is more then just text. I run into a lot of problems and i need help to fix this mess. This is my MCM script: And this is the script for the shrine: I added some notes inside the code to explain what i try to do. Both scripts compile just fine, there are no errors. Some of my problems: When i exit the mcm and activate the shrine as a vampire it looks like the options are passed correctly from mcm to the shrine, but when i open the mcm again, all options are set to default again. It is supposed to remember what i selected before. When i activate the shrine as vampire i see all the test notifications just fine, but i always see all of them. not just the ones corrosponding with the options selected in the mcm. At the same time all the functions are started. The If/Else to select the correct functions is being ignored. All this mess is just my attempt to make a new array with only the selected mcm options. I still need a way to display the new array as a menu, but i don't know how to do that. It would not surprise me if i do this all the wrong way. For some reason i always over-complicate things while there is an easier way to do what i want.
  10. In mo2 i made a "mod" with the name "Creation Kit Scripts.rar" that is where i unpacked everything from the scripts.rar file. When i start ck with mo2 i make sure my "mod" is selected so all files are loaded and accessible when working in ck. When i moved all dawnguard files to the source folder it found 160 files already present. I chose to overwrite the excisting files, guessing the dlc versions are newer/better. The heartfires files found 40 files to overwrite, and dragonborn only 8 After moving all files to the Source folder, i started ck again and now i can the script from the start post without any errors. So when i re-installed ck in my attempt to fix the issue, i forgot to move the dlc file up one level. I can be so stupid sometimes...
  11. E:\SteamLibrary\steamapps\common\Skyrim\Data\Scripts\Source\temp\VC_Script_BloodstoneChalice.pscThis is my Source path because i run ck through mo2 In mo2 i have everything setup so that i can keep my Skyrim\Data folder clean. For every mod/program that wants to put files in my Data folder, i made a mod in mo2. This works great as long as i start ck through mo2. I don't know how to compile without ck. I don't know what you compiled there, but it has a few words i recognize. It looks nothing like any script i could work with, i guess i am not smart enough to understand what you made there. I did not delete any files and when i compile everything works excep for that DLC1RadiantScript (The DLC1RadiantScript.psc is also present). All other scripts and files work as they should. So missing files should not be the problem, but just to be sure, how do i use that import script? I don't know what to do with it.
  12. You didn't change the script a bit, you completely rebuild it in a totaly different way. I don't understand most of it. More important is that this also will not compile succesfully. Here is the error i get: The part: (DLC1Radiant as DLC1RadiantScript).ChaliceDrink()Looks promissing, but that is the part were the compiler gives the error. So maybe i should stop trying to link to the ChaliceDrink() function inside the DLC1RadiantScript and just add the function to my script file. I still don't understand how the compiler can't handel DLC1RadiantScript any more.
  13. You are correct. i made a mistake in my post. It should be: Message Property VC_Msg_BloodstoneChalice AutoI will correct in the first post. Now i need to spend some time figuring out what you did to my script. It looks verry complicated.
  14. Sacrifice him/her to Boethiah. You need the quest "Boethiah's Calling" for that.
  15. Wow already some reactions, That is fast! @Rasikko I agree it makes no sense and that the syntax is correct, but the error is appeared. When i replace: DLC1RadiantScript Property DLC1RadScript Autowith: Quest Property DLC1Radiant Autoand then compile, then i get this: So what do i need to change in this line: DLC1RadScript.ChaliceDrink()inside the AncientBlood() function? I tried: DLC1Radiant.ChaliceDrink()But that does not work. @NexusComa Dawnguard and Dragonborn dlc's are required for my mod, so i always have the esm's loaded in ck @Havredave I checked just to be sure, but the file is still there. There is (almost) no chance the files get deleted or changed because i use MO2 and made a new mod with the content of the Scripts.rar file (Oldrim has a rar, SE has a zip).
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