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thesniperdevil

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Everything posted by thesniperdevil

  1. I used to get a random crash after riverwood on the walk to Whiterun - just after that stag spawn and before the wolf attack. no obviouse reason why it happened, but it only happened if I walked straight to it on my first playthrough. If I went over the mountains by bleakfall barrow and approached the same lcoation from the other direction - it was fine. Might be a memory thing?
  2. i used to work in the games industry and it was crap for me. So I got out and found a job with a decent work life balance, I enjoy gaming again and use modding as my creative outlet. I also enjoy the open source nature of the community, but if anything were to push me away from it, it would probably the immature witch hunt mentality of some of the members of it.
  3. Try using the S.T.E.P guide. It takes forever but you have close to a guarantee that your game will be stable.
  4. Hi there nexus mod folks! I just wanted to shout out about a Mod I recently released with the help of Matthiaswagg. "Taxes of the Nine Holds adds a fully customisable tax system to the game which allows you to be taxed by each independent Hold. If you are unable to pay, or choose to refuse payment - the amount you did not pay will be applied to a (non violent) bounty on your head for the specific Hold you could not pay." Based heavily on the implenetation of Simple Taxes. One thing that I wanted to raise awarnesss of, is a feature I added in version 1.1 - which tracks the amount of gold the player has paid each Hold in 9 global variables. I decided to add this feature on the offchance that any mod developers out there might like to reference these varaibles in their own work using "game.getformfromfile()" which should ensure that their mods will not be dependent on mine. Uses for referncing taxes paid? You could spawn certain npcs, trigger new quests or add items/ load new cells when certian thresholds are reached. anyways, just a shoutout to plug the mod. Hope people enjoy it.
  5. hey man, this mod looks great! In case you are interested, I have released a mod I am intending to support for a while called Taxes of the Nine Holds. http://www.nexusmods.com/skyrim/mods/65519/? version 1.1 has a feature that you might be interested in. It tracks the amount of gold the player pays for each Hold in a global variable that can be referenced by other mods without making them dependant on it. You could use that figure to trigger new quests, npcs or update cells with it. pm me if you are interested in using the feature I am happy to support any integration you may want to try. Keep up the work mate, this mod looks epic.
  6. Hey guys, So this is an odd request! I recently updated a mod of mine, Taxes of the Nine Holds 1.1. It has a feature that lets the game track the net amount of taxes the player has paid. So my mod request is to see if any great modders who are working on some cool city upgrades (like JK) or some mods that add vaults etc; to take a look at my mod see if it can help them build a mod that will upgrade cities, walls, shops etc of the various holds based on the taxes paid? sorry if this is incoherent, about to go to bed! Cheers,
  7. Thanks for this.It has helped me out lots- I am actually confusing myself because I am using MCM for the first time. I want to store MCM globals into a global array that is referenced by multiple scripts - can this be done? in my minds eye the mcm script would use the following for an array of integers. (sorry my browser wont let me embed scripts) int[] property holdCounter = new int[9] ;how would I declare this globally, the length of array will always be 9 and will contain integers only. addHeaderOption("Hold Countdowns") AddSliderOptionST("FalkreathCounterState", "Falkreath COuntdown", holdCounter[0].GetValue()) AddSliderOptionST("EastmarchCounterState", "EAstmarch Countdown", holdCOunter[1].GetValue()) ;and so on with the slider states being referencing the array in the same way as above. Many Thanks. Does MCM support this?
  8. Hi guys I apologise if this has been covered elsewhere, but I cannot seem to find it :sad: I was wondering if within Papyrus, it is possible to use the number that dictates a while loop to reference variables and properties? See below for an example - I am sure the syntax are all wrong. int property Test0 = 10 int property Test1 =4 0 int property Test2 = 15 int property true0 auto int property true1 auto int property true2 auto Function myFunction() int i while i<3 property true = propertyTest i++ endwhile If what I am trying to achieve is possible, can anyone provide me a simple example (with correct syntax)? cheers!
  9. Hey guys, I am looking at creating a mod that aims to have the player taxed for each of the 9 holds on a regular interval. Failure to pay tax results in a bounty in that hold only. I have figured out what I want done when it comes to actual tax payment- but its trigeriing that payment that is the reason for this post. I was hoping to stagger the tax so that the player doesn't have to pay all the taxes in one lump. However I am guessing that using a registerForGameUpdate for each of the 9 holds is likely to cause hassle (if it even works at all). Anyone got any ideas on how I could achieve my aim? (A similar mod, simple taxes rolls all the taxes into one payment, so I cant really use that for inspiration). Cheers!
  10. Hi guys, I released an auto-cast racial power mod a year ago that started to get a bit buggy, with a return to Skyrim I thought I would try to revitalise it and fix it to fit in with knowledge from the much more established community! SO I have a question- of the proposed implementations below what is more appropriate when considering usability, complexity to create and scope for error. Original Implementation (High level). Racial powers had a constant effect applied to them which contained a script. Each script would fire off an onHit() event which would check a number of variables that, if were true would cast a spell (that simulated the original racial power). The only vanilla change made, was to the racial power who's effect was changed. Power > constant effect > spell > power effect. (underlined were vanilla attributes, bold is the edited spell) a cooldown was implemented using states and timers (complicated stuff :sad: ) Potential new Implementation. Edit the racial power effect to be a dummy constant effect that would display in the UI. Create a quest, stage 0 would look for onHit() and check variables. If true, would fire a spell, cast by the player and go to stage 10. Stage 10 would begin a countdown in game time, which, when ended would reset the quest. appreciate any advice, the mod is still up on the nexus if people wanted to dig into the code. T
  11. Hope this works! It's a great utility mod that just makes reading books a great way to pass time ( scenic carriages, waiting for shops to open, or a time related quest, etc). The mod proposal- does it have an affect on skill books, or the black books from dragonborn? Thanks
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