Jump to content

dietplums

Supporter
  • Posts

    40
  • Joined

  • Last visited

Nexus Mods Profile

About dietplums

Profile Fields

  • Country
    United Kingdom

Recent Profile Visitors

3531 profile views

dietplums's Achievements

Enthusiast

Enthusiast (6/14)

0

Reputation

  1. I've made a custom mesh for a helmet but it doesn't move with the player/NPCs head movement. I've added collison to the mesh, so dropping it out of your inventory works fine. Do I need to add somthing to the mesh through nifskope or outfit studio? Thank you.
  2. I have an interior cell which is a very long corridor. However you can't see all the way down and instead see white, the white disappears when you get closer. Is there a way to increase the LOD in interior cells? Thank you.
  3. I've tried adding <Allias=Player> to the display text in the terminal Then creating a quest, creating a reference allias to the terminal and then ticking stored text. But in game it still just shows <Allias=Player> any ideas? thank you
  4. In the cell, I have a simple travel package on my NPC, he can unlock locked doors, but he cannot remove the chains on a barred door. He just gets stuck. If I remove the chains on the barred door, the NPC continues with their normal travel package. Is it possible to make the NPC remove the chains via the their package or will I have to use a script? The barred door I'm using is one of the packin ones. Thank you.
  5. I'm adding traps to my interior cell, all the traps seem to work fine except for mines, if you trigger them then reload a save, the mine will not be there. I've added a location and encounter zone to the cell. so that is all working properly. do I need to put a script on the Mines? thank you.
  6. I'm trying to make a moveable static lantern I tried putting the lights attach ref to the movable static object but it didn't work as the light just stayed when I moved the movable static thank you
  7. I'm adding songs to my personal radio, wav works however I want to cut down on file size but the sound descriptor only seems to detect wav. The only way I've gotten a XWM to play through the radio is by making a dummy NPC radio speaker.
  8. basically I need a load door to close after the player has activated it, at the moment the fake load door teleports the player to an xmarker but does not close itself after being used. I want to have multiple fake load doors teleport the player to one xmarker heading. the script I am using on the fake load doors at the moment: Scriptname AAAloaddoorteleporttoxmarker extends ObjectReference Const ObjectReference Property XMarker Auto Const Event OnActivate(ObjectReference akActionRef) if akActionRef == Game.GetPlayer() Utility.Wait(1) ; Wait for 1 seconds Game.GetPlayer().MoveTo(Xmarker) endifEndEvent Event OnCellDetach() Self.SetOpen(false)endEvent another script I tried using but got the same result: Scriptname AAAloadDOORtelportXMARKER2 extends ObjectReference Const ObjectReference Property XMarker Auto Const Event OnActivate(ObjectReference akActionRef) if akActionRef == Game.GetPlayer() Self.SetOpen(false) Utility.Wait(1) ; Wait for 1 seconds Game.GetPlayer().MoveTo(Xmarker) endifEndEvent thank you.
  9. What I want to happen is when a quest stage has been set, if the actor is alive it will move them to a location. the script I am trying to use Scriptname moveactorifalive extends Quest Actor Property Mut Auto Const ObjectReference Property XMarker Auto Const ActorValue Property Health Auto Const Event OnQuestStage(int newStage, int oldStage) if (newStage == 20 && Mut.GetDeadCount() == 0) Mut.MoveTo(XMarker); endif EndEvent it says that getdeadcount is not a function. and will not compile i also tried actor value for health but that didn't work either. thank you, sorry for my bad scripting.
  10. I put the code in the quest fragment 20 but I keep getting "A psc(17,0): mismatched input 'Function' expecting ENDFUNCTION I also tried the Self.RegisterForRemoteEvent(boomquest, "OnStageSet") and Event Quest.OnStageSet(Quest akSender, int auiStageID, int auiItemID) on the xmarker script and it compiled, but the explosion still did not occur
  11. I've tried using this script on an xmarker, as that is the specific point I want the explosion to occur Scriptname ExplodeonQuestStage extends ObjectReference Const Quest Property boomquest Auto Const Explosion Property Nuke Auto Const Function ExplodeOnQuestStage() if (boomquest.GetStage() == 20) Game.GetPlayer().PlaceAtMe(Nuke, 1) endifEndFunction Event OnInit() ExplodeOnQuestStage()EndEvent I have also added the quest and the explosion to the properties the script itself complies fine with no errors however in game, I set the quest trigger but the explosion does not happen thank you
  12. I'm adding in industrial themed enemies to my interior cell and I thought that the hostile utility protectrons would be perfect However during testing they seem to be causing my game to crash if you take too much damage from them. All the other enemies in the cell work perfectly fine and I tested the utility protectrons on a separate plugin in a really basic cell and had the same issue of crashing to them when taking too much damage from them. Thank you
×
×
  • Create New...