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Ghaunadaur

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Everything posted by Ghaunadaur

  1. Yes, it's possible. Increment a global variable and use the tag <Global=GlobalName> in your message. For text replacement, the global variable needs to be added to a quest under 'Quest Data' and also the message needs to be connected to the quest. In your script, use UpdateCurrentInstanceGlobal() each time the variable is updated. For reference: https://www.creationkit.com/index.php?title=Text_Replacement Edit - I think the method proposed by surfsidenaturals is even better for this purpose.
  2. This can be done with a short script, added to the button. No properties needed. ActorValueInfo AVInfo Event OnActivate(ObjectReference akActionRef) if (akActionRef == Game.GetPlayer()) int i = 6 While (i < 24) AVInfo = ActorValueInfo.GetActorValueInfoByID(i) if (AVInfo.GetSkillLegendaryLevel() > 0) AVInfo.SetSkillLegendaryLevel(0) endif i += 1 EndWhile endif EndEvent
  3. Nah, you're probably using an old version of Creation Kit Fixes.
  4. Also, GetMapMarkerVisible is a condition function. For the script, use a combination of IsMapMarkerVisible and CanFastTravelToMarker. if (SolstheimMapMarker.IsMapMarkerVisible()) && (SolstheimMapMarker.CanFastTravelToMarker())
  5. That's good to hear. If it works properly now, I can also upload it to a mod page for public. Do you have an idea for a descriptive mod name? I'm a bit lost on that. Thank you for offering to donate, I appreciate it, but I'm not expecting any compensation really. I don't even have an online bank account. After all it's just a little mod, and it was fun to make. :smile: Edit - Nexus page can be found here: https://www.nexusmods.com/skyrim/mods/101188
  6. No problem, I just need to re-save the .esp file in CK64 to convert it to SSE. And no worries, you're not wasting my time. The main problem is that I can't get the upload to work. I'm always getting an error 'can't connect to server' or similar to that. Maybe someone else could upload it for you. The link below contains the most recent version, converted to SE and also modified visuals: https://www.dropbox.com/s/0iu0243n14cnqxl/Detect%20Level.7z?dl=0
  7. Apparently the problem is that fast travel will get reenabled when the player is teleported via MoveTo command, it also happens when entering another worldspace. I made some changes to the script, so the mod should work more reliable now. But also requires SKSE. This is the new file, please test with a different save: https://www.dropbox.com/s/q35atldx5709jds/Fast%20Travel%20Only%20When%20Flying%20%28v2%29.7z?dl=0
  8. I can only see a section for Skyrim Special Edition mods on bethesda.net, is it supposed to be for SSE?
  9. So Xbox users can only install mods from bethesda.net then? Sorry, I wasn't aware of that. In fact I'm not familiar with modding on consoles at all. Since I can't test it on the XBox anyway, it would be better if upload the mod there yourself. As for credits, a simple mention in the description is enough, at least I had fun making the mod! : )
  10. This is the mod so far, please test it and see how it works for you: https://www.dropbox.com/s/m8xqyxt3zzpql7k/Detect%20Level.7z?dl=0 Currently it looks like a healing spell, but I can change the visual effects to something else.
  11. I will make it an aimed Spell then. Should it work for all actors, or for enemies only? It's still possible to display the name without using SKSE, just a bit more complicated.
  12. Ok, so I made it. Get the file for testing here: https://www.dropbox.com/s/vl0xstxrotuqn9a/Fast%20Travel%20Only%20When%20Flying.7z?dl=0 I can also add a message when fast travel is disabled or enabled.
  13. I could give it a try, if you still need this. I'm thinking of a cloak spell as described in this tutorial. The cloak would be applied to nearby enemies and only be active while in combat. When an enemy is hit by the player, the name and level will be displayed as a notification message. An aimed spell would be doable too, of course. One question, is it possible to use SKSE on XBox?
  14. From what I understand, fragment scripts are supposed to be edited through the CK interface only, not directly. It may not cause any issues if done correctly, but I'd rather avoid doing so. Moving the custom functions to a quest script makes it easier to call it from other scripts on your quest and, in my experience, helps to keep things organized...but of course that's up to you! If you say the function code is only used once and in a single script, there's no reason to make it a function in the first place. :smile:
  15. Should be fine to use an existing NPC as long it's not unique. The problem I think is with your function, which has a return value, but it doesn't return anything. So add this line at the end of the function: return npc Also, the function shouldn't be part of the fragment script, but in a separate script attached to the quest. Then call it like so Actor guard = (GetOwningQuest() as MyQuestScript).SpawnNPCOffsetFromRef(FrontDoor, NPCToSummon.GetBaseObject(), 0, 10, 0, 0)
  16. ...apart from the fact that you can't make properties for game settings and the script needs to be added to a player alias. Scriptname SomeScript extends ReferenceAlias Event OnInit() Game.SetGameSettingFloat("fJumpDoubleMult", 0.5) EndEvent Event OnPlayerLoadGame() Game.SetGameSettingFloat("fJumpDoubleMult", 0.5) EndEvent SetGameSettingFloat_-_Game OnPlayerLoadGame_-_Actor
  17. I believe it's as follows: 0 - 9 Stranger 10 - 19 Newbie 20 - 49 Journeyman 50 - 99 Regular 100 - 249 Enthusiast 250 - 499 Fan 500 - 999 Old Hand 1000 - 1999 Faithful Poster 2000 + Resident Poster (someone please correct me if i'm wrong)
  18. This is because the book is in the player inventory/container, therefore it has no valid ID and the script won't work. As a workaround, you can put the book reference in a quest alias and assign the script to that. The book will be persistent as long it's held into the alias. The script needs to extend ReferenceAlias then. Make sure to set the quest to 'start game enabled'. Good luck!
  19. My CK runs pretty stable, so I don't really need this fix, but I'd suggest to put the changes in SkyrimEditorCustom.ini. This way the original .ini can stay untouched.
  20. needs SKSE debug.notification("Perk "+BookLearnedPerk.GetName()+" added") It would be better practice to use messages for this, but that's a bit more complicated...
  21. No problem. Maybe it sounded more complicated than it really is. If you ever have further questions, just let me know.
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