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Ghaunadaur

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Everything posted by Ghaunadaur

  1. As long there's no money made out of it, I'm ok with that.
  2. I'm still active, but I'm not supporting older mods anymore. I've yet released another mod that I'm actively supporting, and been busy with that lately. If someone wants to upload a ported version of the mod, they have my permission.
  3. Not sure if it helps, but try to check the marker Sit 0 with a double click on it, and see if that perhaps makes any difference.
  4. Since the script utilizes OnDeath event, it needs to extend Actor, like ReDragon said.
  5. Either this, or just add a check like if akActor as Actor to make sure it's an NPC that entered the trigger
  6. 'Actor' shouldn't be used for variable names, since it's already reserved for object type 'Actor'. Instead use 'akActor' or 'myActor' or something like that.
  7. This feature indeed exists, press CTRL+F to replace selected items. I'd suggest to give proper editor ID's to the references, so they can easily be filtered and selected in the cell view window.
  8. Well to interrupt the monologue... Only reason I can imagine why you can't select trees would be there are markers in the ways. Have you tried to disable markers in the render window by hitting the 'M' key? If you want to make edits to both mods at once (aka making a patch) you need to make it semi-masterfiles by setting the internal master file flag for the plugins.
  9. You can also use a single function and check for the AddBooks variable. Function AddBooks() Actor aPlayer = Game.GetPlayer() int i = MyBooks.Length while (i > 0) i -= 1 if Addbooks aPlayer.AddItem(MyBooks[i], 1) else aPlayer.RemoveItem(MyBooks[i], 1) endWhile EndFunction What if the player removed one or more of the books meanwhile?
  10. Normally the desktop.ini files are hidden, so it might not show up in your Data folder. I'm not sure if that's the problem, but to change it, go to windows control panel - folder options - show hidden files. I don't think it will harm to leave it in the BSA either.
  11. Desktop.ini is a windows file that contains folder information, eg. folder icon. This is not supposed to be packed with the BSA.
  12. If you don't mind using SKSE, here's a method that worked for me: - Create a new object. It can be any object (e.g. a container) just needs to have a display name. - Create a new empty cell, and place an instance of the object in that cell. - Create a new quest and a reference alias that is pointing to the object in the cell - Create your message using the tag <Alias=AliasName> for Text Replacement. Make sure 'Owner quest' is set to your quest. - In your script, change the name of your object's base form with the SetName function as needed. - Display the message with MyMessage.Show() function. I think that's it. It may look complicated at first, but it's pretty straightforward. You can have multiple objects/aliases to make the message even more dynamic. I forgot to mention that the 'stores text' option needs to be checked on the alias (also see first link)
  13. If I recall correctly it should be the file ControlMap_Custom.txt in the Skyrim folder.
  14. Congratulations! I wish I were that young again. :smile:
  15. PlayAnimation This would close the gate when activating the container (script is on the container ref) Scriptname CV2_DracOrbTrap_BossActivator extends ObjectReference ObjectReference Property ImpPortGateFortExtRef Auto Event OnActivate(ObjectReference akActionRef) ImpPortGateFortExtRef.PlayAnimation("close") EndEvent
  16. It should be ObjectReference Propery which points to the reference of the gate in the world. And yes, PlayAnimation is the right function to use here.
  17. I'm certain it works for messages (box) since I used it that way in the past. May not work for dialogue or other text output.
  18. And he managed to do this 8 years before Skyrim even came out? That's really impressing. ; -)
  19. Not good practice to override native functions/event with your own. Better give unique names to them.
  20. Never heard of this. Can you give an example of a new function for SSE?
  21. I don't think it's missing scripts. If some functions (including SKSE) are working, and some are not, you're probably using the wrong syntax. To keep with your example, stringLengthIntVar = GetLength(someStringVar) will not work. The function return an integer value, not a string. Plus, you need to call the StringUtil script before the function. Right syntax would be: int LengthIntVar = StringUtil.GetLength(someStringVar)
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