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Willy4x4

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About Willy4x4

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    France
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    Final Fantasy XIV, Valheim
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    Monster Hunter, FFXIV

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  1. Hummm...this might be possible to script Like: If Player goes into Combat State and Tank is in player's party , tank becomes target ,as long as he's alive :/
  2. I think you have to place a Gargoyle at the moment the statue explodes or enable him ^^ Okay, I'm not totally sure what you mean though. Option 1 "place a Gargoyle at the moment the statue explodes" Don't know what you mean exactly. Option 2 "or enable him" Isn't he enabled already? All scripts are correct and the activation chain is intact. What i meant is, place a Gargoyle on the same spot as your statue, set him to "initially Disabled", then once the Statue explodes Set him to Enabled. ScritptName EnableGargoyle Extends ObjectReference ObjectReference Property Gargoyle Auto Event OnTrigger(ObjectReference akActionRef) If (akActionRef == Game.GetPlayer()) Gargoyle.Enable() EndIf EndEvent
  3. I ended up placing the Trigger Boxes, as it's a lot cleaner and faster to get it to display (for the player) The only thing that will take some time is the Enable/Disable button for the map markers as there are over 500 ^^' (around 10-15 secs)
  4. Hey that actually makes a lot of sense :biggrin: Thanks I'll try it out right away :wink: Kudos for you :smile: and for IsharaMeradin too ^^ EDIT: It Works ! ^^ Even tho it's slow opening the MCM ,as it has 504 ObjectReferences to check from the formlist :/ Would you know how to display a 2 digit Float number?
  5. Really? :biggrin: I already have them in a Formlist (all 504) so that would be nice ^^ EDIT: Ahhh it's a function >.< , i'll have to update it with RegisterForUpdate?
  6. I think you have to place a Gargoyle at the moment the statue explodes or enable him ^^
  7. Thanks ^^ , Yeah i guess I'll do it the long way, with trigger boxes >.> It's not something essential to the mod I'm making, just something for players to see how much markers they found of the total i added The Mod's Name is "Skyrim GatherMate" btw ^^ , there's just 1 screen shot uploaded for the moment (no mod yet) http://skyrim.nexusmods.com/Images/213071
  8. >.< Figured i'd have to do that , i'll have to place 504 of them + those i haven' placed yet (mapmarkers) Thanks a lot for helping find out what had to be done ^^
  9. http://www.creationkit.com/IsMapMarkerVisible_-_ObjectReference I found that one already ^^ ,ehh what i'm trying to say is, The Event part , I need an event which triggers when it's activated/Triggered/when i walk in the yellow radius, i don't know how to do that ,other then with RegisterForUpdate, i have 504 of events going to have to use this script i can't make all of them use a OnUpdate event :/
  10. Well all i want to do is add +1 to a Global Variable once the player discovers the Mapmarker the script is attached to , the script compiles fine tho' I already tried it without the Messageboxes in the first place , i actually added them to check if anything works :/ Would you know how to check if the Mapmarker is discovered? (not RegisterForUpdate i have 504 of these events...) Thanks a lot for answering :)
  11. http://skyrim.nexusmods.com/mods/14727http://skyrim.nexusmods.com/mods/13148 http://skyrim.nexusmods.com/mods/12281 http://skyrim.nexusmods.com/mods/13506
  12. Ehhh..... So It's a bound weapon spell? and when drawn you want to switch the model?
  13. You could get yourself 3D Max ^^ It supports .Nif files and almost all the rest :)
  14. I thank that was it ^^, i wrote the script at 3Am :D
  15. Yes you can ^^ EDIT: Something like (did this from my head...) Scriptname FactionChange Extends ObjectReference [Don't remember this part] Property FactionToAddTo Auto Event OnRead() Game.GetPlayer().AddToFaction(FactionToAddTo) EndEvent
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