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wilwhitt56

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Everything posted by wilwhitt56

  1. Yup, that did it. Thanks for all the help Ishara. The full Script, in case someone wants to use it:
  2. noted, but also I figured it out. Read the message i sent to Ishara. I just need to figure out how to fix it.
  3. I figured out whats wrong with your script. It's working, but in the wrong way. Rather than add to the pile, it's going through each object reference like a step, rather then an addition to the pile. I add 10000 gold, it only shows Vaultloot3. jump to 100k, it only shows Vaultloot6.
  4. just saw something that was off when i used the debug. I got a message saying: Added gold *amount added*=0=*amount added*
  5. ...How do i do that? ( i'm sorry, I haven't touched scripts in a while and i'm still trying to learn.)
  6. I do a new game every time. I've made sure all of the properties are attached to their respected parts. The activator itself is a container with the mesh of a ledger, which has the script in it. The process itself is the object references are connected to static objects, aka chests, which are scattered around the chamber. These chests are the source for the various gold piles, jewels, shinies, etc that are in the room inself. These shinies are connected via Enable Parent to their respected chests. The chests though are set to initially disabled, making both the chest AND the loot connected to them invisible. When someone reaches the set goal for the first chest, the script triggers and makes the chest visible again, along with all connected loot.
  7. It saved, but unfortunately it's still not working. Here's how I set it up:
  8. I tried to use your script and it lit up with errors like crazy. all of the errors are saying: -only arrays can be indexed -variable MaxValue is undefined -type mismatch while assigning to a none (cast missing or types unrelated) -none is not a known user-defined type
  9. Having a little issue with a mod script I made a while back. Due to some issues I had to use a backup of it, but it's not quite working. The script is for making a treasury that, when it hits certain amounts, makes it slowly fill with treasure. Right now though, it's not filling with jack squat. Not sure what's really wrong, it saved fine, and all of the object references are connected. Here's the script: EDIT: I completely forgot to mention this is on Skyrim AE. IDK if that will help with solving, but I thought i'd bring it up.
  10. whoops, I thought i was in the skyrim forum. My bad.
  11. Having a little issue with a mod script I made a while back. Due to some issues I had to use a backup of it, but it's not quite working. The script is for making a treasury that, when it hits certain amounts, makes it slowly fill with treasure. Right now though, it's not filling with jack squat. Not sure what's really wrong, it saved fine, and all of the object references are connected. Here's the script: Scriptname EW_TreasuryScript extends ObjectReference ObjectReference property Vaultloot01 auto ObjectReference property Vaultloot02 auto ObjectReference property Vaultloot03 auto ObjectReference property Vaultloot04 auto ObjectReference property Vaultloot05 auto ObjectReference property Vaultloot06 auto ObjectReference property VaultLoot07 auto ObjectReference property VaultLoot08 auto ObjectReference property VaultLoot09 auto ObjectReference property Vaultloot10 auto ObjectReference property Vaultloot11 auto ObjectReference property Vaultloot12 auto ObjectReference property Vaultloot13 auto ObjectReference property Vaultloot14 auto ObjectReference property Vaultloot15 auto ObjectReference property Vaultloot16 auto ObjectReference property GoldVault auto Form gold001 int value = 0 int Function ValueChange(Form akBaseItem, int aiItemCount) {Returns the value change from moving [aiItemCount] of [akBaseItem]} If akBaseItem==gold001 return aiItemCount EndIf EndFunction Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) value += ValueChange(akBaseItem, aiItemCount) if (value >= 1000) Vaultloot01.enable() elseif (value <= 999) Vaultloot01.disable() endif if (value >= 5000) Vaultloot02.enable() elseif (value <= 4999) Vaultloot02.disable() endif if (value >= 10000) Vaultloot03.enable() elseif (value <= 9999) Vaultloot03.disable() endif if (value >= 25000) Vaultloot04.enable() elseif (value <= 24999) Vaultloot04.disable() endif if (value >= 50000) Vaultloot05.enable() elseif (value <= 49999) Vaultloot05.disable() endif if (value >= 100000) Vaultloot06.enable() elseif (value <= 99999) Vaultloot06.disable() endif if (value >= 200000) VaultLoot07.enable() elseif (value <= 199999) VaultLoot07.disable() endif if (value >= 300000) VaultLoot08.enable() elseif (value <= 299999) VaultLoot08.disable() endif if (value >= 400000) VaultLoot09.enable() elseif (value <= 399999) VaultLoot09.disable() endif if (value >= 500000) Vaultloot10.enable() elseif (value <= 499999) Vaultloot10.disable() endif if (value >= 650000) Vaultloot11.enable() elseif (value <= 649999) Vaultloot11.disable() endif if (value >= 850000) Vaultloot12.enable() elseif (value <= 749999) Vaultloot12.disable() endif if (value >= 1000000) Vaultloot13.enable() elseif (value <= 999999) Vaultloot13.disable() endif if (value >= 1250000) Vaultloot14.enable() elseif (value <= 1249999) Vaultloot14.disable() endif if (value >= 1500000) Vaultloot15.enable() elseif (value <= 1499999) Vaultloot15.disable() endif if (value >= 2000000) Vaultloot16.enable() elseif (value <= 1999999) Vaultloot16.disable() endif Endevent Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer) value -= ValueChange(akBaseItem, aiItemCount) if (value >= 1000) Vaultloot01.enable() elseif (value <= 999) Vaultloot01.disable() endif if (value >= 5000) Vaultloot02.enable() elseif (value <= 4999) Vaultloot02.disable() endif if (value >= 10000) Vaultloot03.enable() elseif (value <= 9999) Vaultloot03.disable() endif if (value >= 25000) Vaultloot04.enable() elseif (value <= 24999) Vaultloot04.disable() endif if (value >= 50000) Vaultloot05.enable() elseif (value <= 49999) Vaultloot05.disable() endif if (value >= 100000) Vaultloot06.enable() elseif (value <= 99999) Vaultloot06.disable() endif if (value >= 200000) VaultLoot07.enable() elseif (value <= 199999) VaultLoot07.disable() endif if (value >= 300000) VaultLoot08.enable() elseif (value <= 299999) VaultLoot08.disable() endif if (value >= 400000) VaultLoot09.enable() elseif (value <= 399999) VaultLoot09.disable() endif if (value >= 500000) Vaultloot10.enable() elseif (value <= 499999) Vaultloot10.disable() endif if (value >= 650000) Vaultloot11.enable() elseif (value <= 649999) Vaultloot11.disable() endif if (value >= 850000) Vaultloot12.enable() elseif (value <= 749999) Vaultloot12.disable() endif if (value >= 1000000) Vaultloot13.enable() elseif (value <= 999999) Vaultloot13.disable() endif if (value >= 1250000) Vaultloot14.enable() elseif (value <= 1249999) Vaultloot14.disable() endif if (value >= 1500000) Vaultloot15.enable() elseif (value <= 1499999) Vaultloot15.disable() endif if (value >= 2000000) Vaultloot16.enable() elseif (value <= 1999999) Vaultloot16.disable() endif Endevent
  12. OK, so I got it working. I found out that enhanced landscape is the culprit for my problem. That being missing and deformed land. It says to use Dyndolod ,which I did, But it didn't fix the problem. Anyone know what I'm doing wrong?
  13. IDK whats going on. I put Dyndolod in a seperate folder. I did textgen and that ran fine. When I do Dyndolod, it says this. I downloaded the resource files, but I don't really know if I need to keep the files in MO2 or put them somewhere specific. Any help would be nice.
  14. I'm kinda new to vortex (old NMM user) When I try to deploy them, I end up with this message: I'm not sure what's going on, but some help would be appreciated. :)
  15. Doesn't seem to be working, do I put it in the script somewhere specific?
  16. Found this treasure script here which is for Skyrim LE: https://www.nexusmods.com/skyrim/mods/85045?tab=description The concept seems simple enough,but for some odd reason it's not working for both my mod OR the OG. I'm not quite sure why, but maybe one of y'all can see it? Scriptname TR_treasuryScript extends ObjectReference ObjectReference property Vaultloot01 autoObjectReference property Vaultloot02 autoObjectReference property Vaultloot03 autoObjectReference property Vaultloot04 autoObjectReference property Vaultloot05 autoObjectReference property Vaultloot06 autoObjectReference property VaultLoot07 autoObjectReference property VaultLoot08 autoObjectReference property VaultLoot09 autoObjectReference property Vaultloot10 autoObjectReference property Vaultloot11 autoObjectReference property Vaultloot12 autoObjectReference property Vaultloot13 autoObjectReference property Vaultloot14 autoObjectReference property Vaultloot15 autoObjectReference property Vaultloot16 auto ObjectReference property GoldVault auto Form gold001 int value = 0 int Function ValueChange(Form akBaseItem, int aiItemCount){Returns the value change from moving [aiItemCount] of [akBaseItem]}If akBaseItem==gold001return aiItemCountEndIfEndFunction Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) value += ValueChange(akBaseItem, aiItemCount) if (value >= 1000) Vaultloot01.enable() elseif (value <= 999) Vaultloot01.disable() endif if (value >= 5000) Vaultloot02.enable() elseif (value <= 4999) Vaultloot02.disable() endif if (value >= 10000) Vaultloot03.enable() elseif (value <= 9999) Vaultloot03.disable() endif if (value >= 25000) Vaultloot04.enable() elseif (value <= 24999) Vaultloot04.disable() endif if (value >= 50000) Vaultloot05.enable() elseif (value <= 49999) Vaultloot05.disable() endif if (value >= 100000) Vaultloot06.enable() elseif (value <= 99999) Vaultloot06.disable() endif if (value >= 200000) VaultLoot07.enable() elseif (value <= 199999) VaultLoot07.disable() endif if (value >= 300000) VaultLoot08.enable() elseif (value <= 299999) VaultLoot08.disable() endif if (value >= 400000) VaultLoot09.enable() elseif (value <= 399999) VaultLoot09.disable() endif if (value >= 500000) Vaultloot10.enable() elseif (value <= 499999) Vaultloot10.disable() endif if (value >= 650000) Vaultloot11.enable() elseif (value <= 649999) Vaultloot11.disable() endif if (value >= 850000) Vaultloot12.enable() elseif (value <= 749999) Vaultloot12.disable() endif if (value >= 1000000) Vaultloot13.enable() elseif (value <= 999999) Vaultloot13.disable() endif if (value >= 1250000) Vaultloot14.enable() elseif (value <= 1249999) Vaultloot14.disable() endif if (value >= 1500000) Vaultloot15.enable() elseif (value <= 1499999) Vaultloot15.disable() endif if (value >= 2000000) Vaultloot16.enable() elseif (value <= 1999999) Vaultloot16.disable() endifEndevent Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer) value -= ValueChange(akBaseItem, aiItemCount) if (value >= 1000) Vaultloot01.enable() elseif (value <= 999) Vaultloot01.disable() endif if (value >= 5000) Vaultloot02.enable() elseif (value <= 4999) Vaultloot02.disable() endif if (value >= 10000) Vaultloot03.enable() elseif (value <= 9999) Vaultloot03.disable() endif if (value >= 25000) Vaultloot04.enable() elseif (value <= 24999) Vaultloot04.disable() endif if (value >= 50000) Vaultloot05.enable() elseif (value <= 49999) Vaultloot05.disable() endif if (value >= 100000) Vaultloot06.enable() elseif (value <= 99999) Vaultloot06.disable() endif if (value >= 200000) VaultLoot07.enable() elseif (value <= 199999) VaultLoot07.disable() endif if (value >= 300000) VaultLoot08.enable() elseif (value <= 299999) VaultLoot08.disable() endif if (value >= 400000) VaultLoot09.enable() elseif (value <= 399999) VaultLoot09.disable() endif if (value >= 500000) Vaultloot10.enable() elseif (value <= 499999) Vaultloot10.disable() endif if (value >= 650000) Vaultloot11.enable() elseif (value <= 649999) Vaultloot11.disable() endif if (value >= 850000) Vaultloot12.enable() elseif (value <= 749999) Vaultloot12.disable() endif if (value >= 1000000) Vaultloot13.enable() elseif (value <= 999999) Vaultloot13.disable() endif if (value >= 1250000) Vaultloot14.enable() elseif (value <= 1249999) Vaultloot14.disable() endif if (value >= 1500000) Vaultloot15.enable() elseif (value <= 1499999) Vaultloot15.disable() endif if (value >= 2000000) Vaultloot16.enable() elseif (value <= 1999999) Vaultloot16.disable() endif Endevent
  17. thank you, M button worked.
  18. For some reason the markers for lights, doors, and others are invisible. Not like hit 1 invisible, but not interactive invisible. anyone know how to fix this? Skyrim SE BTW.
  19. Got it working. Here's the new one: Scriptname RockRemoveScript extends ObjectReference ObjectReference Property RubbleXMarker Auto Event OnActivate(ObjectReference akActivator) If akActivator == Game.GetPlayer() ; did player activate RubbleXMarker.Disable() EndIfEndEvent Apparently I needed to make a new property for it. EDIT: Whoops, sorry for a double post.
  20. So if I did it, it would look more like this?: Scriptname RockRemoveScript extends ObjectReference {ObjectReference Property RubbleXMarker Auto Event OnActivate(ObjectReference akActivator) If akActivator == Game.GetPlayer() ; did player activate RubbleXMarker.Disable() EndIfEndEvent} It's still not showing the ObjectReference property. I'm not sure why it isn't? Should I try to make a new Property? Got it working. Here's the new one: Scriptname RockRemoveScript extends ObjectReference ObjectReference Property RubbleXMarker Auto Event OnActivate(ObjectReference akActivator) If akActivator == Game.GetPlayer() ; did player activate RubbleXMarker.Disable() EndIfEndEvent Apparently I needed to make a new property for it.
  21. So if I did it, it would look more like this?: Scriptname RockRemoveScript extends ObjectReference {ObjectReference Property RubbleXMarker Auto Event OnActivate(ObjectReference akActivator) If akActivator == Game.GetPlayer() ; did player activate RubbleXMarker.Disable() EndIfEndEvent} It's still not showing the ObjectReference property. I'm not sure why it isn't? Should I try to make a new Property?
  22. So if I did it, it would look more like this?: Scriptname RockRemoveScript extends ObjectReference {ObjectReference Property RubbleXMarker Auto Event OnActivate(ObjectReference akActivator) If akActivator == Game.GetPlayer() ; did player activate RubbleXMarker.Disable() EndIfEndEvent}
  23. Working on a script for my mod. For now it's suppose to be attached to an activator that removes rubble when you touch it. I'm also wanting to make to so its give some of that rubble as quarried stone. The script saved, but it's not activating when I touch the shovel ( the activator model). Here's what I got so far: Scriptname 00RockRemoveScript extends ObjectReference ObjectReference Property 00RubbleXMarker Auto Event OnActivate(ObjectReference akActivator) If akActivator == Game.GetPlayer() ; did player activate 00RubbleXMarker.Disable() EndIfEndEvent I'm not sure what went wrong, maybe someone with more experience can see the problem? Also, how would I add the bit for putting quarried stone in the player's inventory?
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