Jump to content

wilwhitt56

Members
  • Posts

    242
  • Joined

  • Last visited

Everything posted by wilwhitt56

  1. I'm having a mesh issue in SCK and could use a bit of help. I had just made a body mesh for my race mod, but it doesn't seem to be working. You see, when I add it to the ArmorAddon (SkinNaked) It looks fine. When I set it all up and add it to the race, the body is there, but not the extra things, notably the feathers i added to the body. Also, when I test it in-game, the moment I take off the armor to look, the game crashes instantly. When I go back to look, there's an error block where her body should be. Anyone know what could be the cause?
  2. Hello! I'm attempting to make a race mod and need a bit of help with a few things. I'm trying to connect the mesh of a feathery body/dress with a cbbe body so that they are combined. Problem is when I try to load it in CK it's just the feathers. I'm also trying to make the the body Bodyslide compatible as well. One of the "unique" things about the race is that they are suppose to be despised by other races, practically seen as an omen of disaster. SO much so that they get attacked on sight. Is there a way to make this happen? 3.I'm wanting to make an greater ability, like Nord's war cry, that lets them magically disguise themselves as an average Joe so a player doesn't get done in if they go into town. If not that then maybe a mass calm ability or perhaps an enchanted ring.
  3. As the title says, i'm looking for feather resources for a race mod i'm trying to make. There were these one's WAY back i had found, but lost them. They had tail feathers with different colored tips like blue and red and everything. If anyone knows what i'm talking about, or know of any good ones, let me know.
  4. Yup, that did it. Thanks for all the help Ishara. The full Script, in case someone wants to use it:
  5. noted, but also I figured it out. Read the message i sent to Ishara. I just need to figure out how to fix it.
  6. 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.
  7. just saw something that was off when i used the debug. I got a message saying: Added gold *amount added*=0=*amount added*
  8. ...How do i do that? ( i'm sorry, I haven't touched scripts in a while and i'm still trying to learn.)
  9. 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.
  10. It saved, but unfortunately it's still not working. Here's how I set it up:
  11. 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
  12. 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.
  13. whoops, I thought i was in the skyrim forum. My bad.
  14. 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
  15. 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?
  16. 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.
  17. 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. :)
  18. Doesn't seem to be working, do I put it in the script somewhere specific?
  19. 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
  20. thank you, M button worked.
  21. 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.
  22. 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.
  23. 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.
×
×
  • Create New...