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wilwhitt56

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Posts 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.

    1. 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.

    2. 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. 15 hours ago, IsharaMeradin said:

    I was at work tonight.  So no, I was not 'here'.

    So... this boils down to not knowing the full intention.

    In most scenarios, one would want to disable anything not associated with the current thing.  That is how this is set up.  It sounds as if you are relying on all the previous "piles" still being present.  If that is the case, remove every instance of the myActive variable that I had added.  The script would then enable any "pile" that is lesser than the value and disable any "pile" that is greater.

    Yup, that did it. Thanks for all the help Ishara.

    The full Script, in case someone wants to use it:

    Spoiler
    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
    
    MiscObject Property gold001 Auto
    ObjectReference[] VaultLoot
    
    Int[] MaxValue
    
    int count = 0
    
    Event OnInit()
        VaultLoot = new ObjectReference[16]
        VaultLoot[0] = Vaultloot01
        VaultLoot[1] = Vaultloot02
        VaultLoot[2] = Vaultloot03
        VaultLoot[3] = Vaultloot04
        VaultLoot[4] = Vaultloot05
        VaultLoot[5] = Vaultloot06
        VaultLoot[6] = Vaultloot07
        VaultLoot[7] = Vaultloot08
        VaultLoot[8] = Vaultloot09
        VaultLoot[9] = Vaultloot10
        VaultLoot[10] = Vaultloot11
        VaultLoot[11] = Vaultloot12
        VaultLoot[12] = Vaultloot13
        VaultLoot[13] = Vaultloot14
        VaultLoot[14] = Vaultloot15
        VaultLoot[15] = Vaultloot16
    
        MaxValue = new Int[16]
        MaxValue[0] = 999
        MaxValue[1] = 4999
        MaxValue[2] = 9999
        MaxValue[3] = 24999
        MaxValue[4] = 49999
        MaxValue[5] = 99999
        MaxValue[6] = 199999
        MaxValue[7] = 299999
        MaxValue[8] = 399999
        MaxValue[9] = 499999
        MaxValue[10] = 649999
        MaxValue[11] = 749999
        MaxValue[12] = 999999
        MaxValue[13] = 1249999
        MaxValue[14] = 1499999
        MaxValue[15] = 1999999
    EndEvent
    
    Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
        If akBaseItem == gold001
            count += aiItemCount
            DisplayPiles(count)
        EndIf
    Endevent
    
    Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)
        If akBaseItem == gold001
            count -= aiItemCount
            DisplayPiles(count)
        EndIf
    Endevent
    
    Function DisplayPiles(Int value)
        Int index = MaxValue.Length
        While index >= 0 
            ; scan from end to beginning (i.e. largest to smallest)
            index -= 1
            If (value > MaxValue[index])
                VaultLoot[index].enable()
            Else
                ; disable all other entries if previously enabled
                If VaultLoot[index].isEnabled()
                    VaultLoot[index].disable()
                EndIf
            EndIf
        EndWhile
    EndFunction

     

     

  5. @IsharaMeradinAre you there?

    Spoiler
    Function DisplayPiles(Int value)
        Int index = MaxValue.Length
        Int myActive = -1
        While index >= 0 
            ; scan from end to beginning (i.e. largest to smallest)
            index -= 1
            If (value > MaxValue[index]) && (myActive == -1)
                ; enable only the first highest value pile  <-----------------I think this is the problem.
                myActive = index
                VaultLoot[index].enable()
            Else

     

     

  6. 1 hour ago, xkkmEl said:

    1st rule of debug trace messages:  Make sure the bug is not in the trace itself! 😕

    noted, but also I figured it out. Read the message i sent to Ishara. I just need to figure out how to fix it.

     

  7. 1 hour ago, IsharaMeradin said:

    Add some debug statements to see how far things are going in the script.

    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.

  8. 22 minutes ago, xkkmEl said:

    What is the purpose of the "GoldVault" variable?

    Here are two suggestions for debug statements:

    Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
        If akBaseItem == gold001
    		Debug.notification( "Added count = " + count + " items = " + aiItemCount)
            count += aiItemCount
            DisplayPiles(count)
        EndIf
    Endevent
    
    Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)
        If akBaseItem == gold001
    		Debug.messageBox( "Removed count = " + count + " items = " + aiItemCount)
            count -= aiItemCount
            DisplayPiles(count)
        EndIf
    Endevent

    You could also use Debug.trace, if you know where to find the papyrus logs...

    just saw something that was off when i used the debug. I got a message saying: Added gold  *amount added*=0=*amount added*

  9. 21 minutes ago, IsharaMeradin said:

    Add some debug statements to see how far things are going in the script.

    ...How do i do that? ( i'm sorry, I haven't touched scripts in a while and i'm still trying to learn.)

  10. 31 minutes ago, IsharaMeradin said:

    Are you testing on a new game or one that has not seen the mod you are working on?  If the object that the script is attached to is already loaded and stored in the save file, not all script changes will be recognized.

    Without actually seeing the setup and how everything hooks together, I cannot begin to speculate where it might be failing.  The script itself is sound.

    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.

  11. On 3/22/2024 at 6:59 AM, IsharaMeradin said:

    Sorry, this is what happens when using an existing example that is unfortunately spread out on a fairly large script.  I forget the inital declarations for the arrays.

    Add this to the empty state (i.e. with the properties)

    ObjectReference[] VaultLoot
    Int[] MaxValue
    

     

    Add those two lines and the script will compile without error.  You'll need to test for proper function.

    It saved, but unfortunately it's still not working.

    Here's how I set it up:

    Spoiler
    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
    
    MiscObject Property gold001 Auto
    
    ObjectReference[] VaultLoot
    
    Int[] MaxValue
    
    int count = 0
    
    Event OnInit()
        VaultLoot = new ObjectReference[16]
        VaultLoot[0] = Vaultloot01
        VaultLoot[1] = Vaultloot02
        VaultLoot[2] = Vaultloot03
        VaultLoot[3] = Vaultloot04
        VaultLoot[4] = Vaultloot05
        VaultLoot[5] = Vaultloot06
        VaultLoot[6] = Vaultloot07
        VaultLoot[7] = Vaultloot08
        VaultLoot[8] = Vaultloot09
        VaultLoot[9] = Vaultloot10
        VaultLoot[10] = Vaultloot11
        VaultLoot[11] = Vaultloot12
        VaultLoot[12] = Vaultloot13
        VaultLoot[13] = Vaultloot14
        VaultLoot[14] = Vaultloot15
        VaultLoot[15] = Vaultloot16
    
        MaxValue = new Int[16]
        MaxValue[0] = 999
        MaxValue[1] = 4999
        MaxValue[2] = 9999
        MaxValue[3] = 24999
        MaxValue[4] = 49999
        MaxValue[5] = 99999
        MaxValue[6] = 199999
        MaxValue[7] = 299999
        MaxValue[8] = 399999
        MaxValue[9] = 499999
        MaxValue[10] = 649999
        MaxValue[11] = 749999
        MaxValue[12] = 999999
        MaxValue[13] = 1249999
        MaxValue[14] = 1499999
        MaxValue[15] = 1999999
    EndEvent
    
    Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
        If akBaseItem == gold001
            count += aiItemCount
            DisplayPiles(count)
        EndIf
    Endevent
    
    Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)
        If akBaseItem == gold001
            count -= aiItemCount
            DisplayPiles(count)
        EndIf
    Endevent
    
    Function DisplayPiles(Int value)
        Int index = MaxValue.Length
        Int myActive = -1
        While index >= 0 
            ; scan from end to beginning (i.e. largest to smallest)
            index -= 1
            If (value > MaxValue[index]) && (myActive == -1)
                ; enable only the first highest value pile
                myActive = index
                VaultLoot[index].enable()
            Else
                ; disable all other entries if previously enabled
                If VaultLoot[index].isEnabled()
                    VaultLoot[index].disable()
                EndIf
            EndIf
        EndWhile
    EndFunction

     

     

  12. 2 hours ago, IsharaMeradin said:

    You have a local form variable labeled gold001.  While this is the editor ID name of the gold item, there is no actual data assigned to this variable.  In essence, you are comparing a passed in item to nothing.  This will fail to increase your count which in turn causes your script to do nothing.  Change it from a local form variable to a MiscObject property and assign the correct item to it.  This should allow the rest of the script to continue processing.

    Furthermore, a dual array approach may be best here.  By using arrays, you can work with more items with less code.  I've adapted your script to use arrays built at run time so that no changes to already assigned properties needs to be done.  That said, array properties would be an even cleaner approach.

      Hide contents
    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
    
    MiscObject Property gold001 Auto
    
    int count = 0
    
    Event OnInit()
        VaultLoot = new ObjectReference[16]
        VaultLoot[0] = Vaultloot01
        VaultLoot[1] = Vaultloot02
        VaultLoot[2] = Vaultloot03
        VaultLoot[3] = Vaultloot04
        VaultLoot[4] = Vaultloot05
        VaultLoot[5] = Vaultloot06
        VaultLoot[6] = Vaultloot07
        VaultLoot[7] = Vaultloot08
        VaultLoot[8] = Vaultloot09
        VaultLoot[9] = Vaultloot10
        VaultLoot[10] = Vaultloot11
        VaultLoot[11] = Vaultloot12
        VaultLoot[12] = Vaultloot13
        VaultLoot[13] = Vaultloot14
        VaultLoot[14] = Vaultloot15
        VaultLoot[15] = Vaultloot16
    
        MaxValue = new Int[16]
        MaxValue[0] = 999
        MaxValue[1] = 4999
        MaxValue[2] = 9999
        MaxValue[3] = 24999
        MaxValue[4] = 49999
        MaxValue[5] = 99999
        MaxValue[6] = 199999
        MaxValue[7] = 299999
        MaxValue[8] = 399999
        MaxValue[9] = 499999
        MaxValue[10] = 649999
        MaxValue[11] = 749999
        MaxValue[12] = 999999
        MaxValue[13] = 1249999
        MaxValue[14] = 1499999
        MaxValue[15] = 1999999
    EndEvent
    
    Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
        If akBaseItem == gold001
            count += aiItemCount
            DisplayPiles(count)
        EndIf
    Endevent
    
    Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)
        If akBaseItem == gold001
            count -= aiItemCount
            DisplayPiles(count)
        EndIf
    Endevent
    
    Function DisplayPiles(Int value)
        Int index = MaxValue.Length
        Int myActive = -1
        While index >= 0 
            ; scan from end to beginning (i.e. largest to smallest)
            index -= 1
            If (value > MaxValue[index]) && (myActive == -1)
                ; enable only the first highest value pile
                myActive = index
                VaultLoot[index].enable()
            Else
                ; disable all other entries if previously enabled
                If VaultLoot[index].isEnabled()
                    VaultLoot[index].disable()
                EndIf
            EndIf
        EndWhile
    EndFunction
    

     

     

    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

  13. 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:

    Spoiler
    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

     

    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.

  14. 16 hours ago, AaronOfMpls said:

    What game is this for? 

    (Also, with as long as the script is, you might want to put it in a spoiler[1] or a code section,[2] so we can collapse it when skimming the thread.)

    [1] (highlight it all and hit the "👁️" button)

    [2] (highlight it all and hit the "<>" button)

    whoops, I thought i was in the skyrim forum. My bad.

  15. 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

  16. 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?

  17. 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.

  18. 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 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
  19. With the render window active try tapping the M key to toggle markers.

    If that still doesn't work, go to the View menu and tick/toggle all the marker types you want to see.

    thank you, M button worked.

  20. 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.

  21. 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()
    EndIf
    EndEvent
    Apparently I needed to make a new property for it.
    EDIT: Whoops, sorry for a double post.
  22.  

     

    I should have noticed that. Do not name your scripts, variables or editor objects with leading numerals. It does not work out well. You can use numerals at the end or in the middle but not the beginning.

    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()
    EndIf
    EndEvent}

     

    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()
    EndIf
    EndEvent
    Apparently I needed to make a new property for it.
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