-
Posts
242 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Posts posted by wilwhitt56
-
-
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.
-
-
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.
-
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:
SpoilerObjectReference 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
-
@IsharaMeradinAre you there?
SpoilerFunction 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
-
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.
-
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.
-
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*
-
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.)
-
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.
-
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:
SpoilerScriptname 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
-
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.
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
-
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:
SpoilerScriptname 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.
-
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.
-
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 autoObjectReference 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
EndFunctionEvent 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
EndeventEvent 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()
endifEndevent
-
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?
-
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.
-
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. :)
-
if
[Papyrus]
bEnableLogging=1
then you can find it near your saves folder
\My Games\Skyrim\Logs\Script\
Doesn't seem to be working, do I put it in the script somewhere specific?
-
I don't see anything "wrong" with it, except that it only tracks gold (coins) and nothing else, and can be made much more efficient.
is it giving you any errors in the papyrus log?
how do i look at that?
-
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 ObjectReferenceObjectReference 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 autoObjectReference property GoldVault autoForm gold001int value = 0int Function ValueChange(Form akBaseItem, int aiItemCount){Returns the value change from moving [aiItemCount] of [akBaseItem]}If akBaseItem==gold001return aiItemCountEndIfEndFunctionEvent OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)value += ValueChange(akBaseItem, aiItemCount)if (value >= 1000)Vaultloot01.enable()elseif (value <= 999)Vaultloot01.disable()endifif (value >= 5000)Vaultloot02.enable()elseif (value <= 4999)Vaultloot02.disable()endifif (value >= 10000)Vaultloot03.enable()elseif (value <= 9999)Vaultloot03.disable()endifif (value >= 25000)Vaultloot04.enable()elseif (value <= 24999)Vaultloot04.disable()endifif (value >= 50000)Vaultloot05.enable()elseif (value <= 49999)Vaultloot05.disable()endifif (value >= 100000)Vaultloot06.enable()elseif (value <= 99999)Vaultloot06.disable()endifif (value >= 200000)VaultLoot07.enable()elseif (value <= 199999)VaultLoot07.disable()endifif (value >= 300000)VaultLoot08.enable()elseif (value <= 299999)VaultLoot08.disable()endifif (value >= 400000)VaultLoot09.enable()elseif (value <= 399999)VaultLoot09.disable()endifif (value >= 500000)Vaultloot10.enable()elseif (value <= 499999)Vaultloot10.disable()endifif (value >= 650000)Vaultloot11.enable()elseif (value <= 649999)Vaultloot11.disable()endifif (value >= 850000)Vaultloot12.enable()elseif (value <= 749999)Vaultloot12.disable()endifif (value >= 1000000)Vaultloot13.enable()elseif (value <= 999999)Vaultloot13.disable()endifif (value >= 1250000)Vaultloot14.enable()elseif (value <= 1249999)Vaultloot14.disable()endifif (value >= 1500000)Vaultloot15.enable()elseif (value <= 1499999)Vaultloot15.disable()endifif (value >= 2000000)Vaultloot16.enable()elseif (value <= 1999999)Vaultloot16.disable()endifEndeventEvent OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)value -= ValueChange(akBaseItem, aiItemCount)if (value >= 1000)Vaultloot01.enable()elseif (value <= 999)Vaultloot01.disable()endifif (value >= 5000)Vaultloot02.enable()elseif (value <= 4999)Vaultloot02.disable()endifif (value >= 10000)Vaultloot03.enable()elseif (value <= 9999)Vaultloot03.disable()endifif (value >= 25000)Vaultloot04.enable()elseif (value <= 24999)Vaultloot04.disable()endifif (value >= 50000)Vaultloot05.enable()elseif (value <= 49999)Vaultloot05.disable()endifif (value >= 100000)Vaultloot06.enable()elseif (value <= 99999)Vaultloot06.disable()endifif (value >= 200000)VaultLoot07.enable()elseif (value <= 199999)VaultLoot07.disable()endifif (value >= 300000)VaultLoot08.enable()elseif (value <= 299999)VaultLoot08.disable()endifif (value >= 400000)VaultLoot09.enable()elseif (value <= 399999)VaultLoot09.disable()endifif (value >= 500000)Vaultloot10.enable()elseif (value <= 499999)Vaultloot10.disable()endifif (value >= 650000)Vaultloot11.enable()elseif (value <= 649999)Vaultloot11.disable()endifif (value >= 850000)Vaultloot12.enable()elseif (value <= 749999)Vaultloot12.disable()endifif (value >= 1000000)Vaultloot13.enable()elseif (value <= 999999)Vaultloot13.disable()endifif (value >= 1250000)Vaultloot14.enable()elseif (value <= 1249999)Vaultloot14.disable()endifif (value >= 1500000)Vaultloot15.enable()elseif (value <= 1499999)Vaultloot15.disable()endifif (value >= 2000000)Vaultloot16.enable()elseif (value <= 1999999)Vaultloot16.disable()endifEndevent -
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.
-
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.
-
Got it working. Here's the new one:
Scriptname RockRemoveScript extends ObjectReferenceObjectReference Property RubbleXMarker AutoEvent OnActivate(ObjectReference akActivator)If akActivator == Game.GetPlayer() ; did player activateRubbleXMarker.Disable()EndIfEndEventApparently I needed to make a new property for it.EDIT: Whoops, sorry for a double post. -
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 AutoEvent OnActivate(ObjectReference akActivator)If akActivator == Game.GetPlayer() ; did player activateRubbleXMarker.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 ObjectReferenceObjectReference Property RubbleXMarker AutoEvent OnActivate(ObjectReference akActivator)If akActivator == Game.GetPlayer() ; did player activateRubbleXMarker.Disable()EndIfEndEventApparently I needed to make a new property for it.
Assistance with mesh problem in SCK
in Skyrim SE
Posted
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?