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Posts posted by wilwhitt56
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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.
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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. :)
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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?
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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?
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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.
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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.
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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. -
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?
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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} -
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 ObjectReferenceObjectReference Property 00RubbleXMarker AutoEvent OnActivate(ObjectReference akActivator)If akActivator == Game.GetPlayer() ; did player activate00RubbleXMarker.Disable()EndIfEndEventI'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? -
I was wondering, if you make a mod that used solely the assets in game, do you still need to have mesh and textures folder? Or can you just upload the esp on its own?
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Anyone know If there's a mod that makes ice and/or crystals see through or semi-transparent? When I mean crystals, I mean any of the blue/white ones like soul gems, azura, or others. Wanting to do something cool but I need this for it to work.
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Ok, so I may have found a "fix" for it, but it's stupid. I completely turned off and on my pc, and it worked. I think it has something to do with that executable they have for it, the Hy-whatever.
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anyone?
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ERROR(1025): Failed to output xml file
File: temp_behaviors\animationsetdatasinglefile.txt
I've been trying to find an answer to this for several days with no results. I'm using MO2, but I noticed it worked when I had it in the data folder of Skyrim SE itself. This is all strange, because it was working fine a few days ago. Does anyone know why this keeps happening, and if so how to fix it? -
Maybe have a chest with scripts with event OnItemAdded and also OnItemRemoved with the base object set to gold and use the item count to update a TotalWealth global variable. You don't want items popping in and out while you are looking so maybe have a script on the door that when activated to leave would check the global variable and depending on the value would enable and disable statics.
OnActivation
If wealth < 1000 disable pile 1, disable pile2, ..., disable pile20
if wealth >= 1001 and wealth <5000 enable pile1, disable pile2, disable pile 3, ..., disable pile20
and so on
Anyway, that's a first idea of how to approach it. Better scripters might have better ideas.
hmmm, there is that treasure vault mod someone made, maybe I can have a look at the script?
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There are some statics of coin piles. You could make or find resources of static open chests filled with gems and jewelry. Place those and as your wealth increases have them enabled or disabled. That would solve the problem of too many references if you used individual coins or gems. Wouldn't fill to the ceiling but would look plenty rich.
Makes sense. How would the script work though? I'm assuming it involves making the items disabled until a set amount is placed, then have it activate and enable.
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I'm curious, is there any tutorials of any kind that tell you how to make treasure vaults? Like placing your gold and jewels in it will make the loot pile up until it reaches the ceiling.
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Good news, the quest is now working! Bad news, I can't get the reward to work.
I followed what this guys said and made a property for a MiscObject (Gold001) and put this script in the last stage:
Game.GetPlayer() . AddItem(Gold001, 30)
It keeps saying variable Gold001 is undefined
I'm not sure what could make it undefined, so a little help would be appreciated, please.
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I've decided to forgo the NPC in question, but now I see another problem. The tutorials I've seen talk about using Aliases for the quest, mainly the quest giver and the ring/amulet. I've benn having trouble with using these, as they cause the quest giver to not speak to me and the ring to not trigger the next stage of the quest. Is there a way to do the quest without using Aliases?
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Ok, so I made a NEW quest to replace the old one (it turns out it WAS the Aliases that were causing it, but i'm starting fresh). So far it's actually working, but as usual i've run into a snag. During stage 30, your suppose to talk to someone else after getting a ring. The problem is that the dialogue isn't popping up for him. The dialogue is in the right quest, and I'm pretty sure it's set up correctly. EDIT: the dialogue for HIS QUEST STAGE isnt working, the stuff in his actual dialogue in a separate quest works fine.
This is the script that's in his end dialogue, that's suppose to jump to stage 40
;GetOwningQuest().SetObjectiveDisplayed(30)
GetOwningQuest().SetStage(40)
The GetStage is in the first part of his dialogue like it should, and is set to 30. That's correct right, stage 30?
His ID is set to him as well.
This is the script for the Quest Stage:
SetObjectiveCompleted(20)
SetObjectiveDisplayed(30)
There are no Alias at all for them, due to that being the problem in the first one.
Would the quest have issues with using two separate people? Could that be the issue?
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I fixed #3, I just stuck the ring in the Boss's Inventory. I'm still having issues with Namarina though. I tried everything to fix her, got rid of all the Alias's, updated the SEQ at least 100 times, tried adjusting the quest, NOTHING. Someone did mention that a when a SEQ file is made in the wrong time, it can screw up the dialogue. I'm wondering thats what's going on. If this is the case, then how would I fix that?
Ok, so i noticed that it's ANY kind of dialogue. I just tried to do a test dialogue in the Quest Dialogue view, and the NPC that's suppose to have it, doesn't. The only one that works is Alisma, and her dialogue is outside of the quest in her own dialogue.
Dyndolod- LOD Billboards not found
in Skyrim SE
Posted
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?