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wilwhitt56

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Everything posted by wilwhitt56

  1. Made a script for a triggerbox that activates a message, but ran into a snag. The triggerbox works, but it spams the message until you get out of it. What script do I need to use to make it activate only once?
  2. And thats what i changed the name to beforehand, the same as the activator. It's still not working. You may want to check yours JIC.
  3. Im getting an error with the Misc Script, saying this. Also, how do i make a spoiler tag, and an Array? As I said, i'm VERY NEW to scripting. EDIT: I'm looking at it, and I think it has to do with the two lines saying "By changing script name adjust here !!!" C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\CG_Script_Trophy_Misc.psc(110,18): cannot convert to unknown type cg_trophy_activatorC:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\CG_Script_Trophy_Misc.psc(110,18): cannot cast a objectreference to a cg_trophy_activator, types are incompatibleC:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\CG_Script_Trophy_Misc.psc(110,42): cg_trophy_activator is not a known user-defined typeNo output generated for CG_Script_Trophy_Misc, compilation failed.
  4. Im pretty sure it's just those two, but here's the one for the trophy base JIC Base: {Checks if a trophy is in place. If there is no trophy in place, this allows the player to add one.} ;Original script created by Darkfox127;Any potential problems which may arise from this script being changed from the original are the sole responsibility of the mod author making the changes. GlobalVariable Property Global_Trophy_Placed Auto{DEFAULT: 0 This will be set to 1 once a trophy is placed to allow this base to know if a trophy is in place.} GlobalVariable Property Global_Trophy_Active Auto{This will allow the crafting menu to know which base to place the trophy on.} Int Property Int_Trophy_Tag Auto{Which trophy stand you want this trophy base to control.} String Property FailMSG Auto{The message you want to display if the player activates this base and a trophy is already in place.} Event OnActivate(ObjectReference akActionRef) If (Global_Trophy_Placed.GetValue() == 1) ;Is a trophy already in place?debug.notification(FailMSG) ;Inform the player they cannot add a trophy is one is already in placeElseGlobal_Trophy_Active.SetValue(Int_Trophy_Tag) ;The trophy base you are going to be adding a trophy toUtility.Wait(0.1) ;Short delay to allow global changes to take effectSelf.GetLinkedRef().Activate(Game.GetPlayer()) ;Activates the craft system that your linked ref should point toEndIf EndEvent
  5. It's suppose to be 21 trophy bases in total, with roughly 22 trophies in total. 18 of them are suppose to have the small to mid size one (falmer, sabrecat, bears) while 19 and 20 have mammoths. 21 will have a dragon trophy on it for 3 different dragons (bronze, swamp, and frost)
  6. Im looking at it now and... am i suppose to copy/paste these lines as well? Activator: ElseIf (Self.GetPositionX() == XPos_TrophyMarker_02)Global_Trophy_Placed_02.SetValue(0) ;Set the trophy global to 0 to allow the base to know a new trophy can be placed Misc:ElseIf (Global_Trophy_Active.GetValue() == 2) ;Is the current base tagged as 1? TrophyMarker_02.PlaceAtMe(Trophy_To_Place) ;Place the trophy at the relevant markerGlobal_Trophy_Placed_02.Setvalue(1) ;Set base two as trophy placedPlayerREF.RemoveItem(Trophy_Item,1,True) ; Removes the trophy misc item from the player's inventory silently
  7. Needing hrlp with a script ive been trying to use for several days. What im trying to do is make a Script for trophy mounts, like wolves and sabrecats. Ive been following Darkfox's tutorial for it, but ive run into a snag. His tutorial uses only 2 bases, mine has 21. When I follow his and try to compensate for mine, only the first 2 work right. What do I need to do have the script work for all 21? Keep in mind, I've ONLY JUST started messing with scripts, so go easy on me. Here's the edited script that i tried to use. I figured a simple copy/paste did the trick since i didn't get an error when saving, but apparently not. This is the activator:Scriptname CGTestScriptTrophyActivator02 extends ObjectReference {This script deletes the trophy being activated and sets it's global back to 0.} ;Original script created by Darkfox127;Any potential problems which may arise from this script being changed from the original are the sole responsibility of the mod author making the changes. GlobalVariable Property Global_Trophy_Placed_01 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_02 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_03 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_04 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_05 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_06 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_07 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_08 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_09 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_10 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_11 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_12 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_13 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_14 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_15 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_16 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_17 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_18 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_19 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_20 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_21 Auto{The trophy global for the trophy base to know if a trophy is already in place.} Int Property XPos_TrophyMarker_01 Auto{The X axis position of the X-Marker used for the first trophy base.}Int Property XPos_TrophyMarker_02 Auto{The X axis position of the X-Marker used for the second trophy base.}Int Property XPos_TrophyMarker_03 Auto{The X axis position of the X-Marker used for the second trophy base.}Int Property XPos_TrophyMarker_04 Auto{The X axis position of the X-Marker used for the second trophy base.}Int Property XPos_TrophyMarker_05 Auto{The X axis position of the X-Marker used for the second trophy base.}Int Property XPos_TrophyMarker_06 Auto{The X axis position of the X-Marker used for the first trophy base.}Int Property XPos_TrophyMarker_07 Auto{The X axis position of the X-Marker used for the second trophy base.}Int Property XPos_TrophyMarker_08 Auto{The X axis position of the X-Marker used for the second trophy base.}Int Property XPos_TrophyMarker_09 Auto{The X axis position of the X-Marker used for the second trophy base.}Int Property XPos_TrophyMarker_10 Auto{The X axis position of the X-Marker used for the second trophy base.}Int Property XPos_TrophyMarker_11 Auto{The X axis position of the X-Marker used for the second trophy base.}Int Property XPos_TrophyMarker_12 Auto{The X axis position of the X-Marker used for the second trophy base.}Int Property XPos_TrophyMarker_13 Auto{The X axis position of the X-Marker used for the second trophy base.}Int Property XPos_TrophyMarker_14 Auto{The X axis position of the X-Marker used for the second trophy base.}Int Property XPos_TrophyMarker_15 Auto{The X axis position of the X-Marker used for the second trophy base.}Int Property XPos_TrophyMarker_16 Auto{The X axis position of the X-Marker used for the second trophy base.}Int Property XPos_TrophyMarker_17 Auto{The X axis position of the X-Marker used for the second trophy base.}Int Property XPos_TrophyMarker_18 Auto{The X axis position of the X-Marker used for the second trophy base.}Int Property XPos_TrophyMarker_19 Auto{The X axis position of the X-Marker used for the second trophy base.}Int Property XPos_TrophyMarker_20 Auto{The X axis position of the X-Marker used for the second trophy base.}Int Property XPos_TrophyMarker_21 Auto{The X axis position of the X-Marker used for the second trophy base.} LeveledItem Property Trophy_Craft_Items Auto{A leveled list containing all of the items used for creating the trophy.} ObjectReference Property PlayerREF Auto{The default reference for the game to point toward the player.} String Property ReturnMSG Auto{The notification to show when the craft items have been returned to the player.} Event OnActivate(ObjectReference akActionRef) If (Self.GetPositionX() == XPos_TrophyMarker_01)Global_Trophy_Placed_01.SetValue(0) ;Set the trophy global to 0 to allow the base to know a new trophy can be placedElseIf (Self.GetPositionX() == XPos_TrophyMarker_02)Global_Trophy_Placed_02.SetValue(0) ;Set the trophy global to 0 to allow the base to know a new trophy can be placedEndIf PlayerREF.AddItem(Trophy_Craft_Items, 1, True) ;Silently give the player all of the items back which were used in this trophy's creationdebug.notification(ReturnMSG) ;Show a notification to inform the player their items have been returned to themSelf.delete() ;The trophy now deletes itself and is no longer visible on the trophy base, allowing for a new trophy to be put down EndEvent This is the Misc:Scriptname CGTestTrophyScriptMisc02 extends ObjectReference {This script creates a trophy and places it on the trophy base currently being activated.} ;Original script created by Darkfox127;Any potential problems which may arise from this script being changed from the original are the sole responsibility of the mod author making the changes. Activator Property Trophy_To_Place Auto{The trophy to create and place on the base.} GlobalVariable Property Global_Trophy_Active Auto{This will check to see which trophy base is currently set to active so that this craft menu knows where to place the trophy.}GlobalVariable Property Global_Trophy_InUse Auto{A global which is set after crafting an item to prevent the player from creating more than one trophy on the same stand.}GlobalVariable Property Global_Trophy_Placed_01 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_02 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_03 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_04 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_05 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_06 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_07 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_08 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_09 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_10 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_11 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_12 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_13 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_14 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_15 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_16 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_17 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_18 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_19 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_20 Auto{The trophy global for the trophy base to know if a trophy is already in place.}GlobalVariable Property Global_Trophy_Placed_21 Auto{The trophy global for the trophy base to know if a trophy is already in place.} MiscObject Property Trophy_Item Auto{This is the item created by the crafting menu which triggers these events. This is the item this script is attached to.} ObjectReference Property TrophyMarker_01 Auto{This will be one of the X-Marker Headings that your trophy is placed on.}ObjectReference Property TrophyMarker_02 Auto{This will be one of the X-Marker Headings that your trophy is placed on.}ObjectReference Property TrophyMarker_03 Auto{This will be one of the X-Marker Headings that your trophy is placed on.}ObjectReference Property TrophyMarker_04 Auto{This will be one of the X-Marker Headings that your trophy is placed on.}ObjectReference Property TrophyMarker_05 Auto{This will be one of the X-Marker Headings that your trophy is placed on.}ObjectReference Property TrophyMarker_06 Auto{This will be one of the X-Marker Headings that your trophy is placed on.}ObjectReference Property TrophyMarker_07 Auto{This will be one of the X-Marker Headings that your trophy is placed on.}ObjectReference Property TrophyMarker_08 Auto{This will be one of the X-Marker Headings that your trophy is placed on.}ObjectReference Property TrophyMarker_09 Auto{This will be one of the X-Marker Headings that your trophy is placed on.}ObjectReference Property TrophyMarker_10 Auto{This will be one of the X-Marker Headings that your trophy is placed on.}ObjectReference Property TrophyMarker_11 Auto{This will be one of the X-Marker Headings that your trophy is placed on.}ObjectReference Property TrophyMarker_12 Auto{This will be one of the X-Marker Headings that your trophy is placed on.}ObjectReference Property TrophyMarker_13 Auto{This will be one of the X-Marker Headings that your trophy is placed on.}ObjectReference Property TrophyMarker_14 Auto{This will be one of the X-Marker Headings that your trophy is placed on.}ObjectReference Property TrophyMarker_15 Auto{This will be one of the X-Marker Headings that your trophy is placed on.}ObjectReference Property TrophyMarker_16 Auto{This will be one of the X-Marker Headings that your trophy is placed on.}ObjectReference Property TrophyMarker_17 Auto{This will be one of the X-Marker Headings that your trophy is placed on.}ObjectReference Property TrophyMarker_18 Auto{This will be one of the X-Marker Headings that your trophy is placed on.}ObjectReference Property TrophyMarker_19 Auto{This will be one of the X-Marker Headings that your trophy is placed on.}ObjectReference Property TrophyMarker_20 Auto{This will be one of the X-Marker Headings that your trophy is placed on.}ObjectReference Property TrophyMarker_21 Auto{This will be one of the X-Marker Headings that your trophy is placed on.}ObjectReference Property PlayerREF Auto{The default reference for the game to point toward the player.} Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) If (Global_Trophy_Active.GetValue() == 0) ;Is the current base tagged as 0? debug.notification("Global Set Wrong") ElseIf (Global_Trophy_Active.GetValue() == 1) ;Is the current base tagged as 1? TrophyMarker_01.PlaceAtMe(Trophy_To_Place) ;Place the trophy at the relevant markerGlobal_Trophy_Placed_01.Setvalue(1) ;Set base one as trophy placedPlayerREF.RemoveItem(Trophy_Item,1,True) ; Removes the trophy misc item from the player's inventory silently ElseIf (Global_Trophy_Active.GetValue() == 2) ;Is the current base tagged as 1? TrophyMarker_02.PlaceAtMe(Trophy_To_Place) ;Place the trophy at the relevant markerGlobal_Trophy_Placed_02.Setvalue(1) ;Set base two as trophy placedPlayerREF.RemoveItem(Trophy_Item,1,True) ; Removes the trophy misc item from the player's inventory silently EndIf Global_Trophy_InUse.SetValue(1)Utility.Wait(0.1)Global_Trophy_InUse.SetValue(0) EndEvent
  8. ill give that a try That was the problem and I'm rolling again! Thanks!
  9. Idk what is going on, but every time i try to make a new script, SCK completely freezes and I have to start over. I moved the script souce file from the RAR file into the right place, but it still crashing. Anyone know what's going on? Im using MO2 for creation kit right now, could that be the issue? It's also weird that it's happening now, because I've already made several small scripts before this one.
  10. this was a bookshelf stack I had made myself, and that one works fine. I’ll try finding a bookshelf in game and seeing if it can be duplicated Ok, it's not working. You think you can upload those bookshelf resources so I can give them a try? NM I GOT IT WORKING! Turns out I needed to start a new game and THEN try to activate the copied bookshelf So what's going on, is that when i copy/ paste them into the cell and try to use them in a save where im already there, the triggers dont work. But, when i do a new game THEN use them, they'll work fine.
  11. this was a bookshelf stack I had made myself, and that one works fine. I’ll try finding a bookshelf in game and seeing if it can be duplicated Ok, it's not working. You think you can upload those bookshelf resources so I can give them a try? NM I GOT IT WORKING! Turns out I needed to start a new game and THEN try to activate the copied bookshelf
  12. this was a bookshelf stack I had made myself, and that one works fine. I’ll try finding a bookshelf in game and seeing if it can be duplicated Ok, it's not working. You think you can upload those bookshelf resources so I can give them a try?
  13. this was a bookshelf stack I had made myself, and that one works fine. I’ll try finding a bookshelf in game and seeing if it can be duplicated
  14. Needing a bit of help here, trying to duplicate a bookshelf's triggers and stuff. When I try to use the duplicates in-game, they won't activate. Is there a way to duplicate or copy them that works? Cause I REALLY don't want to individually do every shelf for every bookcase I do, since i'm making essentially a library right now.
  15. just trying to make the current from some water stop, how do i do that?
  16. The scene that makes the most sense with this would be Miraak's. It has the same concept of hit a certain amount health, run away, call in goon, kill it, comes back and fights. that or that Gaulder bow guy from Lost Legends.
  17. Anyone know of any resources for suits of armor as decorations. wanting to put some through a looping hallway. If not, then maybe a mod that positions mannequins differently?
  18. Let me try to fix this to make it more understandable: 1. You approach her and she speaks to you with various dialogue choices. Once you pick the one that ends the dialogue, she becomes hostile and attacks 2. ( I'm changing it up here) During the combat after she loses roughly half her health, she disappears and two dragon priests pop up out of coffins and attack. 3. After they are dead, she reappears and attacks again 4. Once she dies, a scene plays out where you hear her voice. Or rather see her text pop up (presumably her soul). She starts screaming and stuff, things start falling, camera shaking, stuff exploding. When a huge one happens, you are teleported out of there and into another cell. Does this break it down a bit better?
  19. been having a problem with that as well. Had a nice set-up with a guy getting run through with a greatsword into a post along with some other stuff. the moment anything moveable was touched, everything would fall including the sword and corpse.
  20. Hello there, Im needing help with (what i consider to be the biggest) script for my mod. What Im wanting to do is make a script that, after talking with her, the boss will go hostile and attack. After roughly 1/3 of her health goes down, she teleports to a location and a miniboss pops out of a coffin and attacks. once you beat it, she comes back and you begin again. 2/3, same thing. once you beat her, Im wanting to make it so that everything stops like a cutscene, s#*! starts exploding, rocks start falling, the boss's soul is screaming in agony and you are teleported away to a new cell before everything goes BOOM! soooo yeah, anyone wanna help me with this?
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