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IsharaMeradin

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  1. Your function needs to be called in order to run. If the dialog is within the same quest and assuming that you gave your quest script the following name (myQuestScript): myQuestScript myQS = GetOwningQuest() as myQuestScript myQS.Start_T() What this does is creates a local "script type" variable (myQS) within the dialog fragment that is given the value of the parent quest cast into an attached script. The local variable can then be used to call any function of the script as well as access any properties on that script. And yes, you can create formulas with variables. Though you will want to utilize () to ensure correct calculations.
  2. While that would be nice, if those files came from a mod on the Nexus, that series of numbers can help you determine what mod it came from. The Nexus file name structure is as follows (brackets used to further separate the descriptive text): [Name the author gave the file]-[mod ID# as seen in the mod's URL]-[version # where any decimals are replaced with hyphens]-[file ID# used to locate the file on the Nexus server].[extension file was uploaded as] That explained, there are times where it gets confusing as the author included a version number in the file name itself. One can load up any mod page for the associated game and change the mod ID# in the url to then access the mod page that the mod file in question came from.
  3. The easiest solution would be to take an existing potion record and duplicate it, rename it, change the attached effect(s) to be yours, and make any other modifications as needed. Then either pre-place it in some locations so that its quantity is limited or add it to the existing leveled lists so that it can appear in loot and in vendor supplies.
  4. The only native check is with the function IsSwimming. And as you can guess, it will only catch if the loaded actor is swimming. Thus, it would not catch shallow water that can be walked through. Nor can it determine if non-actor objects are in water. Therefore, the PO3 function that you are using is most likely the best option.
  5. So, this mod for LE had attempted to, at one point in development, to automate the leveling process. I recall a conversation with the author about it. I'm pretty sure it was in a very old forum thread rather than private messages or on the mod comment page. In any event, the only way they could successfully automate the level up was to use SKSE to "tap" the necessary keys to navigate through the menu. The author decided not to go that direction. If you do wish to "tap" the keys, you'll need to obtain the keys that the player has mapped for those functions rather than relying on the default key assignments.
  6. Any word on this? Is there any setting that could be blocking activity from showing up? It is rather annoying to only be able to browse the forum and hope I run across threads that I participated in or see new threads that I might wish to respond to. I've tried both on my PC (Windows 11 via Edge) and on my phone (Android via Chrome). In both cases there is absolutely zero activity in any and all streams. Yet when browsing the forums, there are new posts that should be showing up in the activity streams.
  7. If you haven't thought of it, you could take a loose file NIF that you might already have and place it in the correct folder structure so that the CK can locate it and apply the path. Then be sure to remove said NIF file so that the correct one loads. Alternatively, you could create the new object(s) in the CK and then use xEdit to apply the correct paths without needing a NIF file in the correct location.
  8. This what I am talking about in case anyone isn't sure. It has been going on for several days now. It makes it very hard to keep up on threads that I have started or posted in as well as seeing new threads that I might wish to contribute to.
  9. It's still empty for me. I'm referring to all of the activity ribbon entries (aside from leaderboard) and sub entries under 'my activity'. I'm using Edge on Windows 11. I did try deleting the cache to no avail.
  10. Whenever I have tried to access any activity stream (default or custom) in the forum (as of 11 pm EST 4/22/25), I'm presented with Since I cannot easily see if there have been new posts as that activity stream cannot be accessed, I was wondering if this was a known issue or something needing to be reported. The streams appeared earlier in the day before I went to work, but afterwards, they have been empty.
  11. Again, what file paths are you talking about? Are these NIF model assignments in a plugin? Texture assignments to a NIF file or a TextureSet record? Is it something within an SKSE plugin? Is it how you have your 7z / zip / rar archive file set up? Is it the asset structure within a BSA file? Is it where you have instructed MO2 to look for the game and / or mod files? We (i.e. site users) don't know what file paths you would be providing to users. And therefore, cannot consider providing assistance if we do not know what you are talking about specifically. Right now, anything said would be pure speculation. What might be beneficial for you would be to back up your mod workspace and move it out of MO2. Then install the same mod file that you provided to your testers. This may put you on a closer footing to see what they might be seeing.
  12. What file paths are you talking about? What game are you using MO2 with? More information about what is going on would be helpful.
  13. SKSE provides SetNthTexturePath via the TextureSet script. However, there is no documentation on its usage. Thus, it will take some trial and error to utilize it. I suspect that if you have an object with an existing TextureSet applied to it, you can then use SetNthTexturePath to make changes to that TextureSet during runtime. However, I do not think you can apply a texture set itself to an object at run time with Papyrus. TextureSets are meant to be applied towards an object's model. It is not an object that can be utilized on its own.
  14. I'm still on Sublime Text 3 if that matters. I'm guessing the program is backwards compatible and it will update the packages file with changes made to the INI file. Since both have the same settings for me and the packages file updates when I use the BAT file I made to swap between the LE version of the INI and the SSE version of the INI.
  15. I thought one edited the SublimePapyrus.ini in the documents folder and it created the JSON settings file. Instructions on how to edit are within the INI rather than the JSON. But it has been a few years since I transferred things to a new computer and even more years since I first set things up when it was Sublime Text 2, so I could be remembering wrong. As for highlighting in SSE or newer, I don't know of any new pre-built highlighters. That said, the LE one works just fine with SSE and FO4. One can also create their own highlighter or modify the existing one, should one wish to take on that challenge. It is possible as I had modified the highlighters at one point, but that was on a previous computer too.
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