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Iacovski

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Everything posted by Iacovski

  1. nexusmods.com is working fine, so it's something at your end. Try a different browser and let us know what happens. Sigh...I do really hoped differently...on to Chrome reinstall...bye...thx
  2. Hi, all of a sudden nexusmods.com and all its children pages have gone awry. I'm currently running Chrome on Xp, yeah I know but that I can afford, with java 7. Any solutions ?
  3. Hi, I'm tryng to set up a Shrine giving the player a blessing of his choice via a menu and trying a patchwork script that doesn't work, obviously. Scriptname aaaMALMBlessingMenuTest extends ObjectReference Message Property NocturnalMessage Auto Message Property BlessingMessage Auto Message Property AltarRemoveMsg Auto Spell Property TempleBlessing01 Auto Spell Property TempleBlessing02 Auto Spell Property TempleBlessing03 Auto Spell Property TempleBlessing04 Auto Event OnActivate(ObjectReference akActionRef) Menu() EndEvent Function Menu(Int aiButton = 0) ; The menu will exit on its own after a selection is made. aiButton = NocturnalMessage.Show() ; Shows your menu. If aiButton == 0 ElseIf aiButton == 1 TempleBlessing01.Cast(akActionRef, akActionRef) if akActionRef == Game.GetPlayer() AltarRemoveMsg.Show() BlessingMessage.Show() EndIf ElseIf aiButton == 2 TempleBlessing02.Cast(akActionRef, akActionRef) if akActionRef == Game.GetPlayer() AltarRemoveMsg.Show() BlessingMessage.Show() EndIf ElseIf aiButton == 3 TempleBlessing03.Cast(akActionRef, akActionRef) if akActionRef == Game.GetPlayer() AltarRemoveMsg.Show() BlessingMessage.Show() EndIf ElseIf aiButton == 4 TempleBlessing04.Cast(akActionRef, akActionRef) if akActionRef == Game.GetPlayer() AltarRemoveMsg.Show() BlessingMessage.Show() EndIf EndIf EndFunction C:\Program Files (x86)\Bethesda Softworks\The Elder Scrolls V - Skyrim Legendary AiO Special Mod Edition\Data\Scripts\Source\temp\aaaMALMBlessingMenuTest.psc(21,23): variable akActionRef is undefined C:\Program Files (x86)\Bethesda Softworks\The Elder Scrolls V - Skyrim Legendary AiO Special Mod Edition\Data\Scripts\Source\temp\aaaMALMBlessingMenuTest.psc(21,36): variable akActionRef is undefined C:\Program Files (x86)\Bethesda Softworks\The Elder Scrolls V - Skyrim Legendary AiO Special Mod Edition\Data\Scripts\Source\temp\aaaMALMBlessingMenuTest.psc(22,4): variable akActionRef is undefined C:\Program Files (x86)\Bethesda Softworks\The Elder Scrolls V - Skyrim Legendary AiO Special Mod Edition\Data\Scripts\Source\temp\aaaMALMBlessingMenuTest.psc(30,23): variable akActionRef is undefined C:\Program Files (x86)\Bethesda Softworks\The Elder Scrolls V - Skyrim Legendary AiO Special Mod Edition\Data\Scripts\Source\temp\aaaMALMBlessingMenuTest.psc(30,36): variable akActionRef is undefined C:\Program Files (x86)\Bethesda Softworks\The Elder Scrolls V - Skyrim Legendary AiO Special Mod Edition\Data\Scripts\Source\temp\aaaMALMBlessingMenuTest.psc(31,4): variable akActionRef is undefined C:\Program Files (x86)\Bethesda Softworks\The Elder Scrolls V - Skyrim Legendary AiO Special Mod Edition\Data\Scripts\Source\temp\aaaMALMBlessingMenuTest.psc(39,23): variable akActionRef is undefined C:\Program Files (x86)\Bethesda Softworks\The Elder Scrolls V - Skyrim Legendary AiO Special Mod Edition\Data\Scripts\Source\temp\aaaMALMBlessingMenuTest.psc(39,36): variable akActionRef is undefined C:\Program Files (x86)\Bethesda Softworks\The Elder Scrolls V - Skyrim Legendary AiO Special Mod Edition\Data\Scripts\Source\temp\aaaMALMBlessingMenuTest.psc(40,4): variable akActionRef is undefined C:\Program Files (x86)\Bethesda Softworks\The Elder Scrolls V - Skyrim Legendary AiO Special Mod Edition\Data\Scripts\Source\temp\aaaMALMBlessingMenuTest.psc(49,23): variable akActionRef is undefined C:\Program Files (x86)\Bethesda Softworks\The Elder Scrolls V - Skyrim Legendary AiO Special Mod Edition\Data\Scripts\Source\temp\aaaMALMBlessingMenuTest.psc(49,36): variable akActionRef is undefined C:\Program Files (x86)\Bethesda Softworks\The Elder Scrolls V - Skyrim Legendary AiO Special Mod Edition\Data\Scripts\Source\temp\aaaMALMBlessingMenuTest.psc(50,4): variable akActionRef is undefined I know it's a bit of a mess but still can't get a grasp on papyrus and need some kind soul helping me out on this...many thanks...
  4. Ooops...I totally missed that...is It just me or the CK website is a bit of a mess ?...thx...BTW...You're always very helpful...Thanks again...
  5. Can someone explain this humble noobish modder how recipes match conditions work or at least point me to a tutorial or something in order to get some help ? Couldn't find any, yet....
  6. I'll keep that in mind...many thanks...
  7. You mean I should leave them as esm until I finished my mod...then espify them back only when It's ready to be played...is that right ?
  8. Nope...it seemed to do the trick but once I espifyed back it didn't work anymore... So I understand I have to turn and esp into an esm in order to use its resources but keeping it as an esm may, or may not, bring some problems...but when I espify the mod back the resources I added from it don't work anymore or disappear altogether...so any solutions ?...looks like a damn vicious circle to me...
  9. Wel, I didn't think this would have actually worked ...many thank for the advice...
  10. Hi, just a quick question about Wrye Bash Esmify function...in order to make a mod of mine working properly I had to esmify Realistic Needs and Diseases...what kind of problems can I incur into ? I needed to do that because I couldn't find any other way to make two other mods that add wells and waterpumps where to refill waterskins and bottle work as expected...
  11. I know why they are, I think. It's because the source files are in their respective folders. I'm not 100% sure though, but it could be why you cannot add properties. The CK cannot "find" the stage fragments for those DLCs. What you can try as a little test, is move one of those DLC script PSC files to the root Source folder.(Scripts\Source). And see if the button is enabled then. I can't still believe that actually worked...I copied it to the source directory and was able to edit the quest following Matthiaswagg advice...and...IT WORKED !!!...well, it's giving me this warning... Unable to load fragment source from function Fragment_16 in script DLC2_QF_DLC2TT1_02017E8D ;Source NOT loaded But the staff enchanter apperas when and where it's meant to, so... Had I always found so helpful and friendly people answering my noobish questions I would have finished my mod weeks ago... Many, many, many thanks to both of you.
  12. Yep...all the stages are the same in both quests...I've taken a look at other quests and the Add Properties button is enabled...all the Dragonborn, Dawnguard and Hearthfire quests are the same...button disabled...sigh...
  13. Well, you' ve been quite clear and I cannot thank you enough...I didn't understand what you meant because the Add Property button is greyed out in every stage of the quest...the quest is DLC2TT1, the Reluctant Steward...and I noticed that some other quests I wanted to mod, in order to have an object enabled in my modded Lakeview Manor once the quest is done or a stage is reached...DLC2BlackBook05Quest is another one...no way to add a property... :wallbash: ...Creation Kit is driving me nuts...thanks a lot anyway... :thumbsup:
  14. One question, though..what do you mean by "Make a new ObjectReference property and point it to your object."...I don't quite get it...and yes, I know, I'm a total noob when it comes to scripting...
  15. Hey, many thanks for the reply. Thought it was a lot harder. I'll try that out. And thanks for your Simple Taxes Mod, a must have in my humble opinion....Now that I know i'll try out a couple more of your mods...Name Your Horse and Fighting Fatigue seem quite interesting...bye...
  16. Hi everybody, I'm no good at all when it comes to scripting so I could use some help. I'd like to have an object spawn in my house when a quest is completed i.e. the Staff Enchanter when Reluctant Steward quest is finished. Sadly, I barely know where to begin so any help is really appreciated. Bye.
  17. Hi, so I'm modding Lakeview Manor, finally got my own, well not really "my own", crafting system to work and happily started refurnishing the house in a different and lore friendly way. Then I stumbled upon the bedroom wing and examining the double bed by right clicking in the cell view and selecting use info the report says the object is in use by QUST BYOHHouseFalkreath and a couple of AI packages more. And I'm stuck. I can't understand how to add this references to my own crafted furniture fearing, well I'm pretty darn sure, that not doing so will break something, i.e. quest and NPC behavior. Could someone kindly help this humble modder ?
  18. Hi, I'm quite the noob here but still trying to get Lakeview Manor furnished the way I like. I'm having quite a few problems here and there, as everybody can imagine. Since I want it to be lore friendly i want to craft every single piece of furniture. And that's almost done. What I really don't understand is how to make a bookshelf I crafted at the carpenter's workbench, I mean the one outside the house,spawning at a specific point inside the house and not in my inventory ? Is there any kind soul in here that can explain what I'm doing wrong, or not doing at all ? Should I use one of the interior workbenches ? Thank you...
  19. Hi, I added some book shelves to Lakeview Manor, with all their nice activators in position. I'd really like to make them craftable at one of the interior workbenches. I tried to create a new recipe but the items I've added simply don't appear in the drop down menu "created object". What am I missing, here ?
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