-
Posts
152 -
Joined
-
Last visited
Nexus Mods Profile
About texashokies
Profile Fields
-
Country
United States
texashokies's Achievements
-
Enabling items via Formlist?
texashokies replied to ZombicideII's topic in Fallout 4's Creation Kit and Modders
So you just want to enable everything in a formlist? Use a while loop. Here is an example function: Scriptname Myscript extends whatever Function EnableAll(Formlist akFormlist) int x = 0 While (x < akFormlist.GetSize()) akFormlist.GetAt(x).Enable() x+=1 EndWhile EndFunction -
Here is the function that doesn't want to play nice: Function Enslave(Actor akTarget) Debug.MessageBox("Enslaving") akTarget.AddItem(SlaveCollar,1) Debug.MessageBox("Equipped: " + akTarget.IsEquipped(SlaveCollar)) While (!akTarget.IsEquipped(SlaveCollar)) akTarget.EquipItem(SlaveCollar, true) Debug.MessageBox("Equipped: " + akTarget.IsEquipped(SlaveCollar)) EndWhile Debug.MessageBox("Loop over") Game.GetPlayer().RemoveItem(SlaveCollar,1) EndFunction The akTarget variable given by the dialouge fragment that calls the function. When this function is run I get an infinite loop. What am I missing?
-
I'm making a spell to "animate" objects like swords. I have it so it gives a perk that allows the player to select a weapon and "animate it". It places an invisible npc that needs to be given the weapon it was placed at. Therfore I need it's actor reference. Since you can't use Actor animatedObject = akTargetRef.PlaceActorAtMe("the actor I'm placing") in skyrim's papyrus what sould I do?
-
[LE] Skyrim. How to determine NPC's death?
texashokies replied to Skybroom's topic in Skyrim's Creation Kit and Modders
Put a script on them with the OnDeath Event. -
Get a Google Translator for firefox extension.
-
modding the Creation Engine is possible because it is based on the Gamebryo Engine. but modders and players are fed up with the buggy mess that the Creation Engine is. there have been statements from Bethesda that they haven't started development on TES VI yet, which makes me wonder whether they are looking for a new game engine for TES VI and FO5. if that is the case, will mods be possible at all for future TES and FO games? I doubt they would stop using a derivative of Gamebyro, because their team has been using the gamebyro, and creation engine for years. Why put money into something that your employees would have to relearn.
-
First if you have not already download the Unofficial patch. Second they can appear in new land expansions as long as there is an inn.
-
Console commands are not supposed to be used in normal play and as such carry risks, you could potentially break many things.