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XxLeafeater27xX

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    Skyrim

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  1. For anyone wondering, this does work. Thank you for the help. Very much appreciated.
  2. You are absolutely fantastic. Thank you so much. I appreciate your help and I will post an update if/when I get this working.
  3. Thanks for the reply! I currently already have an onItemAdded event for the container (The function is to make certain crates/objects appear in the cart depending on the item added using keywords) and also has an OnitemRemoved function doing the inverse. So what I am taking from this is that I will need to add this function (after adaptation) to my current container. To clarify what you mean for my own understanding: LocalGoldValue = RepItem.GetGoldValue() + (TheItem.GetGoldValue() * mult) Thi This function specifically should be set under the same function of the OnItemAdded in my script on my container LocalGoldValue = RepItem.GetGoldValue() - (TheItem.GetGoldValue() * mult) Whereas this should be added under my OnItemRemoved functions. Am I understanding that correctly? The functions I'd be adding this to check keywords so it *Should* check any items with that keyword so long as I change RepItem to akBaseItem right? Is there any way to store the GoldValue determined to be used on a different script/activator? thank you for the help. W
  4. Hi all. I am working on a mod that allows the player to load certain items up into a custom container. I have it to where it will kick back any items without the necessary keyword so the container itself is fine. However, the next issue I have is setting up a script to actually "sell" those items within the container. The Method I want to use: Essentially, you walk up to a ledger and use it as an activator. When you hit the correct menu button, I want it to check the contents of the chest, determine the value (in gold) of the the items in said chest, then remove them. Then it will disable the wagon (not the container itself, but the wagon to simulate something is being shipped off) and after 3 days, I want the wagon to re-appear and have the total value of gold determined from that shipment be placed into a separate container (a lockbox in the office). I know how to set up menus, messageboxes, how to register the game for a single gametime update, and how to enable and re-enable something afterwards. However, I cannot for the life of me determine how to get the script to determine the value of all goods in a container then place the determined total amount into a separate chest. Is anyone willing to help? I'm not sure if it is best to assign this as a script directly to the ledger you will be activating or if I should make a quest run to handle it and use the fragments section to enable/disable things or remove/add contents to containers. I am not using SKSE and would like to avoid doing so if possible so those on xbox could also download the mod. Thanks and any help would be greatly appreciated.
  5. Hey guys, So there is a Water Square that acts and behaves as water should, except it's floating maybe 1000 feet above whiterun in Skyrim SE. if i walk underneath it it causes me to start swimming and have the DOF effects etc. I can see it in the creation kit and it is definitely MY mod causing the issue. The trouble is, I cannot select it inside the creation kit. Does anyone else know what to do in this situation? I haven't backed up my mod in so long and I really don't want to restart from my original backup. It happened randomly as well. Thanks for your time and if people need pictures I will gladly provide. The required .esm's/.esp's for the mod I am creating is ELFX Exteriors.esp, JK's Skyrim.esp, all of the skryim SE esm's, and Enhanced lights and FX.esp
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