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Jack8623

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Everything posted by Jack8623

  1. So, what are people using to get the build menu bigger and to be able to select any new parts that are added by mods? Like, I have found many nice mods that add a lot of new building parts but cannot access all of them because there's no way to scroll down to them... Some of them have their own tab which is great, while others populate the default building parts page and then there is no way to select them because they're out of reach/view. Mods like these that add more building parts is what keeps me wanting to play this game after 900 hrs. I found this mod https://www.nexusmods.com/valheim/mods/950 but it needs updated and bugs the menu out even on default items. Does anyone have any suggestions? Thanks!
  2. Please, please, please add the Character Presets Category to the list of tags we're able to block! So sick of seeing presets making it through depicting Sexualised Content and Sexy/Skimpy material when all three tags are currently being blocked. The preset mods make it through because either the proper tags are not being added and/or content isn't being properly reviewed and then edited with the proper tags being applied before post appears public. Thank you.
  3. Here is some good info to start: GetWornForm - Actor "Returns the form of the item worn with the specified slotMask." (This function requires SKSE) https://www.nexusmods.com/skyrimspecialedition/mods/22627
  4. You're welcome! And thanks to everyone's help! Currently there is no kind of re-equip in the script,that is my next task to create a re-equip script for the player. It would involve attaching the script to a different trigger. A little above my skill right now; I think it involves some things regarding slots so I haven't worked on it yet, surely it can be done though for the player. In regards to NPCs maybe a follower management mod like foamyesque had mentioned would work automatically for NPCs to automatically re-equip when leaving the trigger? Not sure, I currently don't use any follower management mods. When I get a re-equip script working for the player I'll post it here!
  5. I am happy to report that I now have the script working for both NPCs and now the Player! Here is the working script for NPCs that you can add to a trigger, upon entry to the trigger all equipped items will be unequipped: Event OnTriggerEnter(ObjectReference NpcActor) If NpcActor != Game.GetPlayer() (NpcActor as Actor).UnequipAll() EndIf EndEvent And here is the script that works for the Player. Upon entry to the trigger all equipped items will be unequipped: Event OnTriggerEnter(ObjectReference akActor) If akActor == Game.GetPlayer() (akActor as Actor).UnequipAll() EndIf EndEvent Thank you everyone for your assistance! Hope this helps others in the future!
  6. If this is for the player, it will fail. Why? You are saying "if the reference that entered the trigger is not the player then un-equip all equipped items from that reference." In other words, you need to change the operator from != to == If it is for NPCs, it will work just fine. No sorry, that is not what I currently have, I copied the wrong one from my txt document here. This is what I currently have that isn't working. Scriptname GVPlayerBath extends ObjectReference Actor Property PlayerBath Auto {Bath Time for Player} Event OnTriggerEnter(ObjectReference akActor) If akActor == Game.GetPlayer() (akActor as Actor).UnequipAll() EndIf EndEvent From the last posts though is it so that I don't even need the If and EndIf, like so? Scriptname GVPlayerBath extends ObjectReference Actor Property PlayerBath Auto {Bath Time for Player} Event OnTriggerEnter(ObjectReference akActor) akActor == Game.GetPlayer() (akActor as Actor).UnequipAll() EndEvent I have a lot of learning to do here in regards to scripting, Thanks for your patience and help! :happy:
  7. I'll try the following and see if this will work. Scriptname GVPlayerBath extends ObjectReference Actor Property PlayerBath Auto {Bath Time for Player} Event OnTriggerEnter(ObjectReference akActor) akActor != Game.GetPlayer() (akActor as Actor).UnequipAll() EndEvent
  8. Thanks for the if and endif info! Will try with that and see if I can get it working. The most recent that I was able to compile for the Player, it didn't work.
  9. I had just got the following to compile. Will test! :happy: Scriptname GVPlayerBath extends ObjectReference Actor Property PlayerBath Auto {Bath Time for Player} Event OnTriggerEnter(ObjectReference akActor) If akActor != Game.GetPlayer() (akActor as Actor).UnequipAll() EndIf EndEvent
  10. Sure thing! :happy: Here is the code I'm trying to use: Scriptname GVPlayerBath extends ObjectReference Actor Property PlayerBath Auto {Bath Time for Player} Event OnTriggerEnter(ObjectReference akActor) If Actor !== Game.GetPlayer() (Actor).UnequipAll() EndIf EndEvent The following works great on the trigger for any NPC that enters... Scriptname GVBath extends ObjectReference ObjectReference Property BathTime Auto Event OnTriggerEnter(ObjectReference NpcActor) If NpcActor != Game.GetPlayer() (NpcActor as Actor).UnequipAll() EndIf EndEvent
  11. Thanks to everyone for their input here! For some reason everything I try I still can't get it to compile... :huh: Will spend more time on it and do some more studying. When I get it working I will post it back here for others. Cheers! :happy:
  12. Wow, thanks for such a quick response and also for sharing the knowledge. Was unaware of that equal part... I have tried to use the following but it still is failing when I try to compile... Scriptname GVBathPlayer extends ObjectReference Event OnTriggerEnter(ObjectReference Actor) Actor == Game.GetPlayer() (Actor as Actor).UnequipAll() EndIf EndEvent Not sure why it isn't compiling. I add the newly created script, close the properties then save and reopen it and edit the source... :confused: Kudos to you! :happy:
  13. Hello everyone! Am running into some issues creating a script to work on a trigger enter and maybe someone here can help me out? Have looked all around the forums but information I find is confusing and there seems to be some information missing. I am no scripting expert so maybe that is why the answer I seek isn't apparent for I am missing some basic knowledge of some functions. I have been able to create a function with a script on a trigger that allows any NPC to take off their clothes when entering a bath area, I am currently working on a castle house that I plan to release in the future. Here is the script that I was able to get working for NPCs: Scriptname GVBath extends ObjectReference ObjectReference Property BathTime Auto Event OnTriggerEnter(ObjectReference NpcActor) If NpcActor != Game.GetPlayer() (NpcActor as Actor).UnequipAll() EndIf EndEvent But now the issue I am having is getting this to work on the actual player... I have tried to create a script many times but it isn't compiling... this is what I try to compile that fails: Event OnTriggerEnter(ObjectReference Actor) If Actor != Game.GetPlayer() (Actor).UnequipAll() EndIf EndEvent I am goofing something up somewhere for sure, I am fairly new to scripting but surely not new to the CK... Anyways, if some expert here could lend some guidance it would be greatly appreciated! :happy:
  14. Thanks Xanshio :)
  15. Xanshio thanks for all the endorsements! You really keep me going...
  16. Very nice music! Kudos to you :)
    1. Bosa123

      Bosa123

      Thank you! I hope to continue my work for Skyrim and possibly future Elder Scrolls games.
  17. Kudos for the music man! Don't post anything and let the Kudos exceed your post count. You deserve it! :)
  18. If it's a shortcut on your desktop, it does... However, if you want to use Skyrim's icon you will have to select one of it's .exe's. Icon is embedded.
  19. Okay nevermind :facepalm: I tested my theory and it's not working... Its funny though because the other trigger boxes are set up the same way but with using pine needles.
  20. @jjc71 I think this is how to do it around actual objects as opposed to climates. Unless you want leaves falling from the sky like rain or snow lol I don't know.
  21. Okay so maybe try this. Create New Trigger and select FXcameraAttachEffectsACT In Primitive Tab should select Primitive type Box And in collision Layer Select L_ACTORZONE Now in the scripts tab highlight FXCameraAttachSript then click properties. It defaults to FXCameraAttachBlowingFogEffect but all the way over to the right you will see a dropdown menu to select any FXCamera effect you want. In your case you could select FXCameraAttachLeavesEffect. Not sure about timer values on this. All the others I've seen around the world are set to 0. And of course depending on the effect used you can add a sound. I wouldn't bother with the second effect, but why not experiment a little? lol
  22. Hey AceeQ have you by any chance sent an email to an admin to see if there is a chance for them to restore it? Surely it don't zap and overwrite data on the server as soon as someone hits delete. Given it wasn't a copyright issue...
  23. I might be wrong because I've never used them. But I believe those effects are triggered via a activator that has the associated script referenced. The falling leaves are not place-able objects.
  24. It was removed from the nexus! He was using a lot of copyrighted files in it. If anybody is wise they will not post links to it here on the Nexus.
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