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Jack8623

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Posts 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.  

    That is a lot simpler than the one I am using and I don't have the player unequipped. Do NPC re-equip once they leave the trigger?

    Thanks for sharing!

     

     

     

    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!

  4. 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!

  5.  

     

    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
    

    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:

  6. If you want this to work on actors *and* the player... why not just remove the if/endif?

     

     

    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.

     

    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.

  7. If you would like further assistance, please post the code you are trying to compile now along with the compiler error you are receiving.

     

    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
    

    QTKmxS8.jpg

  8. If you want it to work for the player, you need to use Actor == Game.GetPlayer() instead of Actor != Game.GetPlayer(). != means "not equal" while == means "equal"

     

    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:

  9. 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:

  10. what if the skse doesent give you the option to change icon

     

     

    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.

  11. 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

  12. Sorry guys but i do not want to release the Fantasy Music Overhaul again and i do not want that someone reupload my work on any website (please consider: this is my work and i give no permission to use content from my mod or reupload files without my permission).

     

    so I hope this will be removed from there...

     

     

     

    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...

  13. Does anyone know where I can find the falling leaf and falling needle effects in the CK?

     

    I've identified FXPineDroppings as a movable static, but after testing it in-game I can't tell whether that's the correct object for the falling needles. I placed a lot of them really close together, thinking that I'd know I had the correct object if the falling pine needles were very dense there. But they were no thicker than anywhere else. And I have no idea where to find the falling leaves.

     

     

    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.

  14. IS there any news about it? It keeps saying that it is under review or something! Does anybody have like a download link or the files?

     

     

    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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