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3aq

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Everything posted by 3aq

  1. it's probably one of your combat overhaul mods that adds slowing affects. eg ordinator has that ice effect which when combined with certain actions will apply debuff to surrounding, this may have been complicated with your other mods. try disabling and enabling those. that's where I would start at any rate.
  2. wouldn't know if you don't give us the mods you're using.
  3. No need to actually review the test mod, it's there for redundancy's sake. That said I looked through it once more and figured out what was wrong. And as you guessed, CK was retitling the property name. Seems initially I had it set as Xmarker through SSEEdit, then by some oddity saving through CK changed the property as a reference. So my initial assumption is correct, you can moveto anything even "riverwood" itself as I initially did achieve just that (sadly I didn't document how exactly I did it). Thank you IsharaMeradin for sticking with me the entire way. I would also like to express my gratitude to Rasikko, and Creatoxx as well. So if the three of you are seeing this, thank you. :happy:
  4. here's to hoping I am doing something wrong because it isn't working. :psyduck: the mod (with source and everything): https://ufile.io/mem0k the code: goals : toggle will go from false to true after close config will execute fade --> moveto --> reset toggle back to false observed results: toggles go from false to true after close config executed fade --> reset toggle back to false.
  5. Apologies, I mistyped. Thank you for the correction and moreso for the working example. Will report back, hopefully with good findings.
  6. Thank you for this info.. sadly I don't know how to apply it as I don't quite have the knowledge of OnConfigOpen/Close, for the most part all I have been doing is the OnOptionInit.. But I won't let this prevent me, hopefully.. anyways, here's the code I don't think will work.. but is this what you mean by functions operating outside the menu? Event OnOptionSelect(int a_option) If (a_option == aa_01) {empty, moved to OnConfigClose()} endIf endEvent Event OnConfigClose() If (a_option == aa_01) Game.FadeOutGame(false, true, 2.0, 1.0) Game.GetPlayer().MoveTo(XMarker) endIf endEvent
  7. the line Game.FadeOutGame(false, true, 2.0, 1.0) shouldn't be affecting it, infact it's probably the only visual cue to tell me that the script is infact running what this line does is momentarily blacks out the screen while you actually transit to the location at hand.
  8. Nope doesn't seem to work for me, I put it reference the xmarker infront of the town and renamed the objectreference to XMarker in the script, I even changed the property type to Int, Object, and Reference, still no dice. Back to the drawing board.
  9. so what you're saying is rather than using the location id 9732 itself, use one of the various object references instead like this xmarker 274b4?
  10. mapmarker same one used when you coc by typing coc riverwood
  11. So I checked, it's filled in, still does not seem to work; I made two scripts to check concurrently one without (To Riverwood) and with (To Riverwood2) object reference filled in (to my memory I didn't need to attach it to cell when it worked last time..) I've also uploaded both mods which also contains their source, both of which you can run concurrently to check for yourself. https://ufile.io/q73zv -- To Riverwood (without object reference filled in) https://ufile.io/k85oq -- To Riverwood2 (with object reference filled in) Assistance is greatly appreciated, thanks.
  12. how do you check for that? I thought this line fulfilled that: ObjectReference property Riverwood Auto On execution it would just pause the menu and black out the screen, but moveto doesn't fire off.
  13. I am stumped and befuddled, I somehow was able to achieve it but for some reasons I do not know, I am not able to do it anymore. Thank you in advance, here's the important bits of the script: the goal of this simple script is to teleport to riverwood through MCM once clicked and exited out of the menu Scriptname _mcmToRiverwood extends SKI_Configbase ObjectReference property Riverwood Auto ... function draw_page1() AddHeaderOption("To Riverwood") aa_01 = AddToggleOption("Go",0) ... Event OnOptionSelect(int a_option) If (a_option == aa_01) Utility.Wait(.5) Game.FadeOutGame(false, true, 2.0, 1.0) Game.GetPlayer().MoveTo(Riverwood) endIf endEvent
  14. question: how do you replace a spell's model with something else? -- like changing a the fireball model to a chicken instead, or the candlelight model with a block of cheese, etc.ck, nifskope, ..?
  15. If the nexus platform wants to transition even further out of the notion of it being just a beth modding site, a good step would be to give equal exposures to the games it hosts, and one of the best way to do that is through it's splash page image. But here's the thing for god knows how long, "nexusmods.com" has been using the same splash page image Skyrim Guy giving the death stare. My suggestion is thus, perhaps implement splash images from one of the 600+ games and growing that randomizes per day basis. Bonus, make it clickable and link it to the game it's showcasing.
  16. @Arthmoor not quite, as all the mentioned items in question already resides on one platform and centralized area it is different. in my example it literally is just a system of database manipulation of the present tracking mods function we currently have. only thing different is its more easily manipulable and as opposed to being just private if one chooses to do so, it can be publicly displayed as well.
  17. This is just me speculating so take it as how you will. The "mod pack" will probably function to a form of "store x mod to cloud" system where the cloud will be your profile. See: https://forums.nexusmods.com/index.php?/topic/7374806-suggestion-on-site-stored-mods-list/
  18. ahh, here I thought the GetVersion has to be at return 3 as it seems to be the case on all the mods I checked.. on that note would you need to change the number in a_version > 1 ?
  19. Sadly looks like I am back. I've attempted my best at implementing additional pages to MCM updating via Ishara's method unfortunately it doesn't seem to work. It doesn't work even when resetting SKI through console commands. Test starts with Pages, pages, function set at new string[2]. Save. Increase to string[4], Recompile. MCM does not update index. I seriously have no idea how to go about doing this. Help? =( GetVersioning test (not) in action source, script, esp, translation in its respective archive. FRUITS v1 - https://ufile.io/axlui FRUITS v2 - https://ufile.io/z0ywd
  20. if there is no need to return a negative, you can try unsigned float.
  21. seriously? that's what the lightswitch was for ..? -- that icon should be replaced :mellow:
  22. I find more often than not it would add an additional line break for every new line, add accented A's when quoting from mobile, sometimes simply not allow modification what so ever. In short the forum editor is simply wonky. Though more tedious and hassle driven (which with browser addons like edit can be mitigated to an extent), I find more success with bbcode editor that mod page offers. Is it possible to bring bbcode editor forum side?
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