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Posts posted by 3aq
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wouldn't know if you don't give us the mods you're using.
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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:
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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:
Scriptname _mcmToRiverwood2 extends SKI_ConfigBase import UI ObjectReference Property XMarker Auto Int function GetVersion() return 4 endFunction Event OnVersionUpdate(int version) If version > 1 OnConfigInit() EndIf EndEvent int aa_01 ; coc Riverwood bool bb_01 = false; bool for Riverwood Event OnConfigInit() Pages = new string[2] Pages[0] = "About" Pages[1] = "Teleport" EndEvent Event OnPageReset(string page) ;---SPLASH If (page == "") loadCustomContent("img_riverwood2/splash.dds", 258, 95) return else unloadCustomContent() endIf ;---MENU If (page == Pages[0]) draw_0() elseIf (page == Pages[1]) draw_1() endIf endEvent function draw_0() setCursorFillMode(TOP_TO_BOTTOM) AddHeaderOption("Testing mcm teleport to riverwood2 take 4") endFunction function draw_1() setCursorFillMode(TOP_TO_BOTTOM) AddHeaderOption("To Riverwood2") aa_01 = AddToggleOption("Go", bb_01) endFunction Event OnOptionSelect(int a_option) If (a_option == aa_01) bb_01 = !bb_01 SetToggleOptionValue(aa_01, bb_01) endIf endEvent Event OnConfigClose() if (bb_01 == true) Game.FadeOutGame(false, true, 2.0, 1.0) Game.GetPlayer().MoveTo(XMarker) Utility.Wait(0.1) bb_01 = !bb_01 SetToggleOptionValue(aa_01, bb_01) RegisterForSingleUpdate(0.1) endIf EndEvent
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.
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Apologies, I mistyped. Thank you for the correction and moreso for the working example. Will report back, hopefully with good findings.
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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
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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.
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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.
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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?
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mapmarker same one used when you coc by typing coc riverwood
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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.
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Thank you, I will check.
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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.
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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
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I see thank you =)
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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, ..?
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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.
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@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. -
In response to post #67937096. #67941336, #67941861, #67942656, #67944211, #67955146, #67968296 are all replies on the same post.The thing is, it's quite unclear because you have people who came away with the impression that it means "Mod Pack" in every familiar definition of the term. Meaning a single package of a ton of mods.Madcat221 wrote: I am really hoping that "Mod Pack" is a poorly chosen term for this, because "Mod Pack" means, to me as a modder, "Loose collection of mods accumulated often without concern for permissions, credit, compatibility, or upkeep".Arthmoor wrote: This ^
I can't tell for sure if it's just bad terminology being used or if you mean actual real mod packs. That needs to be one of the first things that gets clarified.
Zaldiir wrote: This is partially covered in the third paragraph of that section:"It has caused some controversy in the past due to various reasons, including it taking downloads away from mod authors, the worry it would increase false support issues for mod authors caused by bad mod packs and because others who have attempted to do this have basically created a "mod piracy" platform that completely ignores (and breaks) copyright laws because they did not have permission to distribute the mods contained in the mod packs. Whatever we come up with will ensure none of these are a realistic issue."
Sacremas wrote: Not entirely sure if it's even possible, but instead of an actual collection of mods to download like these usually are, how about a profile of mods to download into Vortex, you activate the profile and Vortex automagically downloads/updates the mods in the profile, with notifications and instructions if anything needs to be done manually, and a pre-set load order included? That way individual author pages still gets the individual download counts, and users not quite ready to start picking things on their own (the main thing I hear from my friends and in youtube comments alike on why they don't use mods) will still get a done install out of it.jaydawg55 wrote: If what Dark0ne means by "Mod Pack" is offering a single archive for download and installation that includes the primary mod and all its mod dependencies or options in a single plugin, with an installation menu like some FOMODs have, that (1) would be more convenient than multiple downloads/installs and (2) would greatly help users like me stay within the 255 plugin limit. By the time I obtain all the mods that fix game problems for my favorite Bethesda products, I don't have a lot of plugin slots available for quests, new locations, or new characters. Since we can't directly fix game engine design, maybe this is a way to optimize mod design.This could and should be done in a collaborative way. It seems that as some games "mature" more modders get together to combine their work into larger compilations. Fallout New Vegas seems to have a lot of these partly because the game has been around a long time and partly because it has a lower plugin count (135ish?). Done right, this could work out well for everyone.
Assuming the collaboration/permissions issue gets fixed, then the next question (to me) is who does the work of compiling the package? And related to that question, how would conflicts be resolved? I keep thinking of other questions, so I will stop now.
I admire Dark0ne's ambition. It looks to me like a way he is looking for a way to compete with Creation Club with a free (as in no charge), better quality alternative. I wish Bethesda well, but I also like the idea. Also, you guys have enough standing in this community to influence the direction of this idea.
Tannin42 wrote: Hmm, I don't feel like it's unclear:> Mod packs are, quite simply, a system whereby a user's mod profile is turned into a "mod pack" in such a way that they, or another user, can download that mod pack and all the mods contained (or referenced) in the pack will be installed in the exact same way, in the exact same order, as the original profile.
and
> It has caused some controversy ... taking downloads away from mod authors, ... increase false support issues for mod authors ... created a "mod piracy" platform ... ignores (and breaks) copyright laws .... !!! Whatever we come up with will ensure none of these are a realistic issue. !!!
So it says, pretty clearly: No, it's not going to take away downloads, not "pirate" mods that haven't been given permission to redistribute, not ignore copyrights.
Don't focus just on the label and what it means to you/how it's been used by others in the past but on how Dark0ne described the system.
RoyBatterian wrote: As long as it's opt-in I don't particularly care.If "Mod List" was the intended outcome, then the article should have made that clear.
One makes the site no better than ModDrop, the other makes it no different from the Steam Workshop. The difference is huge.
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/
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gotcha, thanks Ishara =]
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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 ?
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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
Scriptname FRUITS extends SKI_ConfigBase int function GetVersion() return 3 endfunction event OnConfigInit() Pages = new string[2] Pages[0] = "$p_01" Pages[1] = "$p_02" endevent event OnPageReset(string page) If (page == Pages[0]) draw_1() elseIf (page == Pages[1]) draw_2() endIf endEvent event OnVersionUpdate(int a_version) if (a_version > 1) Debug.Trace(self + ": Updating script to version " + a_version) OnConfigInit() endIf endEvent function draw_1() AddHeaderOption("$p_01") endfunction function draw_2() AddHeaderOption("$p_02") endfunction
FRUITS v2 - https://ufile.io/z0ywd
Scriptname FRUITS extends SKI_ConfigBase int function GetVersion() return 3 endfunction event OnConfigInit() Pages = new string[4] Pages[0] = "$p_01" Pages[1] = "$p_02" Pages[2] = "$p_03" Pages[3] = "$p_04" endevent event OnPageReset(string page) If (page == Pages[0]) draw_1() elseIf (page == Pages[1]) draw_2() elseIf (page == Pages[2]) draw_3() elseIf (page == Pages[3]) draw_4() endIf endEvent event OnVersionUpdate(int a_version) if (a_version > 1) Debug.Trace(self + ": Updating script to version " + a_version) OnConfigInit() endIf endEvent function draw_1() AddHeaderOption("$p_01") endfunction function draw_2() AddHeaderOption("$p_02") endfunction function draw_3() AddHeaderOption("$p_03") endfunction function draw_4() AddHeaderOption("$p_04") endfunction
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if there is no need to return a negative, you can try unsigned float.
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seriously? that's what the lightswitch was for ..? -- that icon should be replaced :mellow:
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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?
Is this a bug or...? (video)
in Skyrim SE
Posted
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.