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HipsterTerminator2

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  1. Merge Plugins is your best bet. The papyrus flags are optional, just don't merge scripts (better of you do but not a deal breaker). For the best possible merge, you should run your load order through LOOT, commit all of the bash tags LOOT recommends, generate a bashed patch, and merge it as well as the very last .esp.
  2. The Creation Kit is free to all and you are more than welcome to pick up a copy yourself if you find the mod output lacking.
  3. Sorry. You are not the only one super frustrated with Papyrus and I thought this thread venting about it was good as any. I feel super close, though. I think someone will set my script right with a sentence anyway.
  4. Could anyone maybe help one more person out with scripting? I am making a quest mod and I want to reward a sneaky player that locks the Armory with a terminal, to make an upcoming room easier to fight. The Terminal toggles AssaultUpgrade from one to zero. For simplicity sake I just have the Global permanently set to one for now. But even with the global set to a static 1 before the alias collection Initializes it still does not pick the first guy out of the five and give him an assault rifle. The script compiles fine. All the properties are properly set in the CK. I thought this of all things would be pretty straight forward. What gives? Scriptname RTS_GunnerUpgrade extends RefCollectionAlias GlobalVariable Property AssaultUpgrade Auto LeveledItem Property DLC04_LL_HandmadeGun_RandomTemplate_Rifle Auto Event OnAliasInit() If(AssaultUpgrade.GetValue() == 1) Self.GetAt(1).AddItem(DLC04_LL_HandmadeGun_RandomTemplate_Rifle,1,True) EndIf EndEvent
  5. Seriously though, the Creation Engine does need to be taken out back and shot. Not saying they pick up Unreal, but an engine that ties the timing of its scripting and physics engine to the frame rate just .... doesn't fly in 2016.
  6. Please, please at least open the Creation Kit before writing your grand opus. If you had you would see that the Creation Kit no longer has the ability to make skills and conversation trees bigger than four options. And a Fallout 1 with the RPG mechanics of Fallout 4 is a Fallout I don't want to play.
  7. "I'm eight and I have never touched a line of code but let me tell you all how to childproof and dumb down your tools so I can be even more catered to!"
  8. So, Tldr; I have a quest that has many branching choices. Not all lead to a happy end full of rainbows. In one scenario the player is given a choice to be a judas and kill the main cast of characters for a mighty fair offer. Getting their captive wife back, their captive companion back, or if they have neither, a massive sum of gold. After the deed is done, the big badguy strolls in and says, "Good job, now i'm going to tie this up and kill you as well." The badguy is 3.5X the player's level and essential, he cannot die. The point is to kill the character. The other scenario is if the player is too trusting of a supposed 'good' wizard, he will take advantage of it. He will trap the player in a magic prison., an pseudo-infinite all stark white world cell with a bed a foot locker, and a table where food and water sit, and when taken of disturbed, re-materialize, implying they could potentially live in this state forever. He mocks the player and says ". . . and now we see the effect of an unstoppable force that has been set unto perpetual motion. You could go and save your friends, perhaps you could win. Perhaps you may die. But why would I let you? what advantage would I gain? You are a valuable asset, my friend. Better to bottle you up for later, and save you; Save you for a day I may need you." It would be good to tell players to save before the critical choices so they don't lynch me for ruining their characters and sticking them in infinite loops forever. I get that. What would be the most convenient way to tell them? Should I put up a message in the top right corner to suggest them to make a save? Or is that too subtle? Should I put a big debug box on the screen, where they have to click an "Okay, I understand" to continue? Is there a way using pypyrus to make a save for them, and make a tasteful fade to black after they cock up, and re-load that save?
  9. Oblivion gate crysis 2.0? A Demora gate pops up outside skyrim Holds, send waves at the city until the player closes them up? I'd just like to see the guards in Skyrim be finite. RiftenGuardPop = 80 Event OnDeath( Actor RiftenGuard) (RiftenGuardPop - 1) That alone would put you in a more defensive role if, say, a dragon attacks. You need to save as many guards as you can, because if you don't? Saving the citizens would directly be your responibility.
  10. 1) You could have summed this all down to "I want a modder to forge me a more turgid penis. One that is faster, smarter, stronger." to save 3-4 paragraphs. 2) You'll have more luck at Loverslab.com. they specialize in this sort of thing.
  11. UMF Since I don't want to clutter up the Forum with a new thread I'll throw in another non-functioning Script as well; Scriptname LFGNOTESCRIPT extends ObjectReference Quest property LFGQ1 Auto bool found = false Event OnRead() if (!found) Debug.Trace("LFGQ1: Found clue! ") if (LFGQ1.GetStage() != 10) LFGQ1.Start() LFGQ1.SetStage(10) LFGQ1.SetObjectiveDisplayed(10,1) found = true endif endif EndEventHere is what it's supposed to do: There is an advert placed at every hold in Skyrim for the player to read. If the player reads the advert to join a band of adventurers, it starts the Quest and points him or her in the right direction with a waypoint. That's it. It's Not a super spell, not a hard logic puzzle, no scripted Air Zeppelin Battle - No, no all those scripts work perfectly in my quest. Ironically It's this tiny little script I can't make work, and it's driving me up the wall because it's step uno, without it I can't properly test everything. It worked a month ago when I wrote it, what happened?
  12. Ahem - getting back on topic, I think that this is Platton's point: I would like a writing challenge, I could be available to do it. But first I would like to know a few things. What kind of writing do you have in mind for this hypothetical DLC? What tone are you going for? What style are you going for? Would you like a simple and light hearted fantasy adventure Where faulted, but amiable personalities from all walks of Tamriel band together to trump the big bad warlock and save the day? Or, would you like something a tad more complex than that? Something darker, leaning towards the ever fickle and fleeting royal families like in Shakespeare's Henry IV or George RR Martin's Game of Thrones? Family drama on the epic fantasy scale, where an unloved bastard child can rise into a full blown plot to schism the very kingdom asunder? Or, a simple waverly romantic comedy, perhaps? A great quest might not always have to be a huge, epic, dramatic set piece; The typical Skyrim player has done that for 200 hours. Sometimes the things that go counter to a gamer's expectation stick the longest. A low caste Orc blacksmith and a high caste Altmer Admeri Princess entrapped in a love that can never be, for example. Getting wrapped up in the misadventures of the two could be exponentially more fun than going through yet another dungeon, fighting another dragon, and getting yet another shiny sword. I have plenty of writing samples - enough to fill your week if you read them all back to back. Could you narrow down the criteria you are searching for, so I can better tailor what I write to what you would want? EDIT: I see that on your blog you have a published writer working on this. I'm going to assume she's going to write the main plot, and you are looking for sub-plot writers now?
  13. Well, that question depends on if Bethesda created a fem model of the Demora. If so, it's just a simple checkbox. Go into the creation kit, type in the spells name, go to properties, find the butler's ID. Go to his Actor tab. Check Female. If not, weeeelllll..... It gets more complicated than that.
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