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acidzebra

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Everything posted by acidzebra

  1. Could be a lot of things, use console player.moveto [refid] to check out where they are ingame. Additionally, make sure you're going in clean - if you're loading a save where you're already in that location they may not show up. I usually test by COC'ing directly from the title screen to the location. Make sure you're not loading both the original AND your version.
  2. I think the order of precedence is mod BSA > loose files in textures folder > skyrim native textures BSA. So if the same textures exist in the textures folder, the ones in the BSA will win. You could change the BSA with the archive tool or extract it, then overwrite what you want with BSA browser. BSL is, I think, just a list of the files contained in the BSA, normally you don't need it.
  3. I... kind of want? :thumbsup: How awesome would giants wielding 10-feet bows shooting small pine trees be?
  4. WTF Bethesda? :rolleyes: Anyway, it's bound to be in that massive list of gamesettings somewhere...
  5. 's probably sDifficulty from gamesettings (not tested) http://www.creationkit.com/Settings You should be able to read it with one of float Function GetGameSettingFloat(string asGameSetting) Obtains the value of a float game setting. float Function GetGameSettingInt(string asGameSetting) Obtains the value of an int game setting. float Function GetGameSettingString(string asGameSetting) Obtains the value of a string game setting. (I'm guessing it's a float - everything's a bloody float)
  6. After you changed the bow in the CK did you console in or otherwise obtain a new one in-game? Because if you're trying to do this with a bow that was already in the inventory of your test save you may not see the changes. Try adding a new bow with player.additem (with your mod active, obviously)
  7. Not sure what you mean by "regular torch" but the most commonly used torch is the torch01 with 1100 users. Found under Worldobjects\lights this is the one with Weapons\Torch\torch.nif as mesh, can be carried, and has weight/time/value assigned.
  8. Niiiiice - love the kanabo (slight misspelling there but I'm not going to argue with people carrying a massive spiky club)
  9. I would just preset the owner to the player, lock the door and have the quest give you the key you need - that's how Beth does it with every house so I don't know if you can actually change faction ownership of a cell on the fly. Since they don't do it - it would seem unlikely.
  10. Data\Meshes\Weapons\Torch\torch.nif I think, and wall torches are Data\Meshes\Clutter\Common\TorchPermanent01.nif
  11. and a massive project. A quick forum search will reveal dozens of similar requests.
  12. Awww but I want to see what it does :thumbsup: (you'll at best be creating a plugin duplicating EVERYTHING from your masters and creating a horrible CTD monster)
  13. Okay - according to the CK wiki (and I see this reflected in the changed behavior) and it doesn't mention any cleanup (and even if left running, the script will opt out the moment a key is pressed) so I think I'm in the clear (btw there IS a "clear" procedure in RefAlias but that's just if you want to remove an alias while the quest is still running. http://www.creationk...l_Quest_Aliases Thanks again :)
  14. I'm aware of those but I don't want to register for a key, I want the script to shut down on any key. What I was after was knowing whether this (meaning the whole structure) is a safe way to do things or whether a repeatable quest set up like this would cause horrible bloat. But it's all rather academical now, I've thrown 'er out there with plenty of warning stickers. I'd still like to know though. http://skyrim.nexusmods.com/mods/27738/ Cheers.
  15. Ya honestly, 45 fps there with ENB & RCRN + other mods + land, trees, grass shadows? >first world problems.jpg
  16. Okay, so I'm slowly getting into quest stuff after a couple of house mods and an overhaul. Essentially, I have a quest running which aliases the player and attaches a script to the alias. Now, the code is working and I'm not worried about whether or not my update times are sane - this is all happening when the player isn't doing anything. What I would like to know is if this is sane coding or whether it can cause breakage & bloat. The script registers for a single update on init, then relies on SKSE to check if the player presses a key, if yes then it stops whatever it was doing and stops the quest. If not, it registers for another single update (and so loops until a key is pressed). If it is stopped, some other event may start up the quest again - this may happen any number of times over the course of a game. Scriptname thisismyscript extends ReferenceAlias Quest Property thisismyquest auto Event OnInit() RegisterForSingleUpdate(0.2) EndEvent Event OnUpdate() Int iNumKeysPressed = Input.GetNumKeysPressed() If iNumKeysPressed > 0 ... [do some housekeeping stuff which is what it was all about] ... thisismyquest.stop() Else RegisterForSingleUpdate(0.2) Endif EndEvent Thanks in advance for looking it over!
  17. Yes, that's because "oncellattach" event fires when the cell... attaches. AKA when it loads. (not technically true, it may be loaded but unattached but you get what I mean - it attaches when you enter it) You either need to rework your scene so the cell with the door is loaded only after the stage is set, or figure out how to use quest aliases to do what you what (which should be possible), but I can't help you with that as I'm only starting to figure that stuff out for myself right now. It's confusing as f*ck.
  18. I'm not sure what you want or how your scene is laid out. If you're testing, do you coc directly to the relevant cell - and is that how the player would experience it? Also, don't load from any previous save when testing. Just go to an exterior cell, travel to where you need to be, enter the cell. The door should be loaded for you.
  19. Have you attached the script to the xmarker and not actually to the door itself? Because that would be bad.
  20. objectreference property hgate auto not door property hgate auto
  21. Did you paste the script exactly as I posted it? Not "type it from what you see" - copy > paste. Scriptname HgateScript extends ObjectReference quest property pinheadquest auto objectreference property hgate auto event oncellattach() if (pinheadquest.getstage() == 20) Hgate.enable() EndIf EndEvent If yes, I don't know what to tell you. It compiles for me just fine.
  22. Just filter in the object window for xmarker and drag it into the same cell which contains the gate.
  23. Just drag an xmarker into the scene somewhere?
  24. \Data\Textures\armor\dbarmor \Data\meshes\armor\dbarmor Are the folders which contain any modded shrouded armor files. If you remove these folders (or rename them, you know, just for safety), the game should revert to using the original files contained in Skyrim's BSA files. Alternatively, you could extract the needed files from your own skyrim texture&mesh BSAs to those folder using any BSA browser/explorer program.
  25. Scriptname HgateScript extends ObjectReference quest property pinheadquest auto objectreference property hgate auto event oncellattach() if (pinheadquest.getstage() == 20) Hgate.enable() EndIf EndEvent compiles for me - did you forget to add "event"? By the way, I'm not entirely sure I did the getstage() thing right, see http://www.creationk...e_%28Papyrus%29 ...but give it a try anyway - but if it doesn't work you'll know where to look.
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