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tsanford01

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  1. Hello again, I need a hand with adding items to a merchants chest. I have tried this attached to the chest, but it doesn't activate. Can someone tell me which even will happen when the player trades with the npc? int property ItemTypeCount Autoint property ItemNumCount AutoObjectReference property ElvenArrow auto Function GeElvenArrows ()ItemNumCount = Utility.randomint(10 , 100)EndFunction Event OnActivate (ObjectReference akActionRef)Self.GeElvenArrows()Self.additem (ElvenArrow, ItemNumCount, true)Debug.messagebox("funtion activated")EndEvent Thanks you! Also, this event is intended to eventually be called repeatedly providing random leveleditems.
  2. Ok, well I got the dumped data using TES5Dump located here: http://skyrim-plugin-decoding-project.googlecode.com/svn/TES5Edit/releases/TES5Dump%20beta%203.0.31/ . nNw for the processing of a very large file that i only need a small part of. So, consider this thread dead...thanks again
  3. Thank you, but i know how to find them in the construction Kit. I however have a crafting mod that is huge in scope..it would take literally accessing and manipulating of every recipe in the game, so 1000's...I want to parse them into excel or a DB to process the data. I said excel because most users could use that easier than an sql db. I'm still googling my heart out. Hopefully some kind soul will give me a hand. All I really need is a raw dump of the data. I can handle the rest from there.
  4. I working on a mod for crafting. I found the wiki on extracting the .bsa files but there are no recipes in those, so I am assuming they are in the main Skyrim.esm. The bottom line goal is to populate an excel spreadsheet with VB on the data. In particular I want the components needed to craft each item. Any other approach that can yield the same would be ok too. Thank you for your time
  5. Ah ok i get it now..Thanks alot!..so I need to move his inventory to a container then use GetItemCount on that container then finally move the inventoery back.
  6. the scrip is for a blacksmith if it wasn't already obvious..I gave him some ingotiron in the CK when i created him . IngotIron is a predefined game item.
  7. Thank you very much for your reply, but the issue is with the GetItemCount function. I have tried referencing the NPC like that as well as with the global .Self...It always returns 0 even if the NPC has the requested item in thief inventory.
  8. Hello All, Im trying my hand at some modding, but have hit a snag (just an FYI I picked up VB and Java easier thai this). here is some example pseudo code from a long AI package I'm making. I need help with the use of GetItemCount. The code is attached to a custom NPC I made Alvin. int CurrentCount ObjectReference Alvin ; Character with code attached Object Reference IngotIron; Item character is checking Inventory for. Event OnActivate(ObjectReference akActivator) If (Alvin.GetItemCount (IngotIron) > 1) CurrentCount = Alvin.GetItemCount (IngotIron) Debug.MessageBox (CurrentCount) else Debug.Message("I don't have any") EndIf EndEvent I'm not claiming this is 100% good code just I just threw it together. If someone kind person could help with the GetItemCount bit in this it would go along way in helping me emy mod running. Thank you! P.S. a code sanple to make the above work would be perfect. :laugh:
  9. Has anyone got this working with the latest update 401776?
  10. Honestly after all the changes of EW..I have been chasing my tail..i wont to fix everything but really with the lack of focus I fix nothing.
  11. Ughh..even after a reread..i forgot all about the MEC's inheriting class abilities his seems to get uglier the more i look at it
  12. Amineri..you are an angel my dear...I thank you for all your efforts... I knew it wouldnt be as easy as just adding a class. I was just pushing boundaries I know there are many more thing that go into making a class i was just curious(the mother of knowledge) if it would select my dummy classes from the .ini. Apparently the answer is heck no..but i did learn something so all is not lost.
  13. After extensive reading here on the forums it appeared to me the classes were defined in DGC.ini..so, I added a couple of dummy classes and played through a couple of missions ranking up rookies..on closer inspection it seems the classes are set through a switch/case function in XGStrategySloder.SetSoldierClass in xcomstrategygame.upk. The referenced function is a switch/case as previously explained with only 6 cases i assume 4 for regular soldiers, 1 for psi, and 1 Mec anyone have any insight or input that i might find useful to add classes?
  14. Hello again folks...I am back trying to help with some modding. My first attempt was to repair larger pods from LW to work with EW and found I bit off more than i can chew after being away nearly a year..One of the other great features of LW i loved was the options at loadout can someone point me to how this was accomplished so I can look into porting that instead. Thank you all, this is a great little community here. I'm not trying to step on anyone's toes..Everyone involved in LW made a good game Great!! and I thank you for it..just trying in my small way to help rebuild it
  15. Thank you for your response seems a reread is in order..keep up the great work!
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