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Extragorey

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About Extragorey

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    Australia
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    Let's face it, Skyrim
  • Favourite Game
    Skyrim, obviously

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  1. I'm pretty green at this sort of thing.
  2. The original question was regarding scripting practice. As you say, checking whilst in-game is trivial. But I'd like to know how to write code to check if the user of my mod has SKSE running, preferably without throwing errors.
  3. That's great, except GetVersionRelease() will still throw an error if the function doesn't exist (as is the case if they don't have SKSE). I'd prefer a "clean" or error-free way of checking, if possible.
  4. I still can't log in on the main Nexus sites. I had to post this from my forum account, which for some reason works when the Nexus doesn't. So yeah, sucks to be those of us who still can't log in.
  5. Bump. Can anyone help me here? I'd really love to know if such a thing is possible.
  6. Bump. Can anyone help me here? I'd really love to know if such a thing is possible.
  7. You know what really ruins games for you though? Using sex mods. Anyway, you can find a list of console commands here. Now for God's sake, put some clothes on your character.
  8. Hey all, I'm working on an update to my Dawnfang/Duskfang mod, though at this point I'd just like to know if what I'm planning is even possible. Currently, every time the weapon switches to the other version at dawn/dusk, the sword loses its "favourited" status and its keybind. This gets a bit annoying after a while, so I'm trying to modify the script to check for the player's chosen hotkey if present and assign the same key to the new weapon. So, is this possible at all? I'm guessing I'd have to use some SKSE functions, but beyond that I wouldn't know where to start with this.
  9. Hey all, I'm working on an update to my Dawnfang/Duskfang mod, though at this point I'd just like to know if what I'm planning is even possible. Currently, every time the weapon switches to the other version at dawn/dusk, the sword loses its "favourited" status and its keybind. This gets a bit annoying after a while, so I'm trying to modify the script to check for the player's chosen hotkey if present and assign the same key to the new weapon. So, is this possible at all? I'm guessing I'd have to use some SKSE functions, but beyond that I wouldn't know where to start with this.
  10. In response to post #8044181. #8045014 is also a reply to the same post. @archanixex Which, a Witcher 2 that he actually wants to play, or a bunch of Triss porn? Because there's both.
  11. In response to post #7819380. This was my first thought too. But it sounds like those redundant sites will just be pretty generic and won't get unique templates or anything, as they'll only ever have a few mods each. And if they do somehow get 100 or something mods, I imagine it would be a simple task to move all of them over to the official Skyrim site.
  12. In response to post #7505960. #7505975 is also a reply to the same post. Sure josh, but that's how it works on every article. Even on ones I create. It's a bit weird having a duplicated version of the article that may or not be exactly the same.
  13. Sounds good. Looking forward to the site update. But I have to ask, is it really necessary to have the first comment exactly the same as the posted article in every article that is created? It seems rather redundant, especially when you can edit the first comment and make it different from the actual article.
  14. So no one actually figured out what the problem was? I've been getting it too, I just didn't notice for a while because I don't bash with bows much. No idea what could be causing it...
  15. New update on the problem: Looking through the Papyrus logs, I noticed the following: [12/04/2012 - 11:07:00PM] error: Unable to call RegisterForUpdateGameTime - no native object bound to the script object, or object is of incorrect type stack: [item 32 in container (00000014)].DawnfangScript.RegisterForUpdateGameTime() - "<native>" Line ? [item 32 in container (00000014)].DawnfangScript.OnEquipped() - "DawnfangScript.psc" Line 28 Using the info on the wiki page for Papyrus logs, I conclude that the FormID keeps changing for some reason, or that my savegame is dodgy. A bit of background info: Every time I test the mod, I load the same save and then quit, so that save is always running the mod for the first time. It's hardly a clean save (with the 100 or so mods I have running), but also I've tested the mod using a brand new game (with "coc whiterun" from the main menu) with no success. In the same .esp (and the same savegame/testing conditions), I created and tested an activator in the game world that gives messages every few seconds with the OnUpdateGameTime() event, so I know the event itself is working - it must be something specific to the Dawnfang sword in my inventory. So I'm not sure what to make of it. Any advice, guys? Maybe the FormID of items in the player's inventory changes depending on whether its the third or first-person model (or not equipped at all)? Alternatively, maybe Weapon types cannot be registered for updates? Or maybe the FormID can't be found because the mod was originally in a different load order? EDIT: If I type in "sv" with Dawnfang selected in the game console, it initially says the name of the attached script and variable values, as expected. But after equipping it, "sv" reports that it's registered for game updates but has no attached scripts, leading me to believe that the FormID is in fact changing somehow. But I really don't know, I'm just shooting ideas into the dark, here.
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