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Everything posted by WalkerInShadows
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OBSE plguins won't load properly
WalkerInShadows replied to WalkerInShadows's topic in Oblivion's Mod troubleshooting
I just copied the ones that didn't work. Here's the full log: -
I'm using OBSE 21.5, and when I try to launch the game, it gets to the title screen and then crashes. I checked the OBSE log, and it says this:
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SSE Adding perks via potions/spells
WalkerInShadows replied to WalkerInShadows's topic in Skyrim's Creation Kit and Modders
Argh. I'm not sure if I wrote the script incorrectly, or if I did something else wrong, but I still can't get the perks. The message doesn't show up, and when I check via the console, it says I don't have the perk. I tried swapping akTarget with PlayerRef, just for kicks, but that didn't work either... it's likely something else, but I'n not sure what. Edit: I'm an idiot. I mentioned before that I was working on a revision of an existing mod, but after learning how the scripts worked, it never occurred to me to go back to the original and see how *that one* worked. It's a very simple script: Scriptname AlchemyRedoneAddPerkNote extends ObjectReference Perk property PerkToAdd auto Event OnRead() Game.GetPlayer().AddPerk(PerkToAdd) EndEvent PerkToAdd is filled in for each note with the specific perk to be added. I made some tweaks, attached it to my books, filled in the proper value and - voila! - it worked. I tried making a version for the potions, but sadly, it appears that it's not possible to add perks via magic effect (believe me, I tried), so I'll just have to make books for all the perks. Anyway, I never would have learned all this if without all your help, so.... thank you. -
SSE Adding perks via potions/spells
WalkerInShadows replied to WalkerInShadows's topic in Skyrim's Creation Kit and Modders
Cool, thanks! -
SSE Adding perks via potions/spells
WalkerInShadows replied to WalkerInShadows's topic in Skyrim's Creation Kit and Modders
Right, but the perks are being added to the player. You know: if !PlayerRef.HasPerk(Alchemist00AlchemyRedone) PlayerRef.AddPerk(Alchemist00AlchemyRedone) So, I'd still need it, right? Or could I just change PlayerRef to akTarget? I'm not using five separate effects - it's the same script attached to five different potions. They all different perks, but that's covered in the skill check. That's the part I wanted. I didn't know you had to click on the script name. Anyway, I was checking out some other portable crafting mods and I got a working tool script: Scriptname AlchemyRedonePortable extends ObjectReference ObjectReference Property ToolReference Auto ObjectReference Property CraftingStationReference Auto Actor Property PlayerREF Auto Event OnEquipped(Actor akActor) akActor.EquipItem( ToolReference, True, True ) Utility.Wait(0.1) akActor.UnequipItem( ToolReference, False, True ) CraftingStationReference.Activate(PlayerRef, true) EndEvent -
SSE Adding perks via potions/spells
WalkerInShadows replied to WalkerInShadows's topic in Skyrim's Creation Kit and Modders
Oh. Right. You have to remember I'm a novice. Sorry for being vague. There are two classes of perks I'm adding - one is added via book, and the other via potions. I made the magic effect and added the script to it - I know that much from Oblivion - then added the effect to the potion. I checked the effect against another mod I have that has potions with a script effect (changes starting spells), and they're more or less the same. This is probably a dumb question, but does PlayerRef need to be defined in every script instance? Like, if I attach the same script to five objects, I have to define it in all five? Okay. I was looking through other scripts and saw the Debug.Notification thing, but I assumed it needed to be called like a normal function. Another dumb question: when you compile a script, how do you get it to display errors? I did it once by accident, but I don't remember how I did it. -
SSE Adding perks via potions/spells
WalkerInShadows replied to WalkerInShadows's topic in Skyrim's Creation Kit and Modders
It's for me, not NPCs. I'm not sure what you mean here... are you saying I only need this? Scriptname AlchemyRedonePortable extends ObjectReference ObjectReference Property ToolReference Auto ObjectReference Property CraftingStationReference Auto Event OnEquipped(Actor akActor) CraftingStationReference.Activate( akActor() ) EndEvent I have another question while I'm here. The AlchemyRedoneAddPerkPotions script doesn't seem to be working. I successfully made a potion, but when I drank it, nothing happened. I also want to add a message ("Your knowledge of alchemy has advanced.") so that the player knows the perk has been added. The wiki is less than helpful on this point - all I can find out is that I have to use Function Notification("Your knowledge of alchemy has advanced.") native global but it doesn't say anything beyond that. You'd think they'd add something like sample scripts, right? Naaah. Why would they do that? -
SSE Adding perks via potions/spells
WalkerInShadows replied to WalkerInShadows's topic in Skyrim's Creation Kit and Modders
Okay, I've got a question about another script - same mod, different function. I'm using portable alchemy stations; the original mod has them as armor that is equipped, but I want to make them misc items. I cut down the original script (hence the Game.GetPlayer), but will it work as is? Scriptname AlchemyRedonePortable extends ObjectReference ObjectReference Property ToolReference Auto ObjectReference Property CraftingStationReference Auto Event OnEquipped(Actor akActor) If( akActor == Game.GetPlayer() ) CraftingStationReference.Activate( Game.GetPlayer() ) EndIf EndEvent -
SSE Adding perks via potions/spells
WalkerInShadows replied to WalkerInShadows's topic in Skyrim's Creation Kit and Modders
Thanks guys. Now I can start testing my mod! -
SSE Adding perks via potions/spells
WalkerInShadows replied to WalkerInShadows's topic in Skyrim's Creation Kit and Modders
I was looking this script over, and I realized that it would add ALL the perks at the same time. I want to add an Alchemy check to add them at specific times. I know the command (PlayerRef.GetActorValue(Alchemy)), but I'm not sure how to implement it. The wiki isn't very clear on this point - I assume it's a separate function to check for the value... but then how do I apply it to this line: if !PlayerRef.HasPerk(MedAlchemyAlchemyRedone) && PlayerRef.GetActorValue(Alchemy) -
SSE Adding perks via potions/spells
WalkerInShadows replied to WalkerInShadows's topic in Skyrim's Creation Kit and Modders
Oh, cool. Thanks! -
SSE Adding perks via potions/spells
WalkerInShadows replied to WalkerInShadows's topic in Skyrim's Creation Kit and Modders
Another question: How do you check for multiple conditions? I want to do this: If A && B && C AddPerk PurityAlchemyRedone I'm fairly sure Papyrus doesn't use the && operand, so how does it work now? -
SSE Adding perks via potions/spells
WalkerInShadows replied to WalkerInShadows's topic in Skyrim's Creation Kit and Modders
Sorry.. for some reason, those two posts didn't show up. Like I said, I have zero expertience with Papyrus - all I know is what I've picked up from reading the wiki. I was using Game.GetPlayer because (surprise!) that's the example the wiki uses. Nice to know I had it (mostly) right the first time. :laugh: And thanks for the help. -
SSE Adding perks via potions/spells
WalkerInShadows replied to WalkerInShadows's topic in Skyrim's Creation Kit and Modders
Okay. So I had an idea, and tried something new: Scriptname AlchemyRedoneAddPerkExp extends ObjectReference Perk property Alchemist00AlchemyRedone auto Perk property Experimenter30AlchemyRedone auto Perk property Experimenter50AlchemyRedone auto Perk property Experimenter70AlchemyRedone auto Perk property Experimenter90AlchemyRedone auto Event OnRead() Game.GetPlayer().AddPerk() EndEvent FunctionAddPerk() if Game.GetPlayer().HasPerk(Alchemist00AlchemyRedone) Game.GetPlayer().AddPerk(Experimenter30AlchemyRedone) elseif Game.GetPlayer().HasPerk(Experimenter30AlchemyRedone) Game.GetPlayer().AddPerk(Experimenter50AlchemyRedone) elseif Game.GetPlayer().HasPerk(Experimenter50AlchemyRedone) Game.GetPlayer().AddPerk(Experimenter70AlchemyRedone) elseif Game.GetPlayer().HasPerk(Experimenter70AlchemyRedone) Game.GetPlayer().AddPerk(Experimenter90AlchemyRedone) endif EndFunction I finally figured out how to view the compiler log (man, the CK is seriously unintuitive), and it gave me this: AlchemyRedoneAddPerkExp.psc(13,15): no viable alternative at input '('No output generated for AlchemyRedoneAddPerkExp, compilation failed. I can see it's pointing to lines 13 and 15, but beyond that, I'm lost. -
SSE Adding perks via potions/spells
WalkerInShadows replied to WalkerInShadows's topic in Skyrim's Creation Kit and Modders
Yeah, I think it's because I'm converting an LE mod. I ended up just creating a new script, and it seems to have worked - it didn't throw any errors. Yay! As for this script... well, I've still got issues. I know I'm doing something wrong, but I'm not quite sure what, and the CK won't tell me. Scriptname AlchemyRedoneAddPerkExp extends ObjectReference Perk property Experimenter30AlchemyRedone auto Perk property Experimenter50AlchemyRedone auto Perk property Experimenter70AlchemyRedone auto Perk property Experimenter90AlchemyRedone auto Bool Exp30 = False Bool Exp50 = False Bool Exp70 = False Bool Exp90 = False Event OnRead() Game.GetPlayer().AddPerk() EndEvent FunctionAddPerk() if Exp30 = False Game.GetPlayer().AddPerk(Experimenter30AlchemyRedone) Exp30 = True elseif Exp50 = False Game.GetPlayer().AddPerk(Experimenter50AlchemyRedone) Exp50 = True elseif Exp70 = False Game.GetPlayer().AddPerk(Experimenter70AlchemyRedone) Exp70 = True elseif Exp90 = False Game.GetPlayer().AddPerk(Experimenter90AlchemyRedone) Exp90 = True endif EndFunction -
SSE Adding perks via potions/spells
WalkerInShadows replied to WalkerInShadows's topic in Skyrim's Creation Kit and Modders
There are several mods that do that, but they're all perk points, not actual perks. Unfortunately, SSE Script doesn't read scripts without the source, and none of them have script source. I can't figure out how to create/edit scripts in the CK, or I'd just use that. :sad: (Edit: n/m, I'm an idiot. It's in the same place as the Oblivion CS. I don't know how I missed it. Aaaand, it still doesn't work - it says it can't find the psc files, even though they're there. I even tried copying to the Souce folder. I hate the CK.) Edit: I also tried your version of the script, but it didn't work either. I even tried using OnMagicalEffectApply. No dice. -
SSE Adding perks via potions/spells
WalkerInShadows replied to WalkerInShadows's topic in Skyrim's Creation Kit and Modders
You mean this one? I couldn't find any for dragon hearts. But generally, your way ought to work. I couldn't figure out how to find the errors. I'm familiar with Oblivion scripting, but I'm wrapping my head around Skryim. (Edit: I should note that I'm using SSEScript for this; it's easier than using the CK.) Thanks, I'll try that. -
SSE Adding perks via potions/spells
WalkerInShadows posted a topic in Skyrim's Creation Kit and Modders
I want to know if it's possible to add perks by drinking a potion (magic effect). Here's the script I've got: Scriptname AlchemyRedoneAddPerkAlch00 extends ActiveMagicEffect Perk property Alchemist00AlchemyRedone auto Event OnEffectStart(Actor akTarget, Actor akCaster) Game.GetPlayer().AddPerk(Alchemist00AlchemyRedone) EndEvent But it won't compile. Did I do something wrong, or does it just not work? If the latter, what are ways to add perks? I've also got another question: I've successfully written a script to add perks by reading a book. I've got four different perks, each of which requires the previous one; is there a way to put them all into the same script, like: Scriptname AlchemyRedoneAddPerkExp extends ObjectReference Perk property Experimenter30AlchemyRedone auto Perk property Experimenter50AlchemyRedone auto Perk property Experimenter70AlchemyRedone auto Perk property Experimenter90AlchemyRedone auto Bool Exp30 = False Bool Exp50 = False Bool Exp70 = False Bool Exp90 = False Event OnRead() Game.GetPlayer().AddPerk() EndEvent FunctionAddPerk() if Exp30 = False Game.GetPlayer().AddPerk(Experimenter30AlchemyRedone) Exp30 = True elseif Exp50 = False Game.GetPlayer().AddPerk(Experimenter50AlchemyRedone) Exp50 = True elseif Exp70 = False Game.GetPlayer().AddPerk(Experimenter70AlchemyRedone) Exp70 = True elseif Exp90 = False Game.GetPlayer().AddPerk(Experimenter90AlchemyRedone) Exp90 = True endif EndFunction -
So I'm working on an alchemy mod (technically, modifying an existing mod). This mod has invisible perks, which limit the tier of potions you can make - get the perk, and you get access to a higher tier of potions. I want to make it so that you can craft an "experimental potion" to gain the perk, and I think I've got a handle on that part - add a script effect that fires when the potion is consumed. Is it possible to do the same thing to ingredients? Also, I've been reading over the CK wiki, and I can't figure out how the script knows which perk to apply. How do I ensure the script is adding the right perk? And finally: I can add mod-added scripts to an object, but I can't click "open in external editor". Any idea why?
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You might want to look at that problem, too. You should be using the COBL Tweaks - FCOM version. Also: Use 4FCOM, not the OOO version. My guess? You forgot to install the textures for HGEC. You should run LOOT on your LO (you don't have to apply the load order, but it's great for sussing out errors and such).
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I used to have a thread for this on the Bethesda forums, but since those are no more, I wanted to post one here. For thos of you who haven't head of this mod, it's a dungeon overhaul created by Snusmumriken. He has open permissions on editing it, but he asked that it not be uploaded here, so I have to keep on Google. I've been maintaining an alternate (cut-down) version for several years now. You can see some screenshots on Snu's website, though some of the things pictured there won't appear in my version for obvious reasons. Since the thing is so big, I split it into two archives - one for the esps, and one for the resources: ESPs: https://drive.google.com/file/d/1FWd71AFPKloKHoOjUNkc6eCPJbMu76ht/view?usp=sharing Resources: https://drive.google.com/file/d/1GAYqa91-R224Z9o2eD35JmIuJFXadeFz/view?usp=sharing
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Scripting question
WalkerInShadows replied to WalkerInShadows's topic in Oblivion's Oblivion Construction Set and Modders
Yes, it's a quest script with a Gamemode block. It runs every five seconds, like normal. When he goes to sleep, a pair of wraiths are supposed to spawn; I only figured out that GetSleeping was the culprit because I added another quest stage that accidentally bypassed his sleeping and spawned them while he was still headed to bed. That could work. Thanks. -
I'm trying to fix a script that uses GetSleeping for an NPC. The NPC goes to sleep like he should, but the script doesn't recognize the fact that he IS sleeping, and won't advance the quest: if (GetStage povssbravilquest == 20) && (povssdroshanjiref.GetSleeping == 3) SetStage povssbravilquest 25 endif I can't figure out what's wrong here. Is there a better way to do it?
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CSE v8 on Windows 10 PC
WalkerInShadows replied to ClanRanald21's topic in Oblivion's Oblivion Construction Set and Modders
I have similar issues. I don't have d3d9 (at least, I can't find it), but I get the command window messages saying "access denied" over and over. I hate Windows 10. :down: -
Need script help with new Geomancy mod
WalkerInShadows replied to 45AARP's topic in Oblivion's Discussion
You should take a look at the Geomancy & Gem Dust mod - it does the same thing, except that it adds spells instead of requiring you to equip a gem. It might work better for you that way. :)