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Alaebasta

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Everything posted by Alaebasta

  1. Hi guys! I'm the author of Simpler Knock I just wanted to let you know that this issue was fixed in the last update, also, i researched a lot of this matter of disappearing quest marker. First thing to do is looking at you PAPYRUS LOG, if something is wrong you can see it by "Dumping stacks" that might keep happening in the log for some reason. In case of Simpler Knock the issue was coming from 2 specific situations, the research of who is holding the key of their respective houses in DarkWater crossing and Katla's Farm. In simple word, my mod was searching for a key that existed in the game but wasn't given to their respective owners. Something that i couldn't anticipate :pinch: My mod's logic basically runs on conditions wich were ALL THE SAME besides these 2 cases, wich in my opinion should be adressed also in the USSEP. But about this issue in general, my opinion is that Skyrim has a LIMITED quantity of active quests wich can be displayed, that if surpassed, it just simply delete from the journal but still don't hide from the markers on the map as i could see. I hope i clarified a little. Have a nice day.
  2. Let me get this straight, this topic is about ppl that don't want to pay for a service, wich they openly declare they abuse of (100 mods installed, and i bet you used some kind of mod manager... maybe NMM at start right?). Does any of you geniuses have a job? do you think that professionals, servers, partnerships are all free? Also premium membership is about 3000DP, a couple of translation mods and you are done free of charge, and if you don't have time, this means you have a job, then that you can pay. Also that you don't understand this simple loop right here...
  3. I'm using SKyrim LE SmartCast in my Skyrim SE game. I did it by reading the comment section where someone explains how to port it for your own personal use. Lol you are the best. "Situation defused". The answer of this whole 3d should have been: "Let me guess someone stole your sweetroll?".
  4. You can still change the mod to SE for your personal use.
  5. Vampirism is an ensemble of magic effect, lesser powers and abilities. Probably all tied to a quest wich handles everything, the quickest way for you is to open the ck and check out the single objects. Especially the feed action wich is a perk, since it restores the stages of vampirism. You might just duplicate that perk and add the condition to restore the stages pratically in the game without the use of a script.
  6. Empty Actor = Create an actor don't fill ANYTHING and place it into the world (should come up ad an invisible actor) try this should work to use the function i told you. Is an experiment there is nothing on the internet about this if it works congrats we discover something XXXXD
  7. If i may... i would replace a marker with this function https://www.creationkit.com/index.php?title=SetCameraTarget_-_Game and an empty actor in the same spot as the marker EffectShader Property VisualFX01 Auto {Visual FX to Play on Actor} ObjectReference Property xMarkerVisualRef Auto {Use the marker to fire at the spot of the actor the visual effect} Actor Property NullActor auto {An actor without any kind of graphical references} Sound Property SoundFX01 Auto {Sound FX 01 to play} int instanceID EVENT onTriggerEnter(ObjectReference akActionRef) if akActionRef == game.getPlayer() Game.DisablePlayerControls() Utility.wait(1.0) instanceID = SoundFX01.Play(game.getPlayer()) Game.SetCameraTarget(NullActor) VisualFX01.Play(xMarkerVisualREF) Utility.wait(5.0) Game.EnablePlayerControls() Utility.wait(0.5) self.Disable() Utility.wait(0.5) self.Delete() endif endevent
  8. If i may... i would replace a marker with this function https://www.creationkit.com/index.php?title=SetCameraTarget_-_Game and an empty actor in the same spot as the marker EffectShader Property VisualFX01 Auto {Visual FX to Play on Actor} Actor Property NullActor auto {An actor without any kind of graphical references} Sound Property SoundFX01 Auto {Sound FX 01 to play} int instanceID EVENT onTriggerEnter(ObjectReference akActionRef) if akActionRef == game.getPlayer() Game.DisablePlayerControls() Utility.wait(1.0) instanceID = SoundFX01.Play(game.getPlayer()) Game.SetCameraTarget(NullActor) VisualFX01.Play(xMarkerVisualREF) Utility.wait(5.0) Game.EnablePlayerControls() Utility.wait(0.5) self.Disable() Utility.wait(0.5) self.Delete() endif endevent
  9. Hmmm... Looks like you got something missing there. You tried to reinstall ck and try to compile a simple script? Or as IT crowd says "Have you tried turning on and off again?"
  10. Did you simply blindly copy a script hoping to work? Your script is the example of the function and it fires still in the old location (the debug message fired while opening the door, or after you switched the location?). Try this. Event OnLocationChange(Location akOldLoc, Location akNewLoc)if (Game.GetPlayer().GetCurrentLocation() == akNewLoc) Debug.Trace("We entered in the new location") MyWeather.ForceActive()endIf endEvent
  11. Motivation of this script not working might be 2 - The function "OnOpen" fires when the door has finshed the animation, not when you changed the cell, the weather might change but you changed it in the interior cell. - If you know the location of the 2 cells use this function instead wich will fire when the location is actually changed https://www.creationkit.com/index.php?title=OnLocationChange_-_Actor Let me know if it works
  12. Formlist as it sounds is a list of FORMS like Projectiles type Objects. You can create one from the object window, put in all projectiles you want to trigger your event and use the function IsInList(MyProjectileformlist) (use != 1 if you want to exclude the list).
  13. Because it calculates every type of forms untill it gets to yours. If you are going to check a particular type of projectile you can still use a Formlist to narrow triggers.
  14. You have to use SKSE and use this function https://www.creationkit.com/index.php?title=GetType_-_Form recongnize akProjectile as a Form You will find all the types of projectiles there
  15. You have to create a complete new voicetype add it to the npc (wich has no line recorded in the game) then add the player in the faction to make it a follower. That should do the trick.
  16. A quickest but still committing way to obtain what you want is using "Packages" to handle the behaviour of your boss troll. You can use even a default one to copy! To handle his behaviour you might use a script attached to that actor wich activate the relative package. Or use just a quest with an alias and the Cast() function since shout is magic. Is very complicated to explain but if you need something specific just ask away.
  17. Nope, is actually very simple. Make a "Change location" SM Event node quest add the condition to start as you enter in the location where you have your npcs Create an alias and make sure these checkboxes are marked: Reserve reference, Allow reuse in quest. Then choose find matching reference > In loaded Area (make sure the quest starts only in the right area) Then add the conditions -Has Keyword (your keyword) Then you can specify further your selection of npcs with specific info about them like "GetisRace" for example etc.
  18. You have to state the projectile property, then after calling the onhit event use a IF statement wich will conditionalize it with the projectile you want to trigger the event with. Example: Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \ bool abBashAttack, bool abHitBlocked)If AkProjectile == MyProjectile ;Do Stuff Endif Endevent Projectile Property MyProjectile Hope i get myself clear.
  19. Ehm.. I'm not quite sure i got this right. Is Modding on switch legal right now?
  20. I'm just an humble mod author who got in modding for skyrim, but nontheless i've spent a lot of time in the CK. Now with this announcement Nexus sounds is making mods definitively a "Product". And don't get me wrong, i like the idea of you keep the spiky problem "Buying" away from this. But still, making a mod as a product, will need a more precise "Feedback" or the possibility of being saw by a lot of peapole even after the the day one release. I would suggest to use some features to help us like. -A very essential questionary on the quality of the mod and how the user would improve it. (this will avoid stupid spams in the comment sections and will be a more personal rapport with the modder, more professional) -A randomize visibility on the main page of a mod or set of, let's face it, endorse aren't that much seals of quality of a mod. And maybe reshowing on the main page will help occasionals, to know mods buried down in the list of mods who didn't got much endorse in the day one. -A suggestion menĂ¹ like steam: "You downloaded *this* you might like *that* mod" -Mod Authors can Highlight their positive comments as advertisment to show their good work. -A built in formatting menĂ¹ in the comment section of the mods forum, to be able to make a nice sticky on the fly without going through the forum.
  21. Excuse me, and you are?
  22. Forums are made to speculates on things. Anyway in the end we will see if modding for talented author is worth for them or for Beth, and something tells me is worth for Bethesda. (Just like it has been for free modder untill now) :tongue:
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