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amokrun1

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Everything posted by amokrun1

  1. So I have this movable static destructible wall in place that needs to be destroyed to proceed through the dungeon. The thing is I want it to be possible to destroy it only with a specific explosive item that needs to be found. What would the script look like that I would need to attach to it to make that happen? I know it can be destroyed by simply making it destructible with a health value but that means it can be destroyed even with your bare fists, given enough time. Only one specific item should make it happen. A note: it isn't a door into another cell, it's just a barricade in one cell.
  2. Thanks Madmongo, upon revisiting the mod I did indeed see what you're referring to in the description. In my haste I did not read it, I will remember this and make a point of doing so in the future. Thanks again, but sorry for posting on an issue that could have clearly been avoided with some extra diligence on my part.
  3. That's the thing, I didn't touch the masters, all are set to active. xEdit reveals nothing either. Usually if there is a missing master it won't even load the plugin and it does just fine. All masters listed are present too. But I know it has something to do with the DIAL records. I messed with those last night and must have done something borked because reverting to an old backup of the plugin without my changes shows no problems. A drag though nonetheless, as this means a little over two hours of changes down the drain. Oh well.
  4. I made a weapon mod for myself that I would like to share. I took the mesh and textures from an old mod (https://www.nexusmods.com/newvegas/mods/38762/?) and tweaked it to my liking, with animations and everything. I reached out to the mod author for permission but they never got back to me. The mod last saw an update in 2012, and the author's most recent Nexus activity was almost a year ago. I don't want to risk getting banned if I upload the mod without getting permission, but I'm wondering if the MA is inactive what Nexus's position on this is. Anyone have an answer?
  5. So I have this patch that all of a sudden stops the game from launching because of the error for missing masters but all of the masters are active. The error box says xxx.esp is missing required files: and then lists nothing. Is there a way to find what files are missing, if any?
  6. I have always wondered, how important is it to carry forward the Added Quest entries in the DIAL records? Looking through xEdit there are many, especially with the GREETING record. Should a patch be made and placed at the very end with all of the added quests, or does it not really matter?
  7. I made a store that sells alcohol and my merchant keeps drinking his wares! How do I stop him from doing this?
  8. I have tried it but didn't really notice a difference. To be honest, the only thing that seems to help is when I go into xedit and mess with the weapons' spread settings, which I don't want to do.
  9. Not sure where to start troubleshooting for this, but iron sights are often MUCH less accurate than when shooting from the hip. Like, point-blank shotgun blast to the face and it misses. I am running ISControl, but I know little of anims so like I said, not sure where else to look. Any help?
  10. I am trying to implement a custom activator and when I test its placement in the world it has no collision and I don't even get a message prompt. Not sure what I missed. Created a new activator, then found the static I want for the activator, copied over the model, object bounds, etc., attached the script, and the above happens. Anyone have some information for me? EDIT: It seems that even when testing and placing the static there, there is still no collision. So it's not the activator itself but something else I am doing wrong.
  11. I was working on an ESM in the GECK and after saving it, I found it to have moved into the overwrites folder in MO2. The overwrites is something I've always wondered about, as it seems to have little consequence in-game whether the plugin is there or not. Just checking for advice, should I move my ESM out of the overwrites, and if so, is it as simple as just moving the plugin back into its mods folder via Explorer?
  12. I cam across the 3DNPC FNV Bundle by Kris Takahashi, does anyone have any experience playing with it? I did some minor testing and it seems quite solid, voice acting is great(as is expected with something from him), just wondering mainly about compatibility with other major mods. Does anyone know anything regarding conflicts with other quest mods, or mods that add in new locations?
  13. Hmm, seems to be more involved than I thought it would be. Making a consumable into a misc, for every tome in the game? Plus all the ones that mods add in a well? Not sure I want it that bad, in truth. Disappointing! But thanks both for the tips, I may try tinkering with your info a bit more, you never know.
  14. Not seeing the book UI is what I want, actually. Ideally, what I would want is this. Say you find Fireball Rank II before you find RanK I(Enderal uses ranks, cannot remember in Skyrim), you try to read it and there is no opening-book interface, just a pop-up or left-corner message telling you that you cannot because you have not read Rank I. Then you find Rank I, you consume it and it simply disappears with the "bang" sound FX. Then you go to Fireball Rank II, and you consume it, it disappears in the same manner with the "bang" FX just like Rank I. I don't mind the tedium of attaching a script for all the Rank 2+ books, it will take an afternoon, sure, but it would be worth it for the kind of restriction I want in the game.
  15. Tried both, neither make a difference. I will look through the vanilla forms and see if that sheds any light on this. EDIT: So I'm almost there. I added a Book property because it seems the objectreference cannot be found and removed from inventory. The script looks like: Scriptname SpecialTomeSCPT extends ObjectReference Spell Property TaughtSpell AutoSpell Property PreRequisite AutoActor Property PlayerRef AutoBook Property selfRef Auto ;needs property because the objectreference can't be obtained and removed in the inventorySound Property UISpellLearned Auto Event OnRead() If PlayerRef.HasSpell(TaughtSpell) Debug.Notification("You already know " + TaughtSpell.GetName()) ElseIf PlayerRef.HasSpell(PreRequisite) PlayerRef.AddSpell(TaughtSpell) UISpellLearned.Play(PlayerRef) PlayerREF.RemoveItem(selfRef, 1) Else Debug.Notification("You must learn " + PreRequisite.GetName() + " before you can learn " + TaughtSpell.GetName()) EndIfEndEvent Book property was filled with the related book item obviously. Testing shows the book gets removed from inventory but the interface of opening a book as though to read it still remains. I need to figure out how to remove that too, then the script will be done!
  16. Yes the Enderal Editor IDs can be brutal. But I learned something from your above spoiler! This is quite different from NV. Anyway, I went into Edit Properties and filled in the spell fields correctly and testing it in-game the script does more or less what I want. The only problem now is that the higher-level book is not consumed, it's treated like a regular book and goes back into inventory(you just open the book and that's how you learn the spell). How can I tweak the script so that the higher-level book is consumed just like normal behavior(once the prerequisite has been met, of course). And also, thanks very much for the great explanation, I've learned quite a lot of the basics from you!
  17. I loaded a save and added books through console. I will try a completely new game to see. ED: Just tried new game, same result. And scripts were filled in CK. As in here: Scriptname SpecialTomeLevelSCPT extends ObjectReference Spell Property _48E_FS_Spell_Overstrain Auto Spell Property _30E_FS_Spell_Overstrain Auto Actor Property PlayerRef Auto Sound Property UISpellLearned Auto Event OnRead() If PlayerRef.HasSpell(_48E_FS_Spell_Overstrain) Debug.Notification("You already know " + _48E_FS_Spell_Overstrain.GetName()) ElseIf PlayerRef.HasSpell(_30E_FS_Spell_Overstrain) PlayerRef.AddSpell(_48E_FS_Spell_Overstrain) UISpellLearned.Play(PlayerRef) Self.Delete() Else Debug.Notification("You must learn " + _30E_FS_Spell_Overstrain.GetName() + " before you can learn " + _48E_FS_Spell_Overstrain.GetName()) EndIf EndEvent Perhaps I did not enter the forms correctly?
  18. I got it running and I am creating the script but it returns 'getname is not a function or does not exist' error. Is there a Creation Kit fixes I need to install or am I overlooking something acutely obvious? I checked the function out and apparently only available with SKSE, which I have installed. EDIT: Extracted SKSE scripts into the right place and was able to compile, but the script in-game doesn't work. The tome is prevented from being learned but even after having learned the spell from a rank lower.
  19. Ah right. In truth I am trying to apply the mod to Enderal but I am having trouble getting the Creation Kit to load up with it so in the interim I was using TES5Edit, which is why I could not see the scripts option. I need to resolve the loadup issue first. Thanks for the great visual feedback!
  20. Thanks for the reply! My limited scripting practice is with Fallout NV and it seems to work differently here. How do I attach a script to a form, i.e. as in the one above?
  21. So I want to make a mod that prohibits reading or "eating" a spell tome if you haven't already eaten the one from the level before. So if you find a rank 3 tome but have not consumed the rank 2 yet, a msg will pop up saying you have not learned the preceding rank and therefore cannot learn this one yet. Does someone have an idea as to how I can get this going on?
  22. No, I don't want to have to craft anything. I still want to be able to find the skill books in the world.
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