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grey79

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Everything posted by grey79

  1. This one miiiight be better: http://www.creationkit.com/OnTrackedStatsEvent_-_Form Haven't toyed much with it yet, and the docs are slim in nature. (There is no onLevelUp or onSkillUp events)
  2. Watch the tutorials, then come back with your questions. ;)
  3. Thanks for your reply. And yes, that would have been a problem had I actually gotten around to playtesting, so thanks for pointing that out. However, my problem was that the script wouldn't actually compile because it claimed the "addperk" and "hasperk" functions didn't exist - though they work perfectly fine in the ingame console. Do you know why this might be? I'm not worried about where to call the script at this point; I'm just trying to get the level & perk detection and perk adding working properly. If needs be, I can always add the script to a spell effect or something. I'm pretty sure Papyrus doesn't support or in any way use console commands. Papyrus is an object oriented language, which is great. You need to get a reference to the Player Actor. Which is done like so: Game.GetPlayer() You can do this: Game.GetPlayer().AddPerk(DestructionApprentice25) instead of player.addperk DestructionApprentice25 Docs: http://www.creationkit.com/AddPerk_-_Actor http://www.creationkit.com/GetPlayer_-_Game Hope that helps you on your way.
  4. http://www.creationkit.com/Category:Getting_Started It only shows how to create an empty ESP and load it, doesn't explain at all how to edit it. @Nooboo I see the values I change gets an asterisk, is there anyways to filter the files I've changed to make it easier to find them? Also I seem to be unable to just load my ESP, it has to load the main skyrim.esm file every time... Of course it does. Thats where all the graphics etc reside. Your mod will only contain references to the premade stuff in the master files. :) .. Unless you make your own graphics I suppose.
  5. For those confused about CK opening an external program when editing scripts: There is no internal editor in CK. I've setup notepad++ using this guide, and its pretty neat: http://www.creationkit.com/Notepad%2B%2B_Setup
  6. I've updated my initial post. There are a few carriages that can take you to every larger city. I haven't found them outside every city, but I think they were planned, maybe they didn't have time to add them everywhere. Sounds like you'd want those more than this mod. And about the horse thing. Sounds pretty simple. Could be a seperate mod. No need to mix too many features together. Thats usually why people don't want to use a certain mod that otherwise has attractive features. Carriages. Sound like you don't need this mod. ;) Options are great, but what you are suggesting is a whole different mod. If you wanna suggest options, suggest some within the context of this mod, or request your own no-fast-travel mod. :)
  7. Skyrim was definately designed with fast-travel in mind. Quests are usually a long long way away, and walking or riding back to a city you been to 100 times quickly becomes a chore - except the first time you do it. I wish the game would moderate which places I could fast travel to, so that in a moment of weakness I didn't just teleport to an area I stumbled upon for 2 seconds, at some place in the wilderness. You pretty much only get to see the beautiful landscape in an area ONCE. After that, you tend to use the fast travel system. I think this is a shame. The developers put a lot of effort into making Skyrim a beautiful place. Fast-travel means NO ENCOUNTERS. It's always 100% safe to fast-travel. You don't have to worry about getting ambushed on the way there or back for that matter. Lets assume that fluff-wise, fast travel is your character going from place A to B because it's safe - he/she can do so without your help. What I'm requesting: When you haven't been to a location for a while, the route becomes "unsafe" (fluff-wise). And you need to go there manually again (in essence, you character "forgets" the waypoint). This goes for every location in the game - Cities, everything. Frequently visited places take longer to become unsafe. So if you are in Whiterun every other day, you can easily fast-travel there. This has the benefit of not having to go through the same "boring" route over and over again for a frequently visited location. I haven't thought about how long it takes before waypoints are "forgotten", but it should be customizable by the player using the mod. And I guess, that if the player doesn't have a horse yet, the waypoints should take a little while longer before they are forgotten. Thanks for reading. EDIT Let me quickly touch on why I want cities to be "forgotten" when you haven't been to them for a while. When there is no fast way of jumping between cities, you are encouraged to stay in that city and complete the quests available to it. It's more of a decision to leave the city, and go to a city you have "forgotten". When you've been frequenting a city for a while, it starts to feel like home. Going to a new place "feels new and exciting". Normal fast-travel completely ruins that feeling since no effort was made travelling there. (And remember, if you frequent Markath and Whiterun, then you can still fast travel between them)
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