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Meridias561

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  1. Something else I've been trying to figure out is whether SkyUI is written in actionscript 2.0 or 3.0. From what adobe animate cc (since cs4, cs6 and flash pro are all gone and animate replaced them) tells me I'm guessing 2.0 which really sucks since animate has completely removed all support for and ability to code in AS2.0. Does anybody have any suggestions for alternative programs to use?
  2. As in, a full modification and recompile of SkyUI's original inventorymenu .fla?
  3. I already have the hotkey working (doesn't do anything yet but works according to debug.not) in the inventory so I was mainly worried about the drawing of the icon. Thanks for the link. Now, is there going to be a conflict I have to worry about with multiple mods tweaking the inventory system, ie skyui and my mod? edit: And apparently in their infinite wisdow Bethesda is shutting down those servers today. Not even keeping them up as an archive. Hopefully there's a copy of that tutorial or something similar somewhere.
  4. Yes, I'm a noob mod maker as this is my first serious attempt at making a mod and as such I'm unfamiliar with most of the possibilities and/or limits of what can be made but I'm learning as I go. That being said, the basic mechanic of the mod is very similar to the favorites system. Highlight an item in inventory, hit a hotkey, that item gets tagged and is shown with an icon. While my mod is going to do a bunch of stuff after an item is tagged (making a gear swapping-type mod), the part I'm wondering about is that specific part of getting an item tagged and indicated with an icon next to it in the inventory list. Is that something that can be done with the CK and scripts or are we talking dll's, interface swf's and other stuff? Any info or links to related topics will be helpful. I haven't gotten to the point in the creation process where I'm working on the inventory part yet (still figuring out stuff I need before then) so I'm just asking as a general feeler for if what I'm thinking of will even work before I get too far into it. Thank you.
  5. Reinstalled Oldrim and a few of the mods I've had (thank you history on steam and nexus). Didn't have any mods that added/modified Hearthfire or Lakeview itself and sped through til I could buy it. Checked the chest and workbench and no, no link between them. So either I totally just misremembered, I had made a minor mod to do it, or it was there at some point and got removed (who knows, it could happen. it IS bethesda). Anyway, thanks everybody. Now I'll go and try to figure out what the hell I WAS thinking of.
  6. Never played any of the Fallout games, and it wasn't a mod in the way of any sort of database. It was just a little "when checking if you have the mats, check in this chest too in addition to the player's inventory" kind of thing. Oh well.
  7. I may be just misremembering this, but hopefully someone could help me out. When I was playing Oldrim, I could have swore the chests located at the homesteads (Lakeview specifically since that's the only one I bought) were linked to the workbenchs so that, if you put the mats in the chest you could build the house parts without having to pull the stuff into your inventory each time. Also, at the time I tried briefly making a mod like the dozens of others using the hearthfire system and there was even a tutorial for the CK that showed how to set up the chest/bench link. I'm now playing SSE and just got to the point where I'm starting Lakeview and noticed the chest and bench weren't linked. Am I just losing my mind or did they take that out because I've tried googling it and I can't even find a reference to being able to do it in oldrim. Little help please?
  8. Quick rundown: (and sorry if this seems a little disjointed. typing this with a headache) npc outside Riverwood, conversation -> combat = dead npc and a note in the loot read note starts quest and leads to an npc in the inn in Riften npc in Inn, conversation -> npc walks to a location north of Riften, complete with now enabled map marker talk to npc once at location, conversation -> start of the hearthfire-style building Now, not counting the hearthfire stuff which is what I'll be working on next, everything works except for one little thing. Once the npc leads you to the location, the 'hello' dialogue doesn't seem to recognize that the npc is actually where it's supposed to be. The scene I had to make to get the npc to walk to the location has the 'sandbox' ai package on it (tried the 'travel' template, but after arriving at the location, the npc would walk back to the Inn). I can't seem to figure out how to get the npc to get to the location, stay there, and actually realize that it's there. misc details, fyi: using 'getincurrentloc' in conditions for hello dialogue, location is set in the worlddata/location object list, alias for the location is set in the quest (needed for the objectives target, which does work), has the setstage for the next stage set in the end section of the hello dialogue
  9. Hey all. I'm sure this is going to be a rather simple question for those who are more code knowledgeable than I am so here goes. In an effort to adapt the homestead system for use in a mod I'm making, I've been digging through the code to figure out how everything ties together. In the BYOHWorkbenchScript script that is on the drafting table at the homesteads, there is this line of code: BYOHHouseCraftingTriggerScript mytrigger = (GetLinkedRef() as BYOHHouseCraftingTriggerScript) So I can figure out what this does, would someone be willing to translate that to english for me? :)
  10. I changed the script to use the Self reference on the chest instead of the chest property, and set the additem to use 1 instead of true and it's working now. Thanks for all the help everybody! :) fyi: not a respawn chest.
  11. Event OnUpdateGameTime() if (HavenSiteMarker.IsEnabled()) if (Embershard.IsCleared()) chest.AddItem(OreIron, 1, true) Debug.Notification("Adding....?") endif ;actual stuff for AddItem and such goes here endif SetTimerForHavenKeepSupply() endEvent The event fires and I see the debug message, but the item doesn't show up in the chest like it's supposed to. (and I know I could have put the isenabled in the same if as the iscleared, but there's gonna be more stuff in there once I get this bit working)
  12. One last question. :) I think I have it all sorted out as far as getting the basic script written (it's on the the chest and I don't have any compile errors) but it's not running in the game and I'm pretty sure I know why. The function and event are there, but there's nothing to call the function the first time to get things going. Is there an event for 'run this code (function) only this one time when it becomes enabled'? Once the function actually starts, it should keep itself going with no problems. semi-edit: Just went back through the list of events. Would OnInit work? edit: Yeah, got the script working except for the part where it actually puts the item into the chest. Now just have to figure out why the AddItem isn't working.
  13. Wouldn't it be better to run the TestName() function, to check when noon actually happens next? Because if I understand OnUpdateGameTime right, if I happen to be fast traveling when noon comes around, the event will fire when I get to where I'm going. Which means it might not actually be noon right then.
  14. Ok, here's the bare bones of the start of the script. Anyone willing to let me know if I'm even on the right track? And if I am, my next questions are gonna be how to re-call the script for the next day and where to put the script in the first place (on the chest objref, in a quest just to run the script on the chest, etc).
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