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Everything posted by elvisgreenchina
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I'm looking for good spots to teleport players to as part of an alternate start mod I'm working on and I can't seem to find a good way to look through all the potential markers or to search through them for specific kinds (campsites, jail cells, etc.). Is there a list anywhere online, or some place in the CK that I'm not aware of?
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Troubleshoot my MCM script?
elvisgreenchina replied to elvisgreenchina's topic in Skyrim's Skyrim LE
Nevermind, I figured it out. Apparently you have to start them with the flags according to the conditions you set. This does what I want. -
Troubleshoot my MCM script?
elvisgreenchina replied to elvisgreenchina's topic in Skyrim's Skyrim LE
A much simpler explanation: This works. It produces: ** Word of Power Walls (x) This disables all of the options. I get: ** Random Dragon Spawns ( ) ** Scripted Dragon Encounters (x) ** Dragon Soul Absorption (x) ** Word of Power Walls (x) When the game begins, the global values are thus: DragonsReturned: 0 DragonsEnabled: 1 DragonSoulsEnabled: 1 WordWallsEnabled: 1 I have seriously no idea what's gonig on. The way it should look is like this: Random Dragon Spawns ( ) Scripted Dragon Encounters (x) Dragon Soul Absorption (x) ** Word of Power Walls (x) ** Greyed out/disabled -
I'm having a hard time with this. According to the logic here, when the menu starts up, the "Word of Power Walls" option should be disabled until "Dragon Soul Absorption" is turned off. As it stands, "Dragon Soul Absorption" has to be turned off and then turned back on again for "Word of Power Walls" to become disabled. I need this function for another reason; there is a custom global variable which determines whether or not some of these options are disabled entirely, and if checks for disabling aren't working in the OnPageReset section as it stands, that global variable isn't going to make a difference when I implement it.
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LE Toggling GMST in MCM
elvisgreenchina replied to elvisgreenchina's topic in Skyrim's Creation Kit and Modders
Do you have any idea how to make an option greyed out and unselectable under certain circumstances? -
LE Toggling GMST in MCM
elvisgreenchina replied to elvisgreenchina's topic in Skyrim's Creation Kit and Modders
Interesting, I'll give that a whirl. Much appreciated! -
LE Toggling GMST in MCM
elvisgreenchina replied to elvisgreenchina's topic in Skyrim's Creation Kit and Modders
Sorry, I meant GLOB. It's a global value, similar to a game setting (GMST), set with an integer. For example, if you want to disable dragons, in the console, you would type set dragonsenabled to 0Where dragonsenabled is a GLOB. In Papyrus, you'd have GlobalValue property DragonsEnabled auto DragonsEnabled.SetValueInt(0)I'm not sure if I need to set them with If statements in the OnOptionSelect events or what. -
Can someone explain to me how to code a simple GMST toggle in MCM? I tried putting it together using the quickstart guide on the GitHub website but I'm not getting anywhere.
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The site is so slow that this thread was started last year. Anyway, it's pretty cool how the website worked great for about a day. I guess everyone got tired of it not working, went outside to play football, heard it was working again, and swarmed it.
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Doesn't work for me.
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Has anyone found the solution to this? I'm experiencing the same problem.
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Locked doors, specifically, it seems, to which they would normally have access. It's a problem, I think with having started a game using an alternate start mod plus having the uGrids setting above 5. I noticed right away that the dragon at Helgen doesn't appear if you start out this way, so I started the game normally and eventually upped the uGrids setting not thinking it would break anything else. Eventually, after having installed a bunch of mods, uninstalled some of them, zero-cleaned a save game, and continuing on, I've noticed that a lot of NPCs will walk up to certain doors (doors they normally are able to go through, even if locked) and stop. The only way I can get them through those doors is to pick the locks myself and go through them, then they wind up on the other side. I don't know whether or not this solution is permanent for each door. I'm just wondering if anyone else has come across this problem and if they've found any way to fix it. I'm thinking there might be a quest that failed to fire at some point, or maybe was stopped when I cleaned my save, I don't really know. I don't want to have to restart my game, but it's pretty distracting to have characters pulling a Blair Witch in every town.
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I use the no essential flags which allows everyone in Skyrim to get killed plus a resurrect spell mod which allows me to bring whoever I want back to life. Dear Jesus God in Heaven, is there any way to disable the courier delivering the letter of inheritance every time a follower gets killed? You have no idea how often this happens to me and I want that little turd to stop bothering me.
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So, I have a bunch of mods installed. I found this guy Marcurio in Riften, and he's cool because he uses magic. The thing is, I found him because this swirly magic effect was happening in front of him. Turns out, even after I hire him, that magic effect... is there. All the time. I thought it was just him trying to get attention, but either it's just f*#@ing there forever, or it's the result of some mod I installed. Anyone have any thoughts on this?
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Anyone know what the effects of the following settings are? iCrimeCommentNumber iCrimeEnemyCoolDownTimer iCrimeValueAttackValue
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Nexus Mod Manager Not Recognizing Installed Mods!
elvisgreenchina replied to Malth's topic in Skyrim's Skyrim LE
Solved it. Delete the "fomod" folder from inside each one of the archives that NMM isn't recognizing. -
Nexus Mod Manager Not Recognizing Installed Mods!
elvisgreenchina replied to Malth's topic in Skyrim's Skyrim LE
Having the same problem. Going to try manually uninstalling and moving the install archives out of the folder and then back again. If that doesn't work, I'll try renaming them.