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theSandanimal

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  1. Found a way around this, however my cell does not reset. It just spawns an actor at an xmarker heading and starts combat Cell Property ArenaCell Auto Sound Property QSTAstrolabeButtonPressX Auto ActorBase Property ArenaChampion Auto ObjectReference Property ArenaChampionSpawnPoint Auto Event OnCellAttach() PlayAnimation("Open") EndEvent Event OnActivate(ObjectReference akActionRef) PlayAnimationAndWait("Trigger01", "done") If QSTAstrolabeButtonPressX QSTAstrolabeButtonPressX.Play(Self) EndIf ArenaChampionSpawnPoint.PlaceActorAtMe(ArenaChampion, 3).StartCombat(Game.GetPlayer()) EndEvent
  2. Well I was aware of that and at one point I tested it by placing the reset button outside of the arena cell which didn't work either. I think that should have been a good way to test it but I did not think about adding a forced teleport to another cell and back again. Edit: Just tried doing that and it did not work :/ was thinking of putting in a game wait time function to it as well, but I think if i make a button that just forces the character to wait a month (or however long it is for a reset) it would reset everything in the world besides the actual quest storylines
  3. I'm working on a reset script for an arena interior. Right now its just one enemy and a large open room with a dwarven button that is the reset activator. Here is the script--- Actor Property PlayerREF Auto Cell Property ArenaCell Auto Sound Property QSTAstrolabeButtonPressX Auto Event OnCellAttach() PlayAnimation("Open") EndEvent Event OnActivate(ObjectReference akActionRef) If akActionRef == PlayerREF PlayAnimationAndWait("Trigger01", "done") If QSTAstrolabeButtonPressX QSTAstrolabeButtonPressX.Play(Self) EndIf ArenaCell.Reset() ;cell reset part EndIf EndEvent I'm not sure what's wrong the script compiles and saves but fails in game. I know there are Arena mods out there but haven't been able to find any script examples of how it works. Looking for this to be a fairly simple arena, basically just hit the button and fight a random enemy while some people watch. If anyone can tell me where I went wrong with this that would be great!
  4. So I'm making my own custom worldspace and I'm not done yet but I went ahead and generated LOD using this tutorial from Alexander J Velicky. Everything went well my LOD completely worked no problems. However since then I've been making changes to my landscape, adding mountains, trees, etc... I followed these steps to regenerate LOD. 1) Save my plugin file in the CK and go to World Lod and generate both Static Objects and Trees 2) Go to my Common folder and move the Terrain Folder from DDSTextures, which was created during step 1, Into the Data/textures folder, overwriting the older files 3) Start Up Oscape and run through it using the same parameters that were given in the AlexanderJVelicky Tutorial 4) Close Oscape and start up Skyrim to check out my new LOD and my Land LOD is missing I found that for some reason I also either have to have oscape regenerate the lodsettings folder as well or make the MyWorld.lod file again using the Velicky tutorial to make my land lod and object lod work together. Here is where my real problem happens. For some reason all the new mountain pieces and bridges that I've placed since my first lod generation don't show up. And I've also toyed around with this more and gone into my worldspace AFTER generating the static object and tree lod from the CK and every single mountain piece I've placed shows up along with everything else except the land lod which I expect because I haven't run oscape yet. When I run oscape though the land lod comes back but it sets static object lod back to where I was on the first generation. If anyone has any ideas please help!
  5. I'm having the same problem with my mod but I can't seem to find the HighResTexturePack02.bsa anywhere. Any clues?
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