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BotOwned

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Everything posted by BotOwned

  1. Skyrim Online used to have a donation button on their website, but took it down soon after. Not entirely clear on the reason but I would say it would have to do with legality as well.
  2. Papyrus functions and Console commands are different, erm. So the answer is no they won't work in console. Sometimes their are similar commands but with SKSE papyrus functions there usually isn't.
  3. How much of a camera bob were you looking for o.O?
  4. It sounds to me like you didn't change the root directory to the location in which you had your files. Ensure the 'Root Dir:' field is the upper most folder (so the folder that is containing your meshes, textures, script, Interface, SEQ etc... folders.) if you do not and the directory you are trying to add is not contained within the Root Directory it will default to your actual Root Directory (Normally C:, D:, E: etc.)
  5. Scripted movement can be done via the use of the SetPlayerAIDriven which will allow AI packages to be run on the player. EDIT: You could instead of using packages use PathToReference, but either way the player must be set as AI driven.
  6. I use Creation kit racked up over a thousand hours in it over the past three months and it hasn't crashed on me once, and never really had an issue with bugs (Oh except for one which pissed me off). Skyrim however....now that's crashed on me hundreds of times.
  7. That's the Skyrim Community for you.
  8. SetEssential and SetProtected are ActorBase script commands, Actor References will not be effected by the change until the Actor either re-levels (if a non temporary), or if it's a temporary actor....well it loses the change when it re-levels but the reference won't be effected either way. Quest Alias flags work a bit differently though with the Flags working on the References themselves until they are removed from the alias. So for this to do what you want it to do you will have to either make the changes to the Actor Base before you spawn the actor (Not just enable) or Use the Quest Alias Flags instead.
  9. Skyrim Scripts are separate in a .pex (compiled) or .psc (Source) file within Data\Script or Data\Script\Source (They can also be in .bsa's which means you will have to decompile the bsa to get to it.) SkyUI has all their source available on their GitHub. It not just scripting that is changed with SkyUI but also the .swfs that make up the menus interface.
  10. Well it would be classified as a utility and there is nothing wrong with that... Even if it is something as simple as this.
  11. To my knowledge there is no console command nor mod that does exactly what you ask. Have you tried Ethereal Elven OverHaul ? EDIT: there is one command you may be able to use within Console "setplayerrace highelfrace" but using this command may or may not cause issues later on.
  12. If you head into the DialogueGeneric Quest in the MISC section there are hello Topics within the topic you can change the 'Hours until reset:' counter to stop them being able to constantly say that topic. Could do the same in the Filtered Dialogue window as well.
  13. Oh I beg to disagree. You mean to say, no one who has the talent is doing it and everyone who could want such doesn't have the skill to pull it off. That is what you should have said rather than be so Thalmorish to assume we all think like you do or agree with whatever it is you think things should be. ??? Everything this dude posts is weird (to say the least), don't mind him I wouldn't say that, I've seen quite a few of her posts and they've been fairly constructive... this one though... I think I see the point but not sure as to why?
  14. WHAAAAAT Aaaaaaaaaaaaaaaaaaaaaaaaaargh :facepalm: its not that earth shattering, when's the last time you made or used a mod that edited formlists? I use Form Lists fairly often as well as I enjoy the functionality of using Conditions, but I don't see this as much of an issue unless your adding it to a vanilla formlist... I'm surprise you didn't know though Enai when it says all on the Creation kit wiki it really means all. ;)
  15. But why exactly don't you wish to use 1.9.32.0? (Which btw has been out for a fair chunk of time now.)
  16. From the looks of your log it's nothing to do with papyrus but a form conflict( Effectively papyrus is saying the script that is being called can't find the object that it's being called on, either because it's not started, was overridden or was pulled from a save and it's trying to run the remainder of the function.) This however by itself wouldn't cause a CTD. Have you removed any mods since you begun that save? After creating your bash patch have you removed any mod since?
  17. EDIT: NeverMind, shame I can't delete this post.
  18. I personally dislike the schedule system, it just seems so...boring to me and gone about designing packages that are generalised (As Beth would put it 'Radiant'). So NPCs are able to 'decide' on what they would like to do on any given day... within reason of course, I only use these on my own NPCs... tried applying them to vanilla NPCs and it worked nicely after a bit of Research and guess work, but that's a massive undertaking something I don't have time for currently. Good luck to who-ever takes this up though.
  19. SKSE Plugins though are C++ and the API for it it much more extensive then script dragon... but I use papyrus as well slower yes but not as much as a pain as C++ (Which I only know the basics of, didn't make much progress when I was working out the SKSE interface for SKSE plugins not much documentation on it.)
  20. I agree with that comment, if more people did release their own sources perhaps the quality of mods would improve...(I hope I am using it in the same context as you implied if not I am sorry.) I don't think I would ever find a use for these functions but they are fairly well produced (I use my own manage fades and manage camera functions anyway but they are designed for general play not cutscenes.) This is a nice attempt at something different and a shame to see it stopped not many people use scenes but I find them brilliant.
  21. It's not necessary for pathing to be done to each city specifically by using radiance (Using it in Bethesda's sense of the word) you can apply one quest to many cities as they all use similar keywords, reference types, and all have patrol paths. It would be just a matter of working out which paths would be best to use, also what your spouse should do. It's also possible to make a Radiant package allowing the spouse to make their own decisions on what they wish to do for the day instead of a fixed schedule(This is something I have been applying to a project I have been working on for radiant NPCs which is to be an extension of my other mod Dynamic naming.) But in saying all that it's not something I can do currently as well, Dynamic Naming is in need of an overhaul and so I am focusing my spare time into that, I did say I would do this before and I still hope to do so but if someone else would like to try doing this I don't mind assisting where I can.
  22. Ahh the Combat style script, it's fairly simple the set and get functions correspond with the fields within the combat style forms within creation kit. but you would still have to use a formlist and recast to a combatstyle once retrieved. So for example: Lets take the csChaurus combat style and place it into a formlist which... lets call csFLST, then add csFLST as a property of the script in which you want to use the combatstyle functions. then collect the combatstyle from the list: Combatstyle csStyle = (csFLST.Getat(0) as Combatstyle) and lets say we wanted to change the offensive multiplier to 0.95: csStyle.SetOffensiveMult(0.95) The Combat Style page is a good place to look at what actual multipliers do if that's what your having trouble with as well since the functions are similarly named to the stats that they modify. Good Luck with it.
  23. Just adding to what Sjogga has already said, all events will fire in all the attached scripts so if you have two scripts that both have a onActivate() event both will fire and both will run independently. so think of it this way / Script1.OnActivate() / Form \ \Script2.OnActivate() While both Scripts can see and work with the Form they don't see each other, generally speaking.
  24. All body mods are compatible with original skyrim clothes and armor, the only difference is that because clothing has it's own mesh the body size it different. So really using a body mod doesn't block you from using the original armor, it's just that the shape of the body will change if your wearing something that was not designed for that body mod. so all the clothing mods with UNP, CBBE, UNPB etc...etc means they are designed to be of that shape, you can still use any body mod with them, it will just look slightly different.
  25. Soon. EDIT: also working on a previous project so soon may be longer then soon.
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