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Savan12986

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  1. I got as far as "add a property of type object reference called decoratemarker and click ok" and I get this message in the compile results: Starting 1 compile threads for 1 files... Compiling "QF_MQ305_00046EF2"... c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\QF_MQ305_00046EF2.psc(334,0): variable LoadscreenArgonian is undefined c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\QF_MQ305_00046EF2.psc(334,19): none is not a known user-defined type No output generated for QF_MQ305_00046EF2, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on QF_MQ305_00046EF2 I did exactly as you said. Under type I chose ObjectReference, under name I put decoratemarker. I left everything else alone: initial value, etc. Not sure what happened. The property wasn't created, and can't be as long as I get the error above. Any idea what went wrong and how to fix it? ok. try creating the decorate marker in the existing quest stage log and adding the script to the existing papyrus fragment. I just tried that and it compiled fine. Be sure to set the value to the xmarker by using the edit value button
  2. do you have any mods installed?
  3. I just checked and it is currently available on steam workshop. http://steamcommunity.com/sharedfiles/filedetails/?id=7320&searchtext=open+cities It seems the author took it down due to the navmesh bug and will not be releasing any updates until its fixed
  4. As long as you only unsubscribed the mod should still be on your computer. In the skyrim launcher click data files and find the open cities esp file and click the check mark and you should be set
  5. create an xmarker in the cell and set it's state to initially disabled. then place the trophy where you want it and set its enable parent to the xmarker. then go into the quest stage you want to activate the trophy and in the log entry window create a new log, then in the papyrus fragment window type "decoratemarker.enable()" and click on properties in the fragment window and add a property of type object reference called decoratemarker and click ok. then click on the property you just created and click the edit value button. click pick reference in render window and double click on the xmarker you created. click ok a bunch of times to close the windows save and test it. it should work.
  6. are you creating one from a prefab actor category?
  7. Never mind, I forgot to finalize the navmesh. Now it works
  8. I'm having trouble with a mod I'm making where NPC's and followers get stuck and wont exit the cell. Does anyone know of a way to fix this?
  9. I have a mod up with a bunch of subscribers and I recently released an update that included an updated navmesh. Now NPC's and companions wont exit the cell its in and I dont know how to revert to before the navmesh was updated. Is there a way to simply remove the updated navmesh and have the game use the original un-bugged version?
  10. I'm trying to create a new global variable so I can add the option to purchase more upgrades for Breezehome, but I cant seem to figure out how to make a new global variable to add to the list associated with the purchase does anyone know how to do this?
  11. try editing the mannequin activator script and set the current pose to 1 unless he rotates int a weird position like standing in the floor etc, in which case try moving him and the activator and the marker heading around a little that seemed to fix it for me
  12. try exiting and re-entering the cell. The problem exist because they are actually treated line an NPC in the game so if you load into the cell from the start they will spawn then walk to where they are supposed to stand and then stand there swaying until you interact with them fro the 1st time. after that they seem to stay in their correct spot
  13. I've updated Breezehome in Whiterun with some items that I would like to be purchasable as an upgrade from Proventus Avenicci at Dragonsreach. I originally linked these items to an existing xmarker in the cell for the purchase of the bedroom upgrade but for whatever reason both the upgrade items and the starting items show up at the same time (I linked each set to the correct xmarker). I believe I've tracked the problem to its source and that for whatever reason the purchase bedroom upgrade option isnt available even when I first buy the house and have none of the upgrades purchased yet. (I suspect I may have too many items parented to the xmarker or something). Either way I would like to make a separate upgrade for my items that the player can purchase but I cant find where the player interacts with the purchase menu to insert my addition or how to link that to the xmarker for my items both starting and upgraded. If anyone could shed some light on this I would be most appreciative. Thanks
  14. making them isnt the hard part its getting the linking correct that seems to be the issue I managed to get some to work from scratch, here is the list of steps 1 place shelf 2 place book markers 3 make a playerbookshelfcontainer for each shelf 4 link container to books make sure each book has a keyword of bookshelfbook01 for first one and 02 for second etc 5 Make sure the player cant "see the container" 6 make click triger 7 click player activation check box in the primitive tab of the click triger 8 link click triger to container keyword of bookshelf container 9 make bookshelf triger (L_TRIGER primitive) 10 link triger to container (no keyword) 11 link container to triger (bookshelf triger01) 12 make collision markers (set primitave to L_UNIDENTIFIED) and place over the front of the shelf to prevent books from falling out load the game (if in the cell where the shelf is leave and come back)
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