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Ex0rdium

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    Chrono Trigger

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  1. Ok. Please dont hate me. Im a moron. But I could of had it working the whole time. I ummmm, kind of had the mod Everyone Killable turned on. :confused: I have it working by marking 'The Player' as essential as a quest alias.(which I originally tried, but sadly..........Everyone Killable...... :blush: ) I also can have it working with script. I have tested with an Ondeath script ive placed it on an NPC, also even an OnOpen script I put on a door. I will share the script if anyone is interested. One thing is, when I enter bleedout, I stay in bleedout, and wont exit it unless I use a potion to cure myself. After that if I enter bleedout again, Im immediately healed right away. Weird By the way, I said I was amateur with scripting, I didnt say I was completely ignorant of it all. Personally for me if someone asked for help in an area, I would show them what needed to be done, and then explain why each component does what it does, especially with something that was really as simple as this. But thats just me.
  2. I agree, you can make the Player essential. There is another mod that actually does it, but gets very complicated with the scripting because of what the mod entails, so I had a very difficult time trying to dissect it. Ive seen that in the wiki about setessential to the actor base. My problem is I dont understand how this looks when putting the whole script together, with the "extends to", and the "Auto", etc. Again I am very amateur at this, and am trying to learn and understand it. The most I am really able to do are ondeath, onopen, ontriggerenter, etc. scripts that enable or disable items. But I am having a difficult time understanding how to write something that affects the actorbase.
  3. I need some help to write an Ondeath script, so when I kill a specific NPC, it will make the Player Essential and enter into bleedout instead of being able to be killed. Im definitely an amateur when it comes to scripting, and have tried dissecting various mods and investigating the wiki to try and figure it out, my sadly I cannot get it. Any help would be appreciated. (And then of course writing a script to make the player un-essential again as well)
  4. Ive been messing around with making some magic spells and have come across some explosions that dont work. Is there a reasoning why some explosions to work? I wanted to use FXAlduinTimeWarpExplosion as an explosion in a magic spell, but it doesnt work. Any help would be appreciated.
  5. Only saw the first page of this topic and justsaw the other answers now. Got it working now thanks.
  6. Help!!! Finally decided to get back into the creation kit and noticed and encountered this issue. So I extracted the scripts.rar file into the Scripts/Source Folder. And I still encounter the "The extends script does not exist, please pick one that does" error. Am i missing something? This isnt a good start for me to get back into this..... :-(
  7. Thanks a lot. I did try the Clean Masters option, but it didnt seem like it did anything, and I couldnt(and I am not sure) how to tell if my mod is using any Falskaar components. Ive backed up my mod so I can test everything as needed. So its really as simple as going into the CK and when loading your mod, you click on one of the Masters in the right pane, and click ctrl delete. I will give that a try a run the game and explore to see if anything is missing. Thanks again.
  8. I messed up in making my mod where i accidentally checked "Falskaar" at some point whiled creating my mod in the CK. Now my mod requires you to have Falskaar. I dont think I have used any components of Falskaar in my mod. Question one: How can I remove the requirement to have Falskaar when using my mod. Question two: In case I accidentally did use a component of Falskaar. How can I find out what parts I did, so I can remove/change it. Is anyone able to provide step by step instructions to do this? I really only know how to do the basics on TES5Edit, such as Cleaning the Masters and Personal Mod, based on the youtube tutorials by Gopher.
  9. Does anyone know a script to resurrect an enemy on entering a trigger, the enemy i have already starts dead? I thought this script would have been it, but when compiling it says Resurrect is not a function or does not exist. ObjectReference Property EnemyResurrect Auto Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == Game.GetPlayer() EnemyResurrect.Resurrect() Endif Endevent
  10. It worked perfectly! Thanks again. Just to confirm, I would have to make a new global variable for each different time i want to do this, correct?
  11. Would you be able to give me an example of how to write a global variable? Basically what Im wanting to do is simply enable an object that is disabled when they all die.
  12. Dang. Was hoping involving a quest wouldnt be necessary. Im a little way off from having to implement quests with my mod
  13. Just seeing if anyone knows how to run a script for something after a group of specific enemies have been killed. I know how to run an Ondeath script on one enemy. I just need something to run after I kill like 4 or 5. Any help would be appreciated.
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