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Ex0rdium

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Everything posted by Ex0rdium

  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.
  14. I am basically trying to mimic Heimskrs Preaching scene with another NPC I have created in a different location, but cannot get my scene to start. I will try to outline what I have done and hopefully someone can point out what I am missing Ive created my NPC Ive have an Idle marker he is set to. (He is set to be permanently always there. No sleeping or eating for this passionate fool) I created a new quest Ive made 2 Quest Alias. One for my NPC and one for the idle marker(just to be sure) In the scene tab I started my scene Created Phase 1 Created useidlemarker package Created dialog, recorded dialog, etc Created phase 2 created additional dialog under phase 2 Extended the useidlemarkerpackage to go through both phases Going back to my NPC I put a script on him I copied exactly the script that is on Heimskr which controls his preaching(which according to the description causes him to start preaching when you are a certain distance from the idlemarker) Going into the properties I set one of the properties to be the idle marker I set the other property to by my quest preaching scene. I dont think Im missing anything that I did. Will let you know as comments come in. Any help is appreciated.
  15. I have a feeling this is something so simple but for some reason I cant figure it out. I copied directly from the Warehouse Traps in the CK, the swinging axes and the pull chain. Everything is all linked up. I can activate and deactivate the swinging axe with the pull chain. However what I want is the swinging axe to initially already be swinging, but by default it seems to be deactivated. What I dont want to do is set up a pressure plate to initially activate it. I did try setting up a trigger box(defaultactivateselftrig) to activate it, but for some reason it only causes the axe to swing once and then stops. Any help would be appreciated.
  16. Reduced them to an even smaller waterfall and all is well now. Just had to do some additional landscape tweaking to make it look good. Still boggles me why the 4096 is an issue. There is no issue with them in the vanilla Skyrim
  17. Reducing the size of the waterfall helped. The ones I have scaled larger still have the issue. Not sure why that waters. I may just use a small waterfall but make it longer with the sheet waterfall
  18. Ive only noticed it just recently when trying to use this waterfall in my mod. I just went in game to view what I did and no waterfall for me. I could try a different waterfall and see how that works. But this waterfall is the longest and I need the longest one.
  19. Nope nothing. :-/ I did some more testing in game. If I approach the waterfalls from the base of the waterfall in comes into view, when I back away it disappears. But from the top of the waterfall it doesnt do that. It just stays gone. Might be something o have to wait to do when I fully LOD my mod.......possibly.
  20. I cant seem to figure out the actual name of the mods, but I do have a water one. Im going to try removing it and see what happens
  21. I do. But non that I would think would affect waterfalls. I will have to double check on that one
  22. Thanks. Thats definitely not the issue though. Ive already had my graphics driver updated. If it was a graphics driver issue then the object would never show in game at all. This issue shows some of the waterfalls plainly there, then turn the corner and come back and theyre gone.
  23. I'm having an issue where my waterfalls are not showing up in game and also disappearing for my mod for some reason. I have tried both the DLC2dunNchardak_FXWaterfallThin4096x256 and the FXWaterfallThin4096x256, and both do the same. I have also scaled them to be slightly larger than normal. I have a clip below which shows the errors. Although this looks like an exterior world space, it is an interior. I have tried both to not optimize it and to optimize it(Creating a roombound). Double clicking on the waterfalls, I have tried both ticking "Is Full LOD", and also leaving it unticked. In the video at 1:21 you'll see a missing waterfall that is supposed to be going off the edge, at 1:31 from the distance you will see no waterfall, as you approach, at 1:50 you will see the waterfalls coming into view. And at 2:32 you will see that the waterfalls have completely disappeared. I have no idea the issue. Hope someone can help.
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