Jump to content

CraftySentinel

Members
  • Posts

    68
  • Joined

  • Last visited

Nexus Mods Profile

About CraftySentinel

Profile Fields

  • Country
    Australia
  • Currently Playing
    War Thunder, Assassin's Creed IV
  • Favourite Game
    Assassin's Creed IV: Black Flag

CraftySentinel's Achievements

Contributor

Contributor (5/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Hope all is well my friend :)
  2. There is a Save Editor, You do need to understand what you are doing to use it and not everything is decoded, but I've used it on occasion to solve papyrus issues TESV ESS Files Editor.
  3. Papyrus doesn't use formIDs directly like that (Which is why you get the error ;) ). There's a few ways you can get a form into a script the easiest probably using a property, so add this just under your ScriptName and Description lines: Spell Property SanguinareVampiris Auto and replace: Game.GetPlayer().AddSpell(04032039) with Game.GetPlayer().AddSpell(SanguinareVampiris) Compile it and then right click the script and head into Edit Properties and and 'fill' the property with the spell you want. (If your property name Matches a Form that is a Spell you can also just click auto fill and it will do it for you.)
  4. In response to post #11186497. You know this has made me curious of just how "Modern" the application will be, will it try to be of the 'latest' style (Metro seems to be the trend like Windows 8, VS2012, Office 2013 and many others) or stick with the older Windows Forms like it is now, or come up with an entirely custom design (perhaps using WPF as opposed to winforms?) based on the Nexus websites? will be nice to see what they come up with.
  5. I would like to see this as well my upload cuts out more often then not, really struggles even with files as low as 10MB in size.
  6. Hey Tsu, It's quite possible your RAM is too low, but I doubt it is the cause. To me what your describing is an Issue with a Missing Master (You have installed a mod and not the mod/plugin it depends upon resulting in a crash before the menu screen) This is a video by Gopher on this very issue follow it and see if it fixes your issue. (It does require TESVEdit if you don't have it.) If it doesn't just post back here. Good Luck.
  7. In response to post #11088397. I had the same issue but updating NMM to 0.46 fixed it though.
  8. Warcraft 2 for me played DOS games (Like Golden Axe and Commander Keen) before that but after getting a 486 and getting Warcraft 2 I spent so much time on that, played the campaign through many times then got into the map editor spending hundreds of hours lagging the computer with large battles, which then got me into map making/modding later on.
  9. SKSE Plugins are C++ DLLs, so that's where you would want to start the API isn't very well documented but if your skilled in C++ I don't see why you can't figure it out for yourself. The SRC for SKSE is included within the SKSE downloads, also a template plugin project as well.
  10. Just to double check does this include forums? either way hope it goes off without a hitch for you guys.
  11. In response to post #10324757. #10327504, #10329098 are all replies on the same post. I agree seweryn, authors being able to block users from their files concerns me. I can see that it could be abused or used in a.... threatening manner quite easily. I know majority of Authors wouldn't do either but it only takes one. I guess Mods would still step in, in extreme cases though. Comment deleting or banning users from comment sections though I don't see a problem with (As long as that doesn't evolve into post editing.... as in what occurred on steam last year, would hate to see that again). Overall looking forward these changes though.
  12. Ahh true you could (Why didn't I think of that :laugh: ), I would say multiplying them would be the much more efficient way since your only calling it once per stack.
  13. GetNumItems and GetNthForm work perfectly fine as far as I know only used them for a quest which involved forcing the player to drop certain items though. However I think it only shows the stacks of items not how many are in the stack so you would have to also account for that with something like GetItemCount So using your example maybe: Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer) If ( akDestContainer ) Int NumItems = akDestContainer.GetNumItems() - 1 ;-1 because GetNthForm starts at 0 Int i = 0 Int stackCount = 0 Float TotalWeight = 0 While ( i < NumItems ) stackCount = akDestContainer.GetItemCount(akDestContainer.GetNthForm(i)) While (stackCount) TotalWeight += akDestContainer.GetNthForm(i).GetWeight() stackCount -= 1 EndWhile i += 1 EndWhile If ( TotalWeight > Max ) akDestContainer.RemoveItem( akItemReference, aiItemCount, true, Game.GetPlayer() ) Debug.Notification("This item won't fit in this container") EndIf EndIf EndEvent Something like that?
  14. I did not say it wasn't possible. I merely stated that that was the drawback of attaching the script dynamically. You might think that I'm over thinking it but I like to cover all the bases. It is part of the brainstorming process. Does not matter to me one way or the other how someone wishes to implement this idea. Putting my ideas and thought process out there can get other people thinking about it too. Obviously it worked, since you suggested using a perk in the process. I've never worked with perks and would not have thought of that myself. I did come off alittle, erm...'douchy' didn't I? re-read your post and it came off completely different to what I thought it was :sweat: , sorry.
  15. I think you might be thinking a little too deeply into it Ishara,I don't see a need to A: Store the Weight of each container and B: To have all Containers monitored at once. What's wrong with just managing the container that the player is interacting with? hiding or removing/dropping items and not allowing the player to place items into that container that are beyond the capacity for the container? This could be done through an Activation perk entry, a quest with a single alias containing the interacted target (which is recieved via the perk entry), and of course a script attached to the RefAlias, stopping the quest once the player leaves interaction. Although you would probably need a second quest to add the perk to the player and remove it if you wished to remove the mod.
×
×
  • Create New...