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About LadyCrystyna

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Skyrim
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Thanks for the advice, I'll go ahead and start working on the DLC version. I don't know how to do meshes from scratch, I did figure out how to retexture though.
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You would add the new stuff in OnConfigInit() and have your update script call OnConfigInit again I believe. Well, that's how I do it, below is an example of how mine works if it will give you an idea.
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I probably should clarify what I want to do with my mod: All those previous questions about item swapping come into play here, as the mod would be (I hope) Skyrim & Update required. (Update for CCOR & WAFR support via injected records). I'm looking to add Arrow & Bolt upgrades to support DLC and add new bolts. - This part can be done with item swap for DLC arrows and bolts except for the ones I add which obviously I would include. I'm also looking to add enchanted versions, which would be fine except that causes the issue with keywords in editor IDs. IE: DLC2Dragonbone etc. (I'm not really sure how this would affect the game if those are missing from enchanted versions when included with the original version via Dawguard, WAFR or CCOR). My mod will support WAF & CCOR when it comes to appropriate items. The other issue with adding DLC enchanted versions to a vanilla game: I would have to unpack textures and I'm not sure if those need to be included with my mod. I do know they need to be included if I include a glow around the arrows and bolts. Creating the explosion & projectile for enchanted is ok for the vanilla but what to do about the DLC?
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Yes, I found some reading on it, however, there are no examples for me to go by. How would I write a script for a DLC item as a reference alias to set the object reference to something else?
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I've no idea how to write something like that, I'm assuming it will be complicated. I may have to give up on making my mod available for Skyrim but supporting the DLC also.
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Is it possible to change a keyword via a script and a form list? I ask this because I'm adding some stuff to a vanilla game that is actually Dawnguard or Dragonborn that I created myself, the issue is I don't have the keywords in Skyrim.esm. Is there any way around this issue? Edit: For more clarification, I'm not talking about the workbench keywords. I'm referring to the ones that determine what type of material or it's categorized as like DLC2WeaponMaterialNordic. Thanks in advance for a reply.
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As requested, the image explaining the issue. I also can't get the player alias to work on a load of a saved game. Am I doing something wrong with this script and it's startup script? Startup Script: Player Alias Script:
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I've another question, this one is about using text options in states. Is it possible to set text option value (where the text is on the right) but set the value on the left without it being underneath the text?
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I just tested the new State Options MCM it seems to be working minus a few minor bugs. I also tested the item swapping scripts, those have major bugs things are showing up where they shouldn't (seems to be the Hearthfires and Dragonborn Scripts). Any ideas? To me it seems the workbench swap isn't working right, it's possible I missed something. Below is my codes for both scripts. Hearthfires Script: Dragonborn Script:
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I'm looking at converting the MCM to state options, can I still use the Global Variables and .getValue() that my mod depends on for recipes?
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Thank you, I still need to test that.
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Those changes to the compatibility scripts shaved off 1 whole minute. Thanks again. I've run into another snag, what if the script has 4 workbenches like the Hearthfires and Dragonborn one does?
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Thank you so much I'll rework the codes, if I have more errors or issues I'll post the new code for help.
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Thanks for all the help here my mod is now in final stages of cleanup and fixes before I release the beta. The one issue I'm having is the script takes almost 3 minutes to complete (Mod supports DLC individually instead of requiring them Original Skyrim release, not SE). Is there any way to speed up the scripts (functions handled in line or all at once?) without losing the functionality of the mod? Edit: The script slowing the load time down is the item swapping. Can that be called only once for multiple items or does it need to be called each time for each item? Edit: Also if my mod adds the item it's requesting for an item swap to a form list, do I need to call that function again?