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PeterMartyr

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  1. OH use states once the player emptied the chest, so the script does not run Edit Not sure if your aware of Big O Notation, but your script does not need a loop, you're making it too complicated if chest.getItemCount(gold01) || chest.Find(item) qvDhMFX_SpottedGreen.stop( cur) qvDhMFX_SpottedRed.stop( cur) qvDhMFX_SpottedGreen.play( cur, -1) endif code not tested and Find might be just for Arrays ¯\_(ツ)_/¯ Just to show you example of how code can be improved, with Big O Notation
  2. Because the script is really badly written, show me where in the script you remove the gold from the container or transfer it to the player. That is why, when you recheck it, it is still there
  3. When you double check the downloaded version, LOL, get the hash of the zip file before uploading and after downloading it; otherwise, you're wasting time comparing them. Work smart, or else your looking at it without checking it in any meaningful way.
  4. That is correct. The ampersand is reserved and gets replaced by the entity in XML. Only I use & stop giving advice you do not understand.
  5. The MO virtaul mechanism dirties the water; it was created to virtualize the game as static. The environment updated poorly when subjected to dynamic change; the fix is to not virtualize in MO when dynamic change is required. That is called keeping it simple. OR Have a massively complex workaround that works in MO; the choice is yours. Has MO user I am assuming you created the fomod using MO Virtual mechanism
  6. I highly recommend using either Wrye, MO, or vertex to mod and play; however, creating a mod is done in the real world to avoid any Mod Organiser virtualization messing up the creation kit virtualization, mudding the waters. A mountain cannot have two tigers. Keep it simple stupid, etc. Etc. ... Yeah, I know this work a round and that work a round, and it is good; just keep telling yourself that and enjoy your unnecessary complexity.
  7. Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF7B92E8090 SkyrimSE.exe+0198090 mov rax, [rcx+0x30] Think of it like this: It CRASHED!!!! The problem occur at this memory address, The Skyrim exe registered the exception with this Error number Above, where it says the error number is the memory address, is the blind leading the blind? I do not know what the error number signifies, so let me give the above brownie point... You are missing a master; truthfully, I do not know. I will say this: if you experience a start-up crash, straight away run xEdit to diagnose it; if you are lucky, it will tell you the missing master, making the crash log pointless for start-up crashes BTW, I know the difference between a memory address and an error integer number because I am a software engineer.
  8. Not enough information, are you even sure setting the stage fired, what debugging procedures did you use? Opening the console screams I do not know what I am doing. Set Stage return a boolean if success or not FYI true or false. If does not fire, it will also return a false ok? What happen? Do some proper debugging, and prove it is not user error. Also post your code, even if it is a just dialogue fragment, gives us something to work with. What object contain the code? Are you making a mod or just a player HINT tying to to reset the quest if you are developing a mod, have you considered stage 25 10 20 Current Stage 25 <<< if stage 20 fails 30 <<< if stage 20 succeeds bypass 25
  9. There no way you can code cold turkey, papyrus may not be syntax sensitive, so it is very very very forgiving.. but not that forgiving. See you if you can find a Skyrim Papyrus Hello World guide EDIT I did it for you for use this http://www.cipscis.com/skyrim/tutorials/beginners.aspx Good luck, and a here something you may like to know, when Champollion decompile code, human being do not write code like that.... look at the Game and SKSE source code for the correct syntax options, it will make your code way more readable by others, this mainly effects parameters and blocks of code. Which I am aware is above your pay grade ATM, but keep it mind, try not copy the style of decompiled code. Study the source codes And this will be weird but even on Creation Kit Wikki, the syntax does not look like the source code and I can prove it, with screenshots. But OFC it will still work, papyrus is very very very very forgiving, it is just harder for human beings to read it. Basically that way the wikki does it, is like microsoft office book for dummies, to avoid overwhelming the user. Study the source codes, use the wikki to see how well you understand it. Do the complete Tutorial Papyrus for Beginners EditorIDs in Papyrus External Functions and Propertie States in PapyrusMore than once, until you understand it Eventually you come across code in the source files that not on the WIkki, (trust me there heaps missing) hopefully by this stage, that will not be a problem for you. You trained yourself to work it out.
  10. I think you're forgetting basic casting principles, casting one way working fine, casting the other way does not.... considering this is random harvesting, to successful cast the other way, you need to be 100% sure, which your not. Good luck.
  11. Do the usual replace a NPC procedure, there extra special in doing this, that will also teach you how to use nifskope, since you will need to merge some heads. Find a guide on Special Edition for merging heads with nifskope, do not cheat with nifmerge, your only cheating yourself. FYI there is 100,000 - 500, 0000 plus NPC mods on the nexus, it not that hard. Don't let it bet you :laugh: If it is your first replacer, do not try to do it plugless, make a plugin (esp), work up to plugless has your nifskope skill improve.
  12. mate let see if I get this ?? you want to override MO2 with MO1.4 NO.... but like a policemen, I shite you not, once said to another policemen about me "mate you cannot arrest him, it is not a crime to be stupid" no joke, I wisen up, I hope you do to :laugh: But the question is WHY ????? Basically you can override forwards but not backwards without unforeseen issues happening, however I would not be shocked if there a guide on how to do this, with first do this, then that, jump up and down, do hokie pokie, boom shaka la, you have gone backwards..
  13. accessing is one thing, manipulating is another ... to edit or manipulate yeah they need to be upack, by adding DLC BSA to kit ini file, it can access anything, the devil is in the detail, no need to unpack it example: binary string files, that cannot be edited accessor and mutator So yeah to use layman terms, the kit can access any thing, if you need to manipulate with photoshop, Nifskope or the creation kit, unpack it.... If ya gonna do game engine, coding stuff, you might as well learn the correct terminology ¯\_(ツ)_/¯
  14. NIFMerge is as buggy as and does not merge the heads correctly stop looking for 1 click fix and learn to use Nifskope, hint it not copy and paste it is copy branch with a paste branch.. and it is not that friggen hard Load the CK mesh and the RaceMenu mesh in NifSkope. The CK mesh is located in the 'FaceGeom' folder and is a numeric value (i.e. 005900) Open up the block windows in both meshes and find the TriShape data for the head mesh. Right click on the RaceMenu head mesh block, select "Copy Branch". Right click on the NiNode of your CK Mesh file, and select "Paste Branch". Now throw Nifmerge in the BIN Edit: I am software engineer, perhaps some 3D digital artist could do a better guide with pictures , plus I have not merge heads in seven years hehehe any takers ?
  15. Attach an Actor Script to an Actor Object, or yeah an Event will not fire, this is true for events in all objects, in all languages with Inheritance "presay", keep going you will learn how how it works.. BTW welcome to the deep end, nothing to fix except your learning curve. Edit OFC there will be other Objects also registered to receive that Event. Question is, I got no idea what object your using or require, so cannot recommend anything. But I would check the AliasReference Script to see if it receives the Event OR use this on the furniture Object Reference Event OnActivate(ObjectReference akActionRef) If akActionRef == Game.GetPlayer() ; do something cool EndIf EndEvent :devil:
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