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Chrissiearto

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  1. If you're using SKSE already, why not tie it in to OnMenuOpen/OnMenuClose? Check the Perk Points on Menu Open, and if the number is greater than that after you close the Skill Menu, you know the Player has either cheated, or gone Legendary. Looking at the available Menus, I'd suggest either the TweenMenu or the StatsMenu, assuming the latter is the actual Skill Value. (You'd still be able to spend them before the menu closes, obviously, but presumably someone using the Mod is not going to do that, so... )
  2. Thanks for the reply! It sort of helps. In my Werewolf Script, it seems to be using both, as the line isn't commented out. Mimicking the Faction changes does work for me, but not if fired from the main Function which controls everything (using Notifications confirms the effect is running) only if I fire it immediately on game-load; so maybe I can work around that somehow... Hmm, you've helped me make progress, at least! :D
  3. Nope, but you can pass the Global to a Float on a Quest, and then pass that back to the Global :) https://www.dropbox.com/s/3qu975sx4fzksle/Death%20Count%20Demo.rar?dl=0 GIve that a try, and see if it works for you. You'll need to have FISS installed, and enabled, then after that it should work. Nothing'll happen at first; then when you reload it will tell you how many times you've died at the top of the screen. Kill yourself, and when it reloads that number should increment by one.
  4. Here's a simple test Mod I made; even this does not work for me. It has to be started via the Console (I thought maybe it was having SGE set that might be breaking it, somehow) with "StartQuest ZCDMTestQuest". A Notification comes up on every update, to confirm it's running, but the actual command (copied directly from the one in Werewolf Change) still has no effect. Link : https://www.dropbox.com/s/cgvspip6cxvc239/Test.rar?dl=0 Can someone download, and confirm they're getting no effect, please?
  5. "FileAccess Interface for Skyrim" here on the Nexus might be useful; I used it for a PoC mod ages back to do a kind of "ground-hog day" thing, saving the Player's Level/Skills/et cetera between Deaths; you could use that to write the global to a file when the Player dies, and then read back that Global via a maintenance Script when the game re-loads.
  6. For testing I used : Event OnInit() RegisterForSingleUpdate(1.0) EndEvent Event OnUpdate() PlayerRef.SetAttackActorOnSight(True) RegisterForSingleUpdate(1.0) EndEvent But even something as basic as that did not work :/ (For some reason, c+P is not working, so I'll have to wait until later to post the "Proper" code :/ )
  7. I'm having a problem with using the SetAttackActorOnSight command, and nothing I do is making it work in my Script. It will work as expected if I turn into a Werewolf, and then go visit some people, but even mimicking the way it is done in the Werewolf Script is not working in my own Script. I've tried various forms of writing it (from PlayerRef, to Game.GetPlayer(), etc), but nothing changes. Even running it continually in an OnUpdate Block has no results. The best I've managed is if I also send a Werewolf Transformation alert, and run it a few dozen times, it will finally activate, but not reliably. Does anyone have any thoughts on what might be causing it not to work?
  8. Not 100% sure whether it would work, but try putting an X-marker heading in the cage, and make the animal "Linked" to that (double click the animal in the render window, select 'linked ref' and then target the x-marker). It might not work with x-markers, but with Furniture Markers that makes the NPC instantly use them upon loading, allowing you to position them; it's possible the same effect will work with a marker.
  9. Use a FormList, and RemoveAddedForm, perhaps? Have an empty Form List, and on start-up, have a Quest populate it with all of the possible notes, then grab 1 note from the list, and add it to the chest. Not 100% sure on the Script, but something like : Function SelectANote() MyFormList.AddForm(Note001) ;Do for all 13 Notes NoteCount = 0 While ( NoteCount < 5 ) FormListLength = MyFormList.GetSize() FormListLength = ( FormListLength - 1 ) WhichNote = Utility.RandomInt(0, FormListLength) MyNote = MyFormList.GetAt(WhichNote) as Book MyChest.AddItem(MyNote, 1, 1) MyFormList.RemoveAddedForm(MyNote) NoteCount = ( NoteCount + 1 ) EndWhile EndFunction Depending how you want it to do, you could have it fire on the Chest being Activated, so it would populate it the first time it's opened.
  10. Without knowing the exact messages, I would *guess* that the errors coming up are about other Forms being Linked to them, or using them in some way. Basically, that something else references them. Instead of deleting things, I would recommend finding the Base Form of the object (double-click one in the Render window, and click 'Edit Base' should take you to the base object). From there, look for what Mesh the item uses and either change it to a different Mesh (maybe an 'empty' nif, if you can find one), or remove it entirely--removing it entirely will probably show LOTS of missing-mesh errors in the CK, but shouldn't cause any obvious errors in game from what I recall. For example, BoneHumanBloodyBone uses the Model Clutter\Bones\BloodyBone.nif. You could change that to Clutter\Dining Set\BasicKnife01.nif and they'd appear as knives instead :P (One thing, I can't recall if you can change Nifs without extracting the .bsa files... So, there might be nothing to choose if that's the case :/ ) Actually deleting placed reference is a bad idea, generally, as if they're referenced in some way it can cause issues like what you're seeing.
  11. Does anyone know what is up with this wall-mesh/texture? https://68.media.tumblr.com/899dd828c47cf8862cb18decde1c945d/tumblr_or0xupclo01w65rmxo1_1280.jpg I took a Nord Protculis, and swapped it out for a flat-plane with the Castle Wall Texture from Dawnguard; but now it's getting a faint blue-ish hue. It's not quite as noticeable in this image, but it seems to be there no matter what angle it's vied from.
  12. @Candlepin, You could make an Activate Perk--if you scripted it to check if the Container does not have a certain Token Item, then add your Levelled List before opening it and add the Token Item. That way, when the Container resets, it will lose the Token, and you can re-roll your levelled list without ever actually altering the base Container. Edit : www.dropbox.com/s/80h460dhfggoqj3/Container%20Demo.rar?dl=0 A super-rough demo of what I mean, and how to set it up. You basically just 1) Make a Perk 2) Make a Constant, On Self Effect to add the Perk 3) Make an Ability using the Effect 4) Add the Player to an Alias, and make the Alias give the Ability 5) Script the Activate action to add the items; you can then differentiate between different lists, and add more control to what's available.
  13. Does anyone know if it is possible to remove the [Character]'s text from a Reanimated Actor?
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