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Estroya

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Everything posted by Estroya

  1. Hey i've got a problem with scripting in ck. When i try to create a new script it gives me an error that "the extends script does not exist", even when it's the default ObjectReference. And when i open a script, from which i know that it works, and i try to save it i get a load of errors for every single line in that script, even for lines like (GetLinkedRef() as ObjectReference).enable(). I have this problem since today, yesterday everything worked fine.
  2. Hey everyone i have a problem with my custom bookshelves. At first i had the bug that additional places were created when I took a book directly from the shelf. To fix that i copied the PlayerBookShelfTriggerScript and deleted this two lines from the copied version, like it was recommended in another topic. (Shelfcontainer as PlayerBookShelfContainerScript).CurrentBookAmount = (Shelfcontainer as PlayerBookShelfContainerScript).CurrentBookAmount - 1 (ShelfContainer as PlayerBookShelfContainerScript).RemoveBooks((TriggerRef.GetBaseObject()), 1) Now the shelf counts the number of free places right, but now every third time when i activate the shelf all books are deleted. I just removed the vanilla triggerscript from the trigger and added my version with the deleted lines to it. Now how can i get it that the bug with the additional places is fixed without that the books become deleted?
  3. the container would be easy to make. you would just have to make a few leveled items with the spelltomes and place a container with the items in the cell. And to make it fit with LaL you could make a few different containers containing different leveled items fitting to the life you have chosen. so when you chose a life as necromancer for example then a container with random conjurationbooks will be spawned, and when you choose vigilants of stendarr then a container with restorationspells will be spawned. but i don't know how you would get that to work I think that you would have to change something on the dialogue with the statue to get the containers spawned, but i never messed with that, so i could only add the normal container but not the changing containers to fit to the life. Edit: i just got the idea that you could place the containers in the startingcells of the lifes so that you have your chest directly near you after starting the new life. that would also prevent that the player just change the life over and over to get more tomes. that would be easier to make than the spawning of the containers in the startcell.
  4. I had the same problem I changed the SkyrimEditor.ini file and also added the line sLanguage=GERMAN but the error still showed up. In case that anyone has the same problem I had here is how you solve it: You need a BSA-Extractor and then you have to extract following files from the DLC.bsa files: [DLCName]_[your language].dlstrings [DLCName]_[your language].ilstrings [DLCName]_[your language].strings. you have to do this for every DLC you want to load and then you have to place the extracted files into Skyrim\Data\Strings\ This solved the problem for me. You can leave the .string files there it doesn't effect the game, it only makes sure that this files are loaded.
  5. The image is a bit dark here is a brighter version: http://i.imgur.com/SxEyjcC.png Edit: yes i could have changed it in the first post but i got the idea after i already posted this one
  6. Hey everyone. I am currently trying to create a small place in creation kit and I tried to add a small dragon to the place. In exteriorcells the dragon is normal but in an interiorcell he is a bit glitched. http://i.imgur.com/cFbMy5P.png I just made a new Dragon NPc and changed the height. Is it normal that this doesn't work or is there a way to fix this?
  7. when the weapons are bright violet like the axe is, then there are textures missing. the only error i noticed in the loadorderis, that you have to place the unofficial patches directly under the .esm like this: Skyrim.esm Update.esm Unofficial Skyrim Patch.esp Dawnguard.esm Unofficial Dawnguard Patch.esp Hearthfires.esm Unofficial Hearthfire Patch.esp Dragonborn.esm Unofficial Dragonborn Patch.esp
  8. when i reinstall xp32 skeleton and I change it to swords on back it works all fine. I use the version 1.93 of the skeleton, when you use the Groovtama skeleton you have to chance the weaponposition in racemenu
  9. ok i just looked something up and Dual Sheath Redux does only show the left handed sword, to get the swords on your back you have to install a skeleton which places the swords on your back like xp32's maximum skeleton http://www.nexusmods.com/skyrim/mods/26800/?
  10. is the sword on the back when you equip it? because when it is always placed on the side you maybe have forgotten to install a compatible skeleton.
  11. I checked the box with "Don't havok settle" and i added the script defaultDisablehavokonload, but the swords keep falling out of the stone. Then I tried it with placing the 1stperson model into the stone and this stayed but i can't pick it up now.
  12. Hi everyone. I planned for a new mod to place swords in a stone, so to get the swords you have to pull them out of the stone. It should look like that ingame: http://i.imgur.com/RLzqsHA.png I tried to get the swords to stay that way, but when i start the game the swords keep falling out of the stone. Can anyone tell me a simple way of placing the swords to get them stay at the spot i have placed them? I already serched for a solution, but i haven't found anything.
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