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NexusComa2

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Everything posted by NexusComa2

  1. If you don't want them to be able to fast travel to that marker. Don't even make a map marker there ...
  2. There is a mod here that has a bunch of different arrows that do some crazy stuff. A wealth of scripts. I forget the name now. I took it out as it was way to powerful and temting to use all the time.
  3. Oh ya you really need to disable them load errors. I was going to say that but figured you already knew that. As far as adding a SSD drive. You just get a small cheap internal one. You will need a sata cable and you're computer probably has an extra one in it now. It looks like the one going from your mother board to your current hard drive. Then you just plug in your new SSD drive, format it, name it and you're done. A super fast burner drive.
  4. A Fist time Flag is a essential part of in depth programing. That concept is taught to you in the 1st year of a programing degree.
  5. Yes. You can also put the mod on a SSD drive to get faster load times. It will hurt the drive over time but it is faster. I use a SSD drive for all my programming and replace them from time to time. Just keep in mind you don't really need to go to big or expensive on a drive you will end up trashing. I also backup everything on a normal drive if needed. Best of both worlds.
  6. What bug? ... You never told us what it is saying or doing. You just keep saying "the bug". As far as disabling that don't sound wise. Let me introduce you to one of my favorite flags. It is called: First Time Flag. I'll use an int here to show you but you could also use a bool. I like to use a int as it gives me the choice of using it for a multi flag. if > 0 ... if > 1. But the concept remains the same. This little flag is useful in so many ways. One of them is being able to totally stop spamming. Int ftf = 0 Event Whatever() If(ftf ==(0)) ftf =(1) bla bla bla ftf =(0) Endif EndEvent In your case: int ftf = 0utility ;For the wait command. I usually don't use a wait with this but in this case it may be helpful. Event OnActivate(ObjectReference akActionRef) ;Checks to see if the player has the money and shows the menus if ftf == 0 ftf = 1 if PlayerREF.GetGoldAmount() >= fCost BuyMenu() wait(2.0) ftf = 0 else mMenuFailP.Show(fCost) wait(2.0) ftf = 0 endif endif EndEvent
  7. You make a folder named data. Put your mod in that folder exactly how you would if you were adding it to your Skyrim data folder. Then use a program like winrar to archive it. Upload the new .rar (archive file) and set it to be able to use Vortex download. You can pick that option and/or manual download.
  8. Actually Items don't reappear in chests by default. If you add an Item to a chest in the Creation Kit it can only be taken from the chest one time. The reason you see items reappear is due to a list that sets a random chance items will appear. Or continue to appear the same item. This can all be set from whatever list or lists the chest is using. If you wish that the item is only there that one time don't use a list at all. Just place the item in the chest from the Creation Kit and leave it at that. Of course if you never remove the item it will continue to be there. If you are looking for a way to have it be there on first opening the chest and then not be after that whether you take it or not. It would be a very small script that checked on closing the chest if the item was still there then removes it. Or I just simply have it remove the item every time the chest is closed. It shouldn't error if it's not there and if it does use the first method and set up a check for the item and if then remove. I have no clue from your description what you're trying to do. But if this chest is doing this by default and you didn't create the chest there is probably a reason. As that would be something you would purposely have to add to the chest with a list.
  9. I'ved used NifSkope to change the path to the textures and they all work fine. Learned this from looking at a few stand alone versions of followers. Takes a bit of looking but there is a place you can simply edit the path ... super easy stuff and works fine. You could also do it from the Creation Kit.
  10. I ended up making it a 50 gold bet. [ Enchanted Ship in a Bottle ]
  11. If they are in cages like you said and never used for more than that. Add them to the player's faction, remove them from any other faction then change aggression. Don't think you need the rabbit thing. Not so much of a "dirty fix" as the way to do it.
  12. Nope .. put an object under it. Or rase the water. Or lower the fountain.
  13. This stuff is easy ... Pick out an item that is close to it you can craft now. Search for it then duplicate the recipes, change the names and change the materials needed to suit what you creating. Say yes to new item and build a .bsa for your mod. With a little looking around at how it is done now in game I'm sure you will find this easy too. Have fun.
  14. I wouldn't worry about it. I'm sure it's calculating things you're not thinking about. If your cell starts glitching then I'd worry about it.
  15. It's not going to compress your esp but it will remove redundancies. I tend to use Tes5Edit the whole time I'm editing a mod. With several trips to the editor. Tool has always been a must to me. Like Agerweb I too noticed the new version was sighting things the old version didn't. So I too stuck with the former.
  16. Hey glad you're about done. (Sub)routine and Functions are almost the same thing. The only real difference is a Function can return data or a value. A Sub can not. Your 1st choice should always be a Sub unless you you wish to return a value. Many programmer don't really follow this rule and just use Functions all the time (like me). But when I clean up my code at the end I will switch them to Subs if I ended up not using it to return any data. Well most the time ... This was a big deal in the past as Subroutine were a bit faster and Functions were used for some type of math calculation you needed to return a value. Over time the speed of processors became so fast this is hardly noticeable. Programmers started using Functions for everything and newer programmers are not ever really told the difference. The fact is you are using a Gosub style of programing when using Subs and Functions vs a Goto style. So the very fact you are using them means you are using a higher form or style. Gosub style or "Function style" is basically the norm now. They no longer even teach the Goto style at all. Also known as "spaghetti code". There used to be a huge debate over the use of Gosub vs Goto. As you see Gosub won out due to a more understandable code and a more defined way of coding. This later turned into Subs and Functions. Here is the ironic part ... From an Assembler point of view all of this is just two Goto's. So even though many programmers will tell you to never use a Goto they are in fact using them all the time. You could say why even have a Goto ... The answer is: It's actually used by the Gosub at compile time. This is the same case with the Subroutine and the Function. Both are refined versions of the former but still use the former. In fact they are all refined versions of the Goto command from an Assembler point of view. Short answer: Functions have a built in way to return a value. A Subroutine does not.
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