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Skvindt

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  1. Not necessarily a solution, but I moved the box behind the Object Window and it doesn't seem to pop over it while you work on your mod.
  2. Thanks for the reply and help. I don't know how to do that, so I'd have to look up/figure out how to do something like that. As for the problem I was having, turns out that all I had a misplaced 'EndIf' statement and needed to put it at the end of the menu button 1 portion of the script to get it to work.
  3. Posted this over on the Bethesda Creation Kit forums, going to post it here as some might not visit those forums. I have a bit of a two part question. I am the author of a mod named "Heljarchen Farm" where you can build up an abandoned farm and can set up a small farming business. The farm allows you to grow crops and earn income from the farming business. As of right now I am looking at possibly reworking the income system. The way my current system works is that after five days pass in-game, you can collect the farms earnings (gold). However, gold does not accumulate over time. Because of this, the player has to come back every five days to retrieve the income and 'refresh' the earnings system. While I like this system, it would be nice if gold accumulated without having to check back at set periods of time. Furthermore, some people who have been using the mod so far have reported that the script is breaking and after a period of time they haven't been able to collect gold. I'm at a loss as to what the problem is as I'm still a bit of a noob to scripting and modding (I'm not a programmer, I have a degree in business lol). I suspect that something is interfering with the script for some reason and causing it to malfunction, but I'm not 100% why or how it's happening or how to fix it (if I even can). I'll post a snippet of a portion of the script: With that said, I came up with an alternative system that would allow income to accumulate over time (without having to come back to the farm frequently). I basically used the automatic light switch script posted on the Creation Kit Wiki (Made by Cipscis I think) and repurposed it to add gold to a chest instead of switching on/off lights. Overall the script works well, however there is one thing I've been having trouble with. Basically, I'd like an option to turn this off. I figured that this could be accomplished by having a third state (an 'inactive' state which does nothing) and selecting a menu option to go to this state. But whenever I select this option, gold still accumulates. What am I doing wrong? I'll post a portion of the script here so you can take a look at it: However while I like this system too, I'm not sure if this will be more stable or not than my other income system. So my main question is, since it adds gold every day, could this cause save game bloat and could it become unstable over time? I read that you should use RegisterForSingleUpdateGameTIme instead of RegisterForUpdate as it can cause problems. But I'm not sure if having a script like this could be problematic as well in the long run. Any insight/advice/help would be appreciated, thanks.
  4. Thanks for the responses, and I apologize for the late reply. Good to know that a good number of references can be used in a script. I'm using about 60 references for this portion of the script, can't remember the exact number off the top of my head, so I guess that's not too bad. I went ahead and instead of having the items reset right at the 72 hour mark, they will reset upon selecting a menu option when the player is inside a cell (a farmhouse cellar); The option to reset the items only becoming available once 72 hours have passed. So hopefully this will prevent any issues. Based on your responses it shouldn't really be an issue anyway, but I just want to play it safe. Thanks again.
  5. Hello, I am currently making a mod where you can build a farm and earn money from it, as well as harvest crops every three days. The farm will have some customization to it, including the ability to specify which crop a plot of land can grow. That's the goal, at least. I'm just not sure if I can pull this part of the mod off. From what I understand, you cannot use the reset command on a harvestable crop such as a potato plant. So a workaround I thought of was using a container system. This would involve the script resetting a series of containers (27, maybe more) every 72 in-game hours. My question is, could a script that calls on so many objects to reset break over time? For instance, late in a save-game, could the script stop functioning? Also, I tried assigning a container to an x-marker and resetting the x-marker, but that did not work (unless I was using the wrong batch action option). Would an x-marker for this not work? Any insight into this would be appreciated, I'm still rather new to this.
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