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Hi all, I'm a little stuck on properly adding 3 items that I made to a merchant. I created a faction and established the faction to be a vendor, and then created a chest, and placed the chest within the same room as that vendor (the riverwood trader). I then associated the riverwood trader to that faction, and set the chest ownership to that faction, but nothing is happening. waited 42 hours, etc. Can anyone just walk me through the right way to add an item to the Riverwood trader? I'm told just adding it to the existing chest is a bad idea because if the player has two mods that both affect that chest, only one will go through correctly. Very desperate! Thanks!
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Hi all, I'd like to use a script specifically to detect all game / animals nearby (and then output the distance to that animal from the player). My script is: nearestPrey = Game.FindClosestReferenceOfAnyTypeInListFromRef(prey, Game.GetPlayer(), 2048) where prey is a FormList. To build the list, I typed 'goat' in the CK, under the 'all' section, and dragged every NPC/LevelledList item and anything that vaguely resembled a goat (except sounds, art, etc) and put it in the list and saved. I did the same for deer, elk, foxes. When i go into the wild, and run the script, it can't find anything, even while standing right in front of a fox or a goat. Is there a way I can get their ID in the game and then somehow figure out where they are in the CK? The ID when you click on an animal in game is the REFID, right, and not the FORMID, so I can't just use that ID correct? I have about 90 mods installed but don't really think any of them affect the goats or foxes (but if they did, wouldn't they be part of the GoatFaction or FoxFaction?). And if those factions are on the formlist, wouldn't the goat come up in my script? ..To prove the thing wasn't broken in another way, I just typed help "goat" 4 and about 15 matches came up. then I spawned all 15 and when I ran the command the script found one of them (only one, however). What do you think is happening? Thanks!
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just a bump to see if anyone has thoughts on iterating over the player's followers? thanks!
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Hi all! I developed a camping mod that i'm quite pleased with (http://www.nexusmods.com/skyrim/mods/10573) however would like another pair of eyes on something i'm working on for scripting. In the mod there is a tent you can construct and enter. When you enter it now, it teleports 2 followers using the following script: Game.GetPlayer().MoveTo(CKCampingMarkerInterior) Follower1.GetRef().MoveTo(CKCampingMarkerInterior) Follower2.GetRef().MoveTo(CKCampingMarkerInterior) ;; Follower1 and Follower2 are of type ReferenceAlias, and initialized to: ;; Pick Quest: DialogueFollower ;; PickAlias: Follower Now this code is pretty simple and works but there is the problem that if anyone makes a custom follower, there are occasions where that follower does (or does not) teleport in. For example if they are a dog or animal companion, or even Serena from Dawnguard. The reason of course is they are not of type dialogfollower/follower, etc. Is there a more efficient way to simply iterate through all followers the player has, and teleport them in regardless of their type? i'd rather not make a reference to the follower, as you can see this is not futureproofed and would require constant changes to the code to target new followers. Any thoughts? Thanks so much, really appreciate someone's assistance!
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Hi all, I wanted to take several of the dead salmon nifs and merge them with the fishrack nif, such that one nif is a nice merged model of salmon + fish rack (for a mod i'm working on). I went into the salmon nif, and imported (copy branch, paste branch) the fish rack, and saved this as one nif. In the construction kit/game it looks great with one salmon. Now I wanted to add more Salmon, so I copied the branches and pasted those. I transform then apply transform to position them, and they rendered in nifskope but not in the CK or the game. What am I doing wrong? I tried 1) confirming when I move the fish that I hit apply for transformation 2) change the number of children value on the root node to accommodate this addition 3) rename the string identifiers 4) confirm my textures are there (why not, they're the same as the first clone) All to no avail i'm sure it's something stupid - any areas I can look into to get this? Thanks!
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Just spent an hour reading about alpha channels, thanks. I was doing just that - that explains why it was disappearing. So...I'm sure this is a complex answer. If black is off limits, how could I make a black campfire?
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Hi all, Very new to graphical stuff, but I've been spending a lot of time in Nifscope and Photoshop, and have been able to finally get my custom campfire nif to be any color I want. Pretty cool. The problem is now I want it to be black but Skyrim seems to show black as transparent. So if I did pure black, there would be no flames. Would anyone have any idea why this would be? I thought perhaps I was saving the nif or dds wrong, but I even found another modder who did this http://www.nexusmods.com/skyrim/mods/5546/? and temporarily using his dds didn't seem to make any difference (the black is still invisible). Is there a special approach to using Black with dds in Skyrim? Thanks!
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Hey thanks for this link, it actually got me started in the right direction. I learned how to change the glow, but not the particles yet. Will keep you posted.
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Hello all, I wanted to change the campfire from it's normal color to a dark purple or almost black. While I have experience in scripting and such, I have absolutely no idea how to go about changing this. I'd imagine there are particles involved, things to be copied, etc, but wanted to know if someone could point me in the right direction or share thoughts on this. If, instead, you might be able to actually help me do it, perhaps we could figure out a way to reciprocate? I could do some scripts and/or even mention you in an already popular mod of mine? Thanks!
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I figured it out. ..And i'm going to be "good guy greg" and say to overcome it, some animations you can play using playidle, and some you need to use like this: Debug.sendAnimationEvent so bam, done, solved. any problems send me a msg :)
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Hi all, I've been experimenting with various idle animations for my camping mod, and I wanted to allow the player to sit by the fire, or warm hands,etc. When I invoke the warming hands by the fire script, it works fine. When I try to have the player sit cross-legged by the fire, using the idle animation variable "IdleSitCrossLeggedEnter" however, the player doesn't respond. ..Some other idle animations work, others do not. Are there certain conditions that must be met for idle animations to fire? Thanks! Tek
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Solved? Looks like i can use an external editor. Is this safe? I'm too lazy to compile from another program.. It seems I can open the script back up in read only mode and then compile it.
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I'm doing a LOT of typing in some script in papyrus, and it seems I can't type anymore. Is there a way to increase the max length? I want to be able to type more in the editor. Thanks!
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Thanks so much for responding! I'm glad you confirmed the radius, although a bit confused on why I put 150 and after such a great distance it still continued to find the object. I wonder if it's accessing a reference regardless of whether the object is still any closer.. the only odd part is if i put the item in a position near the sweet roll, it'd find it. when i moved the sweet roll far away it still found it, but when i moved it REALLY far away (like outside the cell type far) it didn't find it. Maybe I need to clear the objectreference each time or something.. ill try and let you know.
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Hi all, I created a form list. Let's say it's with a cabbage, and a sweet roll. I call FindClosestReferenceOfAnyTypeInListFromRef. Remember it has 3 parameters: ObjectReference Function FindClosestReferenceOfAnyTypeInListFromRef(FormList arBaseObjectsA, ObjectReference arCenter, \ float afRadius) global I'm passing in my form list, self, and 150 self refers to the object the script is attached to (let's just say it's a treasure chest). So when I do this, for 150, it works like a charm. If I move a sweet roll closer to the chest than the cabbage...it finds sweet roll. If I swap, it finds cabbage. I noticed, however, 150 seems HIGH. What is a unit, anyway? 150 units? how big is that? I took the cabbage and ate it, then I THREW the sweet roll into a huge moving river. After watching it vanish, I activated the chest again, and it STILL found the reference.. Shouldn't it be returning empty at that point? ..So I then changed arCenter (radius) to 100, 50, 25, etc, ALL of which return not found when I move the same items that just worked near the chest. I even put them on TOP of the chest! It seems only 150+ returns the object, otherwise nothing. I don't get it..It seems like <= 150 = nothing, 150 = anywhere on the damn map within reason it finds the object (I actually was able, once, to make such a huge gap between the chest and the sweet roll where it finally returned nothing). Any ideas? thanks so much!!! :wallbash: :wallbash: