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[LE] Some scripting Tips? Making a auto sell stuff mod...


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One of the features in my Inventory Management System mod (SSE version) is an item carried by the player that is the access point (i.e. when equipped / used) for a container to hold stuff to be sold. It does not take enchanted items into account. The cool thing about it is that the value of the access item has its own gold value changed based on the items inside the container. One optional feature is to allow the selling of the access item itself. When sold, all items transfer from the container to the merchant's container and the access item returned to the player inventory. It is a good way to handle selling large quantities of items.

 

Side note, I downloaded the mod that you uploaded. Your package is missing the PekSellStuffSPLSCR script. I gather that that is the main working script for your mod as the included script only displays information or sends information to the log / console. Furthermore, I saw that you set up a Container property in the one script that was included. While it will compile, Bethesda opted to not use that for containers (though SKSE may have added to that otherwise empty base game script). Containers should be set up as ObjectReference properties instead.

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I did set the container up as a ObjectReference in my last script. I did even point it out with the Pointing Reference tool, and the cross finally went white after a restart of CK when I pointed it at the chest. So annoying really. In OB, we can only get the white cross when we point at Persistent References, nothing else. Maybe it got it self Persistent when I named it? Very very nice you did test it really. :smile: I will add that missing script now and upload it again.

 

I will also take a peek at your mod for sure. I do handle my Inventory sorting with the spell provided with LOTD.

Edited by Pellape
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Mod updated to v0.02b - Added the missing Spell Script.

 

I do see I made 3 scripts, but it is only 2 used in the mod. I guess it is an old script you did peek inside as I made a new, with DyBills suggestions and used it as a new base.

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I did not test the mod, I only looked at the included source files (both were identical). I then used Champolion and decompiled the PEX file that was in the scripts folder and it was equivalent to the PSC files that were there. My guess is that some things were just missed when you packaged the mod initially. It happens.

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Cool. I see you are retired modder, and also retired player then? I have got tired of TES many times, but I cannot resist getting back to it as I did play it for 26 years now back and forth... I always manage to find new stuff and right now I play the fantastic Rigmor of Bruma. So nice voice acting so far that I just get a blast. I did played many marvelous mods back in 2000, Curved Brink, Project AHO and some others. The content just seems to get better and batter from the modding Community. I am so impressed. The more Bethesda peeks at our stuff and implement and steal it, the better really. The did steal a lot of stuff we made around 2005 and also around 2008, which we saw implemented in both Oblivion and Skyrim later on. I do not mind, but Tod Howard should really admit it... Giving us some credit at least. :D We deserve it. Solving their problems, develop the game in to a funnier experience. Making life easier and funnier.

 

Well, right now I feel like this. Very relaxed. :) I will go now and see if anyone had any issues and bugs, as I got a bugreport about it but in the post area, not as an bugreport. Never the less. Enjoy this hit from 1979: This is so cool. We danced to this one a lot 1980.

 

When I think about the SKSE team right now? Well I guess this song will suit them, so I dedicate this one to SKSE :D They have not responded yet and maybe they ever will.

 

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Let us put it this way, I have not had cause to update the game yet since the introduction of Anniversary Edition. And since the Bethesda Launcher was discontinued, I removed it and my Creation Kit that worked with the version of the game I have was removed too. I did download the new Creation Kit from Steam, but it doesn't launch through Mod Organizer 2 presumably because of the version mismatch between the game and the Creation Kit.

 

I defeated Alduin three times on the 32 bit Skyrim. Redoing achievements and slightly better graphics is not enough incentive for me to play it again. I've played to test mods that I ported and improved but only to an extent to ensure that they worked as intended. No matter how much new content is added to "spice things up", doing the old again is not really fun any more.

 

So, instead, I stop by here and occasionally share some tidbits that I have learned from over the years.

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SO what did I do wrong this time?

 

Scriptname PekSummonHorsesSCRSPL extends ActiveMagicEffect  


ObjectReference Property InigoHorseRef  Auto  
ObjectReference Property VanaHorseREF  Auto  


Event OnEffectStart(Actor akTarget, Actor akCaster) 


PlayerREF = Game.GetPlayer()


InigoHorseRef.moveto  PlayerRef
VanaHorseREF.moveto PlayerRef


EndEvent
Starting 1 compile threads for 1 files...
Compiling "PekSummonHorsesSCRSPL"...
I:\The Elder Scrolls - Skyrim - Special Edition\Data\Source\Scripts\temp\PekSummonHorsesSCRSPL.psc(11,15): no viable alternative at input 'moveto'
I:\The Elder Scrolls - Skyrim - Special Edition\Data\Source\Scripts\temp\PekSummonHorsesSCRSPL.psc(12,14): no viable alternative at input 'moveto'
No output generated for PekSummonHorsesSCRSPL, compilation failed.


Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on PekSummonHorsesSCRSPL

 

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Thats cool. :) There is how ever a new patch that allows you to degrade CK to 1.5.73

 

I summon the mounts with a batch... ;) So how we we get Inigo to actualy use a horse? He will not and it is explained here why: https://www.nexusmods.com/skyrimspecialedition/mods/62868 but he does not rife still... :/ Not that I really care but still... It is annoying and not immersive.

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