MotoSxorpio Posted August 14, 2015 Share Posted August 14, 2015 (edited) Does anyone know a good pex compiler, not an official one(creationkit)? http://www.nexusmods.com/skyrim/articles/50370/Sublime (text editor): http://www.creationkit.com/Sublime_Text_SetupSublime for Papyrus: http://www.nexusmods.com/skyrim/mods/60810/? READ the README/DESCRIPTION! If you want a PEX reader/disassembler... http://www.nexusmods.com/skyrim/mods/35307/?Sublime is a text editor, not a compiler. It can compile to pex. I've been doing it for about 3 months. CTRL+B for "build". EDIT: It does use Papyrus Compiler, so you have to have Creation Kit installed and verified. Did you even read this http://www.creationkit.com/Sublime_Text_Setup ? Edited August 14, 2015 by MotoSxorpio Link to comment Share on other sites More sharing options...
lofgren Posted August 14, 2015 Share Posted August 14, 2015 (edited) Does anyone know a good pex compiler, not an official one(creationkit)? http://www.nexusmods.com/skyrim/articles/50370/Sublime (text editor): http://www.creationkit.com/Sublime_Text_SetupSublime for Papyrus: http://www.nexusmods.com/skyrim/mods/60810/? READ the README/DESCRIPTION! If you want a PEX reader/disassembler... http://www.nexusmods.com/skyrim/mods/35307/?Sublime is a text editor, not a compiler. It can compile to pex. I've been doing it for about 3 months. CTRL+B for "build". EDIT: It does use Papyrus Compiler, so you have to have Creation Kit installed and verified.In other words, it's a text editor and not a compiler. Yes, I read it. And you either did not understand the question or you did not understand the page you linked to. The request was for a non-Bethesda Papyrus compiler. Sublime is a text editor that can be set up to run the Bethesda compiler directly through the command line. This is in fact exactly what the Creation Kit does. Sublime does not answer the request. Edited August 14, 2015 by lofgren Link to comment Share on other sites More sharing options...
Kerberus14 Posted August 15, 2015 Share Posted August 15, 2015 This is a question related to UIExtensions mod on the Nexus. I made a formlist containing all of the projectiles in the game, using this mod I want to list all the forms found in the formlist in the ListMenu, but I want each of the forms in the formlist to have their own name (set by me manually). How can I list the forms found in the formlist with my own name in the ListMenu? And if the user clicks or selects any of them, will it return that form that the user selected?Anyone know how to do this? Or if it is even possible? If you know how, please explain by writing an example of a script that would do the above. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted August 16, 2015 Share Posted August 16, 2015 This is a question related to UIExtensions mod on the Nexus. I made a formlist containing all of the projectiles in the game, using this mod I want to list all the forms found in the formlist in the ListMenu, but I want each of the forms in the formlist to have their own name (set by me manually). How can I list the forms found in the formlist with my own name in the ListMenu? And if the user clicks or selects any of them, will it return that form that the user selected?Anyone know how to do this? Or if it is even possible? If you know how, please explain by writing an example of a script that would do the above.I don't know how the UIExtensions work but what I would look into doing would be having one formlist with the projectiles and a string formlist with the names that you want. I'd make sure that the index of each entry between the two lists match. In this manner you display the names from the string formlist and use the user selected index with the projectile formlist for the rest of what you want to do with them. Link to comment Share on other sites More sharing options...
Kerberus14 Posted August 16, 2015 Share Posted August 16, 2015 This is a question related to UIExtensions mod on the Nexus. I made a formlist containing all of the projectiles in the game, using this mod I want to list all the forms found in the formlist in the ListMenu, but I want each of the forms in the formlist to have their own name (set by me manually). How can I list the forms found in the formlist with my own name in the ListMenu? And if the user clicks or selects any of them, will it return that form that the user selected?Anyone know how to do this? Or if it is even possible? If you know how, please explain by writing an example of a script that would do the above.I don't know how the UIExtensions work but what I would look into doing would be having one formlist with the projectiles and a string formlist with the names that you want. I'd make sure that the index of each entry between the two lists match. In this manner you display the names from the string formlist and use the user selected index with the projectile formlist for the rest of what you want to do with them. I know how to make the formlists work in the test case which does not have the ListMenu from UIExtensions, but in the other test case I am left clueless, he didn't leave any explanation or examples in his source code, it's just there to figure out for the mod author :v, I PM'd him but no answer yet. Link to comment Share on other sites More sharing options...
kaleidx Posted August 16, 2015 Share Posted August 16, 2015 Does anyone know how to add a shout to an NPC mid game via scripting without corrupting saves? Link to comment Share on other sites More sharing options...
lordvalinar Posted August 16, 2015 Share Posted August 16, 2015 (edited) I know scripting pretty well, but not 100% on the functions available within the Creation Kit. So I am asking, if anyone knows how to get a certain objectID -- something like this below but.... more correct? lol:EDIT: I think I'm getting closer.... just need to know what the actual function is for the GetID() == "TheOneRing15" etc parts really are Event OnEquipped(Actor akActor) if (akActor == Game.GetPlayer()) if (OneRingObject.GetID() == "TheOneRing15" OneRingLevel.SetValue(1) endif if (OneRingObject.GetID() == "TheOneRing30" OneRingLevel.SetValue(2) endif if (OneRingObject.GetID() == "TheOneRing45" OneRingLevel.SetValue(3) endif if (OneRingObject.GetID() == "TheOneRing60" OneRingLevel.SetValue(4) endif Game.GetPlayer().AddSpell(TheOneRingPower, false) endif EndEvent Trying to assign a variable depending on which of the 4 One Ring's is equipped. this will determine the "Power of The One"'s effects are applied when the "Power of The One" is activated :tongue: Edited August 16, 2015 by lordvalinar Link to comment Share on other sites More sharing options...
MahtoMani Posted August 16, 2015 Share Posted August 16, 2015 Anyone know any good healer follower mods? Link to comment Share on other sites More sharing options...
Mattiewagg Posted August 16, 2015 Author Share Posted August 16, 2015 I know scripting pretty well, but not 100% on the functions available within the Creation Kit. So I am asking, if anyone knows how to get a certain objectID -- something like this below but.... more correct? lol:EDIT: I think I'm getting closer.... just need to know what the actual function is for the GetID() == "TheOneRing15" etc parts really are Event OnEquipped(Actor akActor) if (akActor == Game.GetPlayer()) if (OneRingObject.GetID() == "TheOneRing15" OneRingLevel.SetValue(1) endif if (OneRingObject.GetID() == "TheOneRing30" OneRingLevel.SetValue(2) endif if (OneRingObject.GetID() == "TheOneRing45" OneRingLevel.SetValue(3) endif if (OneRingObject.GetID() == "TheOneRing60" OneRingLevel.SetValue(4) endif Game.GetPlayer().AddSpell(TheOneRingPower, false) endif EndEvent Trying to assign a variable depending on which of the 4 One Ring's is equipped. this will determine the "Power of The One"'s effects are applied when the "Power of The One" is activated :tongue:If this script is on your oneRing, it's always going to be the same ID, so... I'm not quite sure what you're trying to do here in that sense. And you don't even need to check the ID. You could make a script on a quest on a player alias, OnObjectEquipped if akBaseItem == myRing1 (with a different property for each type). Essentially, you don't need to check with GetID in this case, I don't think. You just need a property for each ring, then compare the one being equipped to the property - If equippedObject == myRing. Link to comment Share on other sites More sharing options...
Tlaffoon Posted August 16, 2015 Share Posted August 16, 2015 So I'm still having problems with lights in my mod. I'm using the Just In Time LIghting scripts and set up as directed. However, the engine is still limiting me to 4 dynamic lights regardless of what I do..now I know the set up is correct because the timers I set on the lighting balls all work...if someone has had a similar issue and knows how to fix it that would be very helpful as this issue is plaguing me. Also here is the link to my original post if you want to see the layout of one of the rooms in question. Link to comment Share on other sites More sharing options...
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