Zoulou Posted July 3, 2016 Share Posted July 3, 2016 (edited) Well, that makes a lot more sense to me now. Thank you guys :smile: Edited July 3, 2016 by Zoulou Link to comment Share on other sites More sharing options...
blessingwindwalker Posted July 6, 2016 Share Posted July 6, 2016 I have an etiquette question: should a modder post images on his/her own mod site in the user image section? The reason I am asking is because I have some images that might be useful but I don't want to mislead anyone because the images were taken in my game and some items are not included in my mod. I thought they might be helpful examples. Link to comment Share on other sites More sharing options...
otake333 Posted July 6, 2016 Share Posted July 6, 2016 I have an etiquette question: should a modder post images on his/her own mod site in the user image section? The reason I am asking is because I have some images that might be useful but I don't want to mislead anyone because the images were taken in my game and some items are not included in my mod. I thought they might be helpful examples. You can simply put those images in your section , but say in you mod description , somewhere at the end, that some of the screenshots were taken with (insert the other mods used here) and just link those mods so they can get the same result . Link to comment Share on other sites More sharing options...
WindWaker4D Posted July 6, 2016 Share Posted July 6, 2016 Hi- So I just need some help with getting my uunp special body to have physics, for some reason HDT isn't enabled? I have no idea but I would appreciate any ideas! Thnx~ <3 Link to comment Share on other sites More sharing options...
masterkid311 Posted July 6, 2016 Share Posted July 6, 2016 (edited) Any mod for skyrim like concealed armors for fallout 4? something that will make armors invisible while still having their defense/effects? I'm planing to play skyrim again but last time I played I didn't had much fun being one-shot by dragons for playing around naked on normal difficulty. Any invisible/concealed armor mods out there that will give me armor defense but not show up so I can admire my naked ladies bodies while I play? or any way to boost my defense without going overboard with cc? I'd prefer the armor tho since I could also make use of their effects. Any advice will be greatly appreciated, thank you. Edited July 6, 2016 by masterkid311 Link to comment Share on other sites More sharing options...
hostilebunny Posted July 6, 2016 Share Posted July 6, 2016 Are there any tent mods available for skyrim that DON'T require the use of one "immersion" mod or another. All i want is a tent for vanilla that I can use like the havok bedrolls. Link to comment Share on other sites More sharing options...
ZeroCore Posted July 6, 2016 Share Posted July 6, 2016 (edited) Been working on a script that's attached to a wearable ring. It SHOULD repeatedly place an activator below the wearer of the ring using a looping script (said activators have self-deletion scripts attached which make them "despawn" later). I have a problem though. I've had the help of two other people so far, but the script still won't work: Here are the two versions of the script: Scriptname AAAFlightRing extends ObjectReference Activator Property waterplane Auto Actor Property Wearer Auto Actor Wearer Event OnEquipped(Actor akActor) Wearer = akActor RegisterForSingleUpdate(1.0) EndEvent Event OnUnEquipped(Actor akActor) UnregisterForUpdate() Wearer = none EndEvent Event OnUpdate() float ViewAngle = Wearer.GetAngleX() if Wearer ObjectReference ActivatorRef = Wearer.placeAtMe(waterplane, 1, false, false) ActivatorRef.SetAngle(0, 0, 0) ActivatorRef.SetScale (6) if ViewAngle < (-30) ActivatorRef.MoveTo(Wearer, 0.0, 0.0, -5.0) elseIf ViewAngle >= (-30) && ViewAngle <= (30) ActivatorRef.MoveTo(Wearer, 0.0, 0.0, -1.0) elseIf ViewAngle > (30) ActivatorRef.MoveTo(Wearer, 0.0, 0.0, 5.0) Wearer.MoveTo(ActivatorRef, 0.0, 0.0, 1.0) endif RegisterForSingleUpdate(3.0) endif EndEvent and Scriptname AAAFlightRing extends ObjectReference Activator Property waterplane Auto Actor SomeActor Event OnEquipped(Actor akActor) debug.notification("script") SomeActor = akActor ObjectReference MyEquippedRing = Self as ObjectReference While SomeActor.IsEquipped(MyEquippedRing) ObjectReference ActivatorRef = SomeActor.placeAtMe(waterplane, 1, false, false) ActivatorRef.MoveTo(SomeActor, 0.0, 0.0, -0.5) utility.wait(3.0) EndWhile EndEvent Neither scripts work because the loop won't initialize, regardless of whether I try to use a "while" loop or an update loop. Can someone please help me figure out how to get the loops in at least one of these scripts to actually work (without using SKSE functions; I try to keep my mods free of SKSE)? Edited July 6, 2016 by ZeroCore Link to comment Share on other sites More sharing options...
lofgren Posted July 6, 2016 Share Posted July 6, 2016 You need to make the ring a persistent reference by putting it into an alias in order to register it for updates. Link to comment Share on other sites More sharing options...
ZeroCore Posted July 7, 2016 Share Posted July 7, 2016 (edited) You need to make the ring a persistent reference by putting it into an alias in order to register it for updates.How do I do that? Is there a tutorial on aliases? I really don't know anything about aliases. What I'm wondering now is if there's a script command that lets you create a new alias in a quest, and then place the object that created the alias into said alias (in short, a way to make the ring make itself into an alias when the player puts it on). If this is not possible, is there a way to get an equipped item to run a "while" loop when the item is equipped and then stop said loop when the item is unequipped? Edited July 7, 2016 by ZeroCore Link to comment Share on other sites More sharing options...
lofgren Posted July 7, 2016 Share Posted July 7, 2016 (edited) All of what you said is possible, but somewhat advanced (especially without SKSE). Unless you want the player to be able to add a player-made enchantment to the ring on top of the levitation power, I would advise instead moving your script to a magic effect and then enchanting the ring with that effect. That would avoid the (annoying) inconsistencies that result from scripts running on non-persistent inventory objects. If you do decide to go the alias route later, you'll at least already have a working script and you don't have to wait until you've mastered quests and story manager events to keep working on your core concept. Edited July 7, 2016 by lofgren Link to comment Share on other sites More sharing options...
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