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Mattiewagg

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First off thanks for the last awnser about the markers. Now i have build quite a bit of my house and generally it's almost completely done except for some furniture and clutter. Now i want to share it with a mate of mine (and maybe nexus if i feel it's good enough which it frankly isn't atm). So i wanted to clean up the mod. Now when loading it in the creation kit you can go on details which i did and cleaned out what i geussed was files i touched (like houses and cities) and removed the cells. (also removed my mannequins for some strange reason ... most likely clicked the wrong file -.-).

 

Now this worked quite well in creation the little * is gone at all these locations. The only thing bugging me now is a shitload of groups that i somehow can't get rid off. I have a group presistant childeren, but when i mark it for deletion nothing really changes ? Is it even important that i remove these or can i simply let them be ? And if they need to be removed how to go about this ?

 

Edit: another question would be how to make allot of stuff static without copy pasting every item manually ? Isn't there some sort of shortcut or a way to do a mass static conversion ?

Edited by Rawrzory
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How to change your player's hair color using a FORMLIST and FORM PROPERTY.

 

- Retrieve the index of your formlist like this: Index=YOURFORMLISTNAME.GetSize()

- Memorize the position of the color you want to change to in your formlist.

- Use a FORM PROPERTY to memorize the exact one you need Grey = YOURFORMLISTNAME.GetAt(2) as ColorForm just like this.

- Then use this line to change your visuals: PlayerRef.GetActorBase().SetHairColor(Grey).

- Then after all that, update game visuals: Game.UpdateHairColor()

Edited by Kerberus14
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First off thanks for the last awnser about the markers. Now i have build quite a bit of my house and generally it's almost completely done except for some furniture and clutter. Now i want to share it with a mate of mine (and maybe nexus if i feel it's good enough which it frankly isn't atm). So i wanted to clean up the mod. Now when loading it in the creation kit you can go on details which i did and cleaned out what i geussed was files i touched (like houses and cities) and removed the cells. (also removed my mannequins for some strange reason ... most likely clicked the wrong file -.-).

 

Now this worked quite well in creation the little * is gone at all these locations. The only thing bugging me now is a shitload of groups that i somehow can't get rid off. I have a group presistant childeren, but when i mark it for deletion nothing really changes ? Is it even important that i remove these or can i simply let them be ? And if they need to be removed how to go about this ?

 

Edit: another question would be how to make allot of stuff static without copy pasting every item manually ? Isn't there some sort of shortcut or a way to do a mass static conversion ?

I believe you're talking about cleaning your mod (using TES5Edit):

 

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Does anyone know how to edit an item that is in your inventory? I have a mod that changes the color of glass weapons and i tried to copy, edit and place it in the world, but when i picked it up it was the vanilla color.

You cannot edit items in your inventory. When they enter your inventory, they cease to exist as objects* and change to values that are referenced by the game. You cannot edit these values.

 

Unless they are persistent*

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But can't you check your inventory for the items, then add them to a FormList, then edit the item that they reference? Indirectly modifying them.

I'm not sure. If the item is persistent you CAN modify it directly (I believe).

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You can edit forms that are in your inventory, which I believe is what jdawg7774 is talking about, since the data for the glass sword's appearance would be form data not object reference data.

 

I think he is talking about editing the image that appears above the inventory card in when you highlight a glass sword, as opposed to the model that appears on your character.

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I want to add a http://www.creationkit.com/Sleep_(Procedure) to the player, I want the player to go to sleep whenever he is near a bed and a globalvariable is below a certain value, the person who controls the character(the player) will have his controls disabled until 8 hours of ingametime have passed.

Then during that time I want the timescale to advance quickly until 8 hours have passed. I know how to do the timescale and disable controls part, but I don't know how to do the sleep procedure.

Edited by Kerberus14
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