ben446 Posted April 28, 2018 Share Posted April 28, 2018 ok so I think ive just wrote my first script. it compiles but I know that don't mean much. The script is placed on an imperial button, and is meant to add a skill level to the player in this case alteration. Scriptname Levelupalteration extends object reference ObjectReference Property Player Auto Event OnActivate (ObjectReference akActionRef) Game.AdvanceSkill("Alteration", 1.0) EndEvent I'm posting this here in the hope someone can check it for me. My Ck has been very buggy lately and don't wanna save and shut down to test the script incase the damn thing don't load up again. I want to add buttons that do this action for all skills in the game, so I don't wanna go through writing and changing the script only to find out its not working. Also after months of trying I cant believe ive got a script ive wrote to compile. One other question, if this script works could I swap out where it says game.advanceskill for AddPerk to make another button to add perk point to the player? I have the property filled in and aimed at the player under properties Link to comment Share on other sites More sharing options...
TheWilloughbian Posted April 28, 2018 Share Posted April 28, 2018 You might be able to get away with running the CK and the game at the same time. I do it all the time when testing. Link to comment Share on other sites More sharing options...
ben446 Posted April 28, 2018 Author Share Posted April 28, 2018 Thanks for that, I didn't know if the changes made in the ck would show up in game with the ck loaded. ill give it a go. as I say my ck has been so buggy lately lol Link to comment Share on other sites More sharing options...
ben446 Posted April 28, 2018 Author Share Posted April 28, 2018 Thanks for the advice TheWilloughbian. Turns out the script compiles, but that's all it does lol, back to the drawing board Link to comment Share on other sites More sharing options...
LeianneH Posted April 28, 2018 Share Posted April 28, 2018 (edited) Hmmm not sure if this helps, but I use this .. PlayerREF.ModActorValue("health", 1) ;adds +1 to player health permanently If you want to do a generic script, where you can change / set the attributes of different aspects (ie; health, stamina, alteration etc) PlayerREF.ModActorValue(myAttribute, 1) ;adds whatever property value is in 'myAttribute' soo... you could change the myAttribute to be 'health', 'stamina', 'alteration', 'destruction' etc.. in the property settings Edit:Make sure you declare your attribute string so script would be: ********************************************************************Script myGenericAttributeChange extends ObjectReference String myAttribute Event OnActivate(blah blah) ;Do blah blah PlayerREF.ModActorValue(myAttribute, 1) ;or whatever amount you want EndEvent ********************************************************************* Edited April 28, 2018 by LeianneG Link to comment Share on other sites More sharing options...
ben446 Posted April 28, 2018 Author Share Posted April 28, 2018 Thank you so much, I was so proud when I managed to get my first script to compile but was so dishartend when I checked it and nothing happened. Thanj you for your help Link to comment Share on other sites More sharing options...
TheWilloughbian Posted April 28, 2018 Share Posted April 28, 2018 Thanks for the advice TheWilloughbian. Turns out the script compiles, but that's all it does lol, back to the drawing board The Thing to watch out for is the CK won't save an esp if you have the same esp open in SSEedit or any other utility (like SSELODGen) at the same time. It will look like it's saving but it won't. Learned that the hard way. But yeah, if your rig can handle it you can run both. Just try not to have to large a cell or an exterior loaded in the CK render window while you run the game as it can stress the GPU a bit. I usually load up aaamarkers because it's pretty much empty. But you only need to worry about this if you working in the render window in first place, though. Link to comment Share on other sites More sharing options...
ben446 Posted April 29, 2018 Author Share Posted April 29, 2018 thank you for the advice. I know the ck can be very temprimental so I never wanted to chance stressing it too much so never tried running the CK and the game at the same time before. Thanks for the info. Link to comment Share on other sites More sharing options...
TheWilloughbian Posted April 29, 2018 Share Posted April 29, 2018 (edited) You know how to edit the ck ini to make less of a pain in the bum? the Creationkit.ini in the data file find [MESSAGES] bSkipInitializationFlows=1 bAllowYesToAll=1 iFileLogging=0 bAllowFileWrite=1 change to [MESSAGES] bSkipInitializationFlows=1 bAllowYesToAll=1 iFileLogging=0 bAllowFileWrite=1 bBlockMessageBoxes=1 <<<<<<<< this way you don't have to sit there and click yes to all for 30 mins Edited April 29, 2018 by TheWilloughbian Link to comment Share on other sites More sharing options...
ben446 Posted April 29, 2018 Author Share Posted April 29, 2018 Thanks, I know it can be edited, I had to do it so I could load all the dlc's aswell as the game and update as masterfiles, but when it comes to programming I aint got a clue, so I tend to avoid it as much as I can unless I find a tutorial on it, thanks for the info, I'm gonna change it now. Link to comment Share on other sites More sharing options...
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