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  1. I have a hard time getting an Activator passed as user activating another Activator. This page suggests that it should be possible: https://cs.elderscrolls.com/index.php?title=Activator Here is a line that I'm trying to use. ECTCompanionNonCombatOrderExecution.Activate ECTCompanionController01 1 - It is being called from ScriptEffectStart block of a self-cast spell. - I am 100% sure that both ECTCompanionNonCombatOrderExecution and ECTCompanionController01 are persistent references. - ECTCompanionController01 in it's OnActivate does nothing else, other than printing a debug console message. - The code line works if I replace ECTCompanionController01 with Player. Is there something I'm missing/misunderstanding about Activators? Here is the complete code that I'm trying to use: scn ECTCompanionCombatOrderMenu01Script ref companionController Begin ScriptEffectStart ;// Works - OnActivate is executed. ECTCompanionNonCombatOrderExecution.Activate Player, 1 ;// Doesnt work - nothing happens. ; set companionController to ECTCompanionController01 ; ECTCompanionNonCombatOrderExecution.Activate companionController, 1 End
  2. For some weird reason, Aranea Ienith's name disappears as well as the dialogue box which is meant to be brought up, for some reason, it's only with her (which I know of). I do use mods, the follower based ones are UFO and Miraak follower. I don't think it does have any relation but would Jaxons Renamer cause and issue even though I am unable to rename her while if I use the undo or reset using the MCM it says there is nothing to undo Imgur link to load order and images of the issue: https://imgur.com/a/RWoDq I fear the worst that I will have to go through my saves and find the time when she isn't like this then dismiss her. *As this is my first playthrough using followers if I dismiss her on Solstheim will she return back to Skyrim.*
  3. Hello everyone! Currently working on a mod and need some assistance on how to write out (what I believe will be) a simple script. I'm trying to do something similar to activating the portal to Sovngarde. Only, I need it to work the opposite way the vanilla portal works. Using three basic properties: -a sword (of my own creation) -a duplication of the dias in Skuldafn -a duplication of the gemstone portal from Dawnguard. (beginning initially disabled) All I want to do is this: 1) Set the sword to be placed inside the dias from when the player finds it 2) Enable the portal as soon as the sword is pulled from the dias 3) Disable the portal again when the sword is placed back into the dias. Step 1, I can figure out easily enough on my own. So I suppose, if someone is willing, can you please provide me with the needed script for steps 2 and 3? After having looked at the script source for the portal to Sovngarde, I'm assuming I will need to place the actual script itself on either the portal or the autoload that I'm placing beneath it...or perhaps both. Please correct me if I'm wrong. Any assistance would be greatly appreciated. Thank you very much, and happy modding! -CT
  4. I'm having trouble figuring out how to make certain items activate and deactivate. Specifically, I'm looking to make some "on/off switches"- for example, a water valve that turns on some water effects, activates sound effects, and enables use of sinks- until toggled again, which turns off those effects and disables the sink. How can I do this?
  5. Hi guys, Does any of you know what triggers that message in game? Not sure of its phrasing, I play in French and the exact message is "Vous ne pouvez pas l'utiliser pour le moment", which translates somewhat as "you cannot use it at this moment" or "you cannot use it for now". It's been driving me nuts and I think I need a set of fresh neurons to sort it out. Here's how and when it happens: - I created a MagicEffect and a spell (fires once, on self) which I use for the player to spawn a choice of non-persistent furniture references (with PlaceAtMe) and activate it once spawned ("SpawnedFurn.Activate(PlayerRef)"). The spell dispels after the first choice is activated, and when the player exits the furniture, the reference is disabled and deleted. If you want to spawn another type of furniture, you need to cast the spell again. At first it worked 100% fine. Then the more I test it, the less it works. - I know I'm playing with fire here because "PlaceAtMe" has its limitation which will always return the last reference created, while "Activate" also has its draw-back: "when called on a stack of items dropped by the player, Activate will return only one item" says the Wiki (which makes sense because you don't want to activate several activators in the same click). The thing is I can spawn as many objectReferences as I want as long as I don't activate them in the same MagicEffect Script. As soon as I try to spawn one ObjectReference then Activate it in the same script - it will work alright like half a dozen times - then the message "You cannot use this at this moment" will appear and block my MagicEffect. So I've tried to use the MagicEffect to spawn the Object and then script the Object to Activate the player. Same result. I've searched all Message forms in the CK and couldn't, for the life of me, find that specific message anywhere (I was trying to find what it's used in and in which circumstances). I've read in many theads that it started to appear with the Far Harbor DLC - and will at times prevent you to use Workshop benches or Power Armor, but I've never had that before. I'm confused about what it's telling me that I can't use here, is it the spell itself or the objectReference? Debug tells me that everything works fine and returns properly, yet half the time it obviously stalls. If I forcibly dispel the spell, it will work again a couple of times (or not) then starts giving me the same message again. My trouble is I'm not sure which function (or combination of functions) is the culprit here: - is it PlaceAtMe", which after a series of casting the same spell will start to always return the same form? (even though I disable and delete the last created form onEffectFinish) - Is it "Activate" - and the message telling me that it can't activate the latest created ObjectReference because it's mistakingly targeting another one it created in a previous cast? (is that even possible?...) - Or could it be the spell itself (casted with "AddSpell") which stops working after a while? I know there also another issue where at times spells can't stack. But then it's just these 2 functions which stop working, the rest of the scripted effect works 100% fine. Plus I'm not stacking spells, I'm only using one. Or can spells have some sort of persistency too, even after they've been dispelled?... I hope this doesn't sound too confusing - and sorry for the bad English. But if anyone can help me sort this out a bit, I'd be really greateful!.. Thanks a lot in advance!
  6. Alright so I'm having an issue with activating/installing certain mods while I can can still activate others. Whenever I try to activate them, I look for the "Mod Activation Queue" tab on the bottom of NMM and under where it says status, it says "a problem occurred during install." Mods that fail to activate include: Nightstrikers Snap 'N Build Harley Quinn Outfit CBBE f4se Crafting Fury 9000 GTX
  7. I don't know if anyone has reported this issue before or not; if yes, please link me to it, if not, please help. I've been playing skyrim for a while, and have been using mods for a while, but recently a strangle bug has started occurring: Whenever I try to do ANY action done by pressing "E" (Even impossible actions like interacting with/activating a cow), the same box pops up as the one for when you use the tower stone and it asks if you want to unlock or use the tower stone; it's also the same box as when you try to search a dead body with the ring of namira on, (My affected character has both of these) however it presents an extra blank option, which seems to be a "cancel action" option since when pressed the action isn't done. This obviously makes doing things like talking to an npc or opening an unlocked door very annoying. Also when it IS a multiple choice thing, such as feed/seach with the namira ring or unlock with picks or power with tower stone, there is still the extra option. Clicking the extra blank option is the only way to make it go away, only to reappear when i try to do anything. I have no idea what this is, please help. Am using Nexus. LOOT Load Order: 0 0 Skyrim.esm 1 1 Update.esm 2 2 more_Travelers.esm 3 3 WinterholdDestruction.esm ImmersiveBountyHunting_Bandits.esm 4 4 SkyMoMod.esm 5 5 Hothtrooper44_ArmorCompilation.esp 6 6 Skyrim Unbound.esp 7 7 more_Travelers.esp 8 8 more_Travelers-light.esp 9 9 Immersive Weapons.esp10 a ExpandedWinterholdRuins.esp ImmersiveBountyHunting.esp11 b Hunter's Mod.esp12 c ImprovedFood.esp13 d Realistic Wildlife Loot - Reduced.esp14 e drop_skulls_sp0ckrates.esp15 f Equip more Rings (8)_EN.esp16 10 tumbamounts.esp17 11 WantedPosters.esp18 12 Convenient Horse Herding.esp19 13 Convenient Horses.esp20 14 NameYourHorse.esp21 15 SkyUI.esp22 16 The Dance of Death.esp23 17 The Businessman's Guide to Alchemy.esp24 18 becomeahighwayman.esp25 19 ogDiverseDragons2_noDLC.esp26 1a dbzrace.esp27 1b SkyMoMod Lore-Friendly Standard No Dragons.esp28 1c Hothtrooper44_Armor_Ecksstra.esp29 1d merchants.esp30 1e SlowMotionDeath.esp31 1f Smelt Gold.esp32 20 SpearsBySoolie.esp33 21 DwemerBombs.esp34 22 recipeammoarrows.esp35 23 HothFollower.esp36 24 HothFollower UFO Patch.esp If I've missed out any required info, please tell me.
  8. So I had a simple idea to increase realism in the game be disabling certain features such as inventory pausing and combat stops. Here is the idea . . . The game will not pause while in your inventory, your magic list, your map, while reading a book, or while lockpicking. The favorites menu is exempt from this rule.You will not be prevented from mining, cooking, smelting, tanning, smithing, enchanting, and sitting while in combat. Beds and waiting are exempt because obvious glitchiness.This can have several role-playing implications as well. For example . . . A thief has to learn guard patrols before and time when he begins to pick a lock. A mage could be attacked by a wolf while reading a book to raise his skills.A warrior could be ambushed when he tries to use a forge in a bandit camp he thought he had cleared out already.I don't think the idea would be too hard to make, but I have a negative skill level in Mod Making, so I can't make it myself. If anyone could make this, that would be great.
  9. Yesterday I wanted to re-scan for games and I set the destination for Fallout 4 Manually. THIS BROKE EVERYTHING!!! NMM crashed instantly and wouldn't even attempt to launch as simply clicking on it would give me the message "Nexus Mod manager is not setup to work with fallout 4", and do literally nothing else. I managed to fix that problem, but now I have a whole other mess to deal with. Nexus Mod Manager came in after the fix with none of my mods in the active state, every single one of them has the little crossed out circle infront of them. To my surprise all my mods are still active when I launch the game. However as the title says, I can neither activate, nor deactivate mods still in my library, nor can I download new ones. Literally nothing happens when I click on them. I click the little check sign a blank box flashes on screen for the briefest of moments, and then vanishes and nothing gets added to my activation que. Clicking download does even less as absolutely nothing happens at all. When I try to switch to my other mod profiles it gives me the message, "The selected profile contains missing files from mods currently installed this usually happens when a mod with a scripted installer has been installed using different options NMM will automatically retrieve your previous choices and proceed with the profile switch" Then NMM Crashes and when I relaunch it tells me that I'm on the correct mod profile, but then says the previous mod profile, no longer has any active mods, and I still can't activate my mods.
  10. I've been having some active scripts cluttering my save. The active script counts up to 2500+ and almost all of them have functions: 0 in them so I suspect empty scripts are activating. I have cleaned them through Savetool and no problem there, but the scripts keep coming back. Even worse, it seems to override a mounted combat fix I have completely nulling the fix. I suspect a mod is constantly activating the scripts in the background and it constantly gets annoying if I have to keep erasing all active scripts to make sure the mounted combat fix Stays fixed. My load order is as follows to help me find the cause: Unofficial Skyrim Patch.esp Dawnguard.esm Unofficial Dawnguard Patch.esp Dragonborn.esm Unofficial Dragonborn Patch.esp SkyTEST-RealisticAnimals&Predators.esm notice board.esp Night Eye Overhaul.esm EnhancedLightsandFX.esp Unique Region Names.esp ELFX - Exteriors.esp Skyrim Scaling Stopper.esp ELFX - Dawnguard.esp ELFX - Dragonborn.esp SkyUI.esp MainMenu.esp NoRoadPredators.esp Point The Way.esp RealisticWaterTwo.esp AOS.esp ELFX - Weathers.esp AOS2_ELFX-Weathers Patch.esp attack commitment movement speed fluid.esp Balanced_Magic.esp Balanced_Magic_Dawnguard.esp RealisticWaterTwo - Legendary.esp SkyTEST-RealisticAnimals&Predators-Dragonborn.esp HoldBorderBanners.esp skytest no wolves at start.esp DGBetterFamiliar.esp Dismiss Summons - Spell.esp iCompass - Immersive Compass.esp RealisticHumanoidMovementSpeed.esp SameWalkRunSpeeds.esp Skyrim Realistic Archery.esp YOT - Your Own Thoughts.esp Acquisitive Soul Gems.esp Alchemy Tree Reorganized.esp Better Cloth Enchanting.esp Brawl Bugs CE.esp Convenient Horses.esp DartTrap harder.esp dD - Realistic Ragdoll Force - Realistic.esp DV Better Sleep Dawnguard.esp enchantedclothing.esp Fast Respawn 168 Hours 1.2.esp fFastTravelSpeedMult_4.esp Graduated Summon Limits.esp HareThugs.esp Headtracking.esp hornsareforever.esp iHUD.esp Immersive detection of NPC.esp imp_helm_legend.esp Increased Bounty & Guild Rewards.esp IngredientReweight.esp KillingTraps.esp Larceny - Pickpocketing Remastered.esp Light Foot Only While Sneaking.esp LogicalJewelry.esp NEO Tint 6.esp Night Eye Overhaul.esp No Empty Tag on Containers.esp No Killmoves, No Killcams, No Killbites.esp NoPsychicLockKnowledge.esp PhysicsImpactDamageFix.esp Protected NPCs Dragonborn.esp Protected NPCs Dawnguard.esp Protected NPCs.esp Realistic Items' Weights And Values.esp Rebalanced Potion Weight.esp Scary Ghost.esp SIDT - Complete.esp Skytest USKP.esp SkyTEST-RealisticAnimals&Predators-Dawnguard.esp GreenWaterFix_Compatible.esp notice board - dragonborn patch.esp Reduced Distance NPC Greetings.esp TravelMounts.esp UNP Spice Gear.esp ImmersiveFP.esp Footprints.esp SC_KhajiitMorphs.esp Unique Region Names - Dragonborn.esp YOT - Dawnguard.esp YOT - Dragonborn.esp Dr_Bandolier.esp Better Claws And Gauntlets.esp Dragon Horns and Tails.esp IHSS.esp More Believable Carrying Weight.esp Immersive Citizens - AI Overhaul.esp ELFXEnhancer.esp Immersive Citizens - ELFXEnhancer patch.esp Vanilla Races MC Fix.esp I suspect Scaling stopper to be the culprit, but I'm not certain. Others may be Footprints, Dr_Bandolier or, the least likely, More Believable Carry Weights. The other mods I have used them before without a problem, but these are the new mods since then.
  11. certain mods wont activate in NMM that worked perfectly before. its been like this since nuka world was released. been trying to get my game to get past the initial load screen and i cant. already checked my load order more times than i could count. used LOOT, read mod descriptions, made sure all programs were runable. maybe the problem is that certain mods are not installed. for some reason NMM wont install them when i click on the install button. anybody know how to fix this? and am i trying to fix it the wrong way?
  12. I am trying to script something for an upcoming mod that makes some weapons react like they do in call of duty, but I came into a weird problem. The 12th line and the following should have began as soon as the player gets close enough to the object, in this case an activator, but when i try it out ingame the script works but like if were to begin with onactivate. If I walk up to the activator and click it it runs that script aslong as im close enough to the activator. When I first started making the script it worked out perfectly, but somewhere in the making it for some reason broke. Any help is appreciated, thanks in advance. Scn XXXServiceRiflePrimaryWeaponScript ;Refs ref AmmoGiven ref Activated ref GotAmmo ref HasPrimary ;------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ;Checks for the gun and gives the player ammo for their current gun begin gamemode set AmmoGiven to 1 + GetRandomPercent * 30 / 100 if getdistance Playerref <= 40 if player.getitemcount WeapNVServiceRifle == 1 if GotAmmo == 0 player.additem Ammo556mm AmmoGiven disable set GotAmmo to 1 endif endif endif end ;------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ;Checks for a primary weapon Begin Gamemode if player.getitemcount WeapNVServiceRifle == 1 set HasPrimary to 1 endif if player.getitemcount Weap10mmSubmachineGun == 1 set HasPrimary to 1 endif end ;------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ;Checks if player has no primary begin gamemode if player.getitemcount WeapNVServiceRifle == 0 if player.getitemcount Weap10mmSubmachineGun == 0 set HasPrimary to 0 endif endif end ;------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ;Removes the players current weapon and gives them the new one, or gives the player the gun when they have none begin onactivate if HasPrimary == 0 player.additem WeapNVServiceRifle 1 player.additem Ammo556mm AmmoGiven disable endif if player.getitemcount Weap10mmSubmachineGun == 1 player.removeitem Weap10mmSubmachineGun 1 XXXGunDropMarkerREF.placeatme Weap10mmSubmachineGun 1 15 0 player.additem WeapNvServiceRifle 1 player.additem Ammo556mm AmmoGiven disable endif end ;------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  13. Hey all, I'm currently trying to set up a script for an elevator, and didn't have much success using a timer within the script to delay the activation of the door. As a result I resorted to using an activate parent. I have set it up so that the script applies an imagespace modifier and plays the sounds etc when a control panel is pressed. I also made this control panel the activate parent of a door, and 'Activate' is called on the control panel in the script, which should activate the door. I have just figured out though that using an activate parent through a script seems to crash the game? I also ran into another problem, although a solution for this isn't as urgent. I made a custom sound to go along with delay caused by the elevator, and made a new sound effect for it. However when I called the sound in a script using 'PlaySound' no sound was played. I used a .wav the same as the default game sounds, but maybe I missed some extra info when I exported from Audacity? If anyone knows how to solve either one of these issues, it would be greatly appreciated. Thanks, BayK.
  14. I have a temporare solution for this problem. I use Mod Organizer 2 and here i explain that in my video. It is in german, but english subtitled where it is important. Hope this will help you. Your TobiasRieperGER
  15. I recently tried modding Skyrim, I was going to try texture mods first but when I installed them, nothing happened. I exited the game, went to the mod manager and noticed the archive invalidation wasn't activated. When I hovered the cursor over it, it said "Reset Archive Invalidation", I clicked it and nothing happened. There was no check on the side of it like usual showing that it's activated. I did recently re-downloaded and installed it. Before, when I was modding Fallout NV, it was just fine, but now it's doing this. I tried uninstalling the mods and tried to activated then, but nothing happened. Any help will be appreciated.
  16. I Was wondering if anyone could look through my script and find my errors, im not great at scripting. Upon activation The script is supposed to move 3 Activators(skyhavenbloodrings) to a location then move them again to another location and stop Once activating the same button/other activator the 3 activators move to the previous location and then back to the starting location and stop. (ALSO: i couldnt decide what If statement to put at the beginning so i left it blank) here it is: Scriptname ActivatetheVault extends ObjectReference ObjectReference Property Obj1 Auto ObjectReference Property Obj2 Auto ObjectReference Property Obj3 Auto ObjectReference Property Mid1 Auto ObjectReference Property Mid2 Auto ObjectReference Property Mid3 Auto ObjectReference Property Open1 Auto ObjectReference Property Open2 Auto ObjectReference Property Open3 Auto ObjectReference Property Close1 Auto ObjectReference Property Close2 Auto ObjectReference Property Close3 Auto Event OnInit() If GoToState("Close") Else GoToState("Open") EndIf EndEvent State Open Event OnBeginState() If akActionRef == Obj1 akActionRef.TranslateToRef(Mid1, 3.0) EndIf If akActionRef == Obj2 akActionRef.TranslateToRef(Mid2, 3.0) EndIf If akActionRef == Obj3 akActionRef.TranslateToRef(Mid3, 3.0) EndIf EndEvent Event OnActivate GoToState("Close") EndEvent Event OnEndState() If akActionRef == Obj1 akActionRef.TranslateToRef(Open1, 3.0) EndIf If akActionRef == Obj2 akActionRef.TranslateToRef(Open2, 3.0) EndIf If akActionRef == Obj3 akActionRef.TranslateToRef(Open3, 3.0) EndIf EndEvent EndState State Close Event OnBeginState() If akActionRef == Obj1 akActionRef.TranslateToRef(Mid1, 3.0) EndIf If akActionRef == Obj2 akActionRef.TranslateToRef(Mid2, 3.0) EndIf If akActionRef == Obj3 akActionRef.TranslateToRef(Mid3, 3.0) EndIf EndEvent Event OnActivate GoToState("Open") EndEvent Event OnEndState() If akActionRef == Obj1 akActionRef.TranslateToRef(Close1, 3.0) EndIf If akActionRef == Obj2 akActionRef.TranslateToRef(Close2, 3.0) EndIf If akActionRef == Obj3 akActionRef.TranslateToRef(Close3, 3.0) EndIf EndEvent EndState
  17. I've always thought that these futuristic computers were pretty lame as they barely do much of anything, so I've been trying to configure a terminal to exercise various functions. The question is, how? I'm still pretty new to the whole modding world and have been watching and reading tutorials every chance I get. I know how to configure a terminal to do various things, but I can't figure out how to set one to control more than one object and its children. This is fine if all you want your terminal to do is unlock something, but how would I go about setting a terminal to control door locks, container locks, lights AND turrets? If each terminal can only have one linked reference, how would I go about accomplishing this task? Can you linkedref to and from a sub-menu terminal? If so, wouldn't there need to be an instance of the sub-menu terminal in the cell? And if there IS an instance of the sub-menu terminal in the cell, how would you get that instance to activate its linkedref rather than that of the main terminal? Any insight and/or theories to this dilemma would be greatly appreciated. Thanks in advance, - NNG
  18. Something that's started to bug me lately is the game telling me which key to press to interact with/activate an item. 300+ hours in, I'm pretty sure I know what key it is. Personally, I think the HUD would look better without it. Thoughts?
  19. Ok, so the other day i was modding skyrim... it all worked fine, i tested it and all mods where in place. So after that i usually run Skyrim Optimizer, but i always have to find the folder which the skyrim.esm is in. But in the process i dragged some of the skyrim folder into another folder... In haste i stopped the process. And then i moved all the moved stuff back to the original folder (no overwriting too) and the next day i was going to add some new mods. I did, and then activated them. And then i went into the game, but the mods didn't work! They were activated, and i tried many times, with the Skyrim "data files" menu, and with skyrim mod manager here from the nexus. I've tried finding solutions for this but all i find is that "benablefileselection=1" stuff, which are on! I got no idea what to do... so please, need help...
  20. So after going through the install menu for SMIM, it exited out of the install menu...and then nothing. The file stayed deactivated, NMM didnt ask me to overwrite anything. Left it for like 5 minutes and still nothing. So I exited out of NMM, came back and it was still deactivated. Upon pressing, 'activate' the install menu started again and this time it actually asked me to overwrite mods and successfully installed and I can confirm it works in-game. Should I be worried about anything? I mean would the first failed install give any issues? When I installed it the second time round it was fine and nothing unusual popped up. So is there any problem? Cause I'm really unsure if i should just forget about it or reinstall the game and start again! Thanks.
  21. Alright. I have a couple guys hanging up there properly, but when it comes to getting them down I'm at a loss. I've taken the script from the NPC 'hostages' in Nelson... ... and widdled (sp?) it down to this... I have them set (the npcs) with 'linked references' to the crucifix furniture. I have a travel package set to 'near linked ref'. and conditioned with a script variable that will only run when they are freed != 1. The message displays when the NPC is activated but nothing else happens. Any ideas out there? this is the second last quest in my new 'quaint' multiquest mod and I would like my friends to be rescued. PS: is it a faction thing? ... I'll check.
  22. Hello people, i new at modding, so just want to know how to make force fields activate and deactivate with terminal in GECK
  23. hello community, i have a question, i have made lightswitches for my mod and they work, when player activates the activator lights are switched on or off, but i want to add the option in terminal that blocks player ability to activate lightswitch activators, so if player activates lightswitches nothing to happen, any ideas? sorry for my english
  24. Sometimes using crafting stations doesn't work and instead just switches to third-person for a second, makes a clicking sound, but never actually allows the interaction. There are various fixes that may or may not work, including wielding/sheathing your weapon, changing equipped weapons/apparel, shouting, interacting with a station while it's in use by another, or any combination of these. This seems to be exactly what i'm talking about but the solutions don't work. I have a lot of mods and this has been happening for a few months now. The game is playable because i can go through doors, talk, and loot, but gradually i'm getting stuck halfway through quests because for example on the Hyborian/Conan mod i can't turn the turn stone to open the door and thus i'm trapped. It's not a problem with key binding because i can get through doors and when i change to another key the problem persists. I have one animation mod and when i deleted it the problem persisted. Please help me :( Thanks if you do!! :)
  25. hi! all k so i just wanted to restart playing skyrim...had uninstalled this looong back coz of the lengthy game and had already finished the main story line and at that time i used to install mods manually and dont really remember but used to use a software to install it which might be similar to the ones used to install mods for fallout 3 (its very blurr memory) i wanted to mod skyrim again but since i dont remember at all that how i used to mod then so i installed nmm and went according to instructions and downloaded through nmm and activated through nmm but the mods never did show up in the game...!! take for eg: i installed the skyUI through nmm but the UI in the game is still the very same !??! :'( same with the footprint one and so on... i downloaded the 13GBs walmart version torrent of the game so i have the 1.9.32.0 version and it does say the dlcs are included though i have (dont know) any way of saying the game version or if the dlcs are actually included... and that brings me to another question: how to know what version is my game and which dlcs if any are included?? please lemme know if after downloading and activating a mod through nmm is enough (and it is then why arent the mods activated in the game?...what step am i missing or doing wrong or so??) or if i still have to manually place the files (in which case nmm is a waste of time) please do lemme know ASAP thx ash
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