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  1. Hello there, I am kinda new to modding, even if I have a background in studying videogames development. As a gamer, I love enjoy games that I truly see as beautiful and LSWTSS is one of them. However there is a problem here, which the "autorun" feature it seems some new lego games have. I saw it in Lego Incredibles on Ps4 and the skywalker saga. It happens like this: when you move with your character, after a few seconds they start to run automatically, which for me (and some others online I read about) is a huge big deal when I am playing. Having controls on what I can or cannot do is important when I play (OT: first time I played FF XII on Ps2 I could not change the comands of my camera movement which are reverse and it took me more than 10 years to return back and just finish the game without being able to use the controls I usually am familar with) and that is why I am going on a research to make some changes for the Lego Star Wars The Skywalker Saga. This game is beautiful and everyting looks amazing right away, but this autorun system is a pain in the a$$. I am looking online how to create a mod or to change some scripts inside the game files. I know for a fact that the developers had created this feature in a script where they manage the character movements and there mustb e function that declare after how many seconds the character use an alternative speed or the run variable. My idea is that to try and make a change in that script (first thing first I need to understand how I can find it and how to get access to it) and instead of changing the script entirly, just make a small change and make the script using the normalWalk variable speed with the run variable speed (they might have different names ofc) so this way the game should always mantain the normal speed even after a few seconds that starts to run, since with my change the run variable will have the same value of normal walk, so I should not feel that "autorun" anymore. Same Idea goes for Lego Incredibles on Steam, however I might get used to this on console since there are no mods there, which leave me with hope and prayer that the developers will change things, but that is more unlikely to happen anytime soon. So yeah, this is my idea about scripting the game on Steam so I can make sure the autorun feature is no more and I can enjoy walking normally and have a good time. I did not pointed out, but I prefer to make things in a way that allow me to unlock achievements on Steam while playing the game. I do not know how modding or scripting really works on that matter, but I hope we can find something out. Please let me know how I can start working out or if any of you have tools or materials to make this game, I would be like to know it. Thank you for your help and I hope we can somehow make this mod happen, which will change the gamestyle for a lot of players.
  2. Hello, I have been running into an issue where Redmod everytime it runs it seems to just halt and say some files are missing. Those files are still where they should be. Anyone encounter this issue? Below is the log each time I try:
  3. I don’t quite understand how to make a spell to spawn a static object. I looked at a couple of other mods for reference, but they use an NPC call so that the object has HP and enemies can bypass it correctly. Or these mods had a complex spawn system with a marker, which in my case is not necessary. Is there some simple way to just spawn an object in front of the player and unspawn it after a couple of seconds?
  4. Error [content0]game\explorations\exploration_movement_system\exploration_substates\explorationstatewaitforaction.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\explorationtransitionpreparetojump.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\explorationtransitionswimtointeract.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\explorationtransitionturntojump.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationskatingglobal.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskatebackwards.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskatedash.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskatedashattack.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskatedashlocked.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskatedrift.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskatehitfrontal.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskatehitlateral.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskateidle.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskatejump.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskateland.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskatepreparejump.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskaterun.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskateslide.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskatestopfast.ws(1): Unable to open file This is the only mod i have installed and the script merger shows no errors, please hep, the game never runs
  5. I’m not sure that this will generally work as it should, as far as I understand, triggering killmoves with spells is an extremely unstable thing. Maybe I should quit this idea
  6. How can I make it so that when “activating” an enemy in battle, instead of dialogue, a spell is cast on him (without additional windows)? I want this to work only if the enemy has a certain magical effect at the moment of “activation”, but how to create the condition is already more or less clear to me.
  7. Hi, I'm looking at an old mod that allows playing instruments by playing a sound when you press a key on the keyboard. It has pieces of code that looks like this: I'm new to papyrus scripting, but my understanding of RegisterForSingleUpdate is that it will cause the OnUpdate event to be called after the specified time. However this script has no OnUpdate event. I was also getting errors in the log coming from the RegisterForSingleUpdate calls ("Object reference has no 3D" and "no native object bound to the script object, or object is of incorrect type"). I tried commenting out all of the calls and the mod still works fine as far as I can tell. So I'm wondering if there's any reason to have those in there. Trying to understand why the original mod author might have done it this way.
  8. SOLVED Now I need to figure out how to allow me to change weapons to anything other than a bow... (or remove arrows with a keyword when equipping something other than a bow) Because the current script will instantly equip my invisible bow again SOLVED I'm making a mod with throwing knives. I'm using an empty bow mesh. arrows with knives model and a new throwing (shooting) animations. I was somehow able to find a script that allows me to add and equip an invisible bow to my inventory when equipping my arrows (throwing knives) and remove it when removing the arrow-knives. Actually, my question is, is it possible to somehow unify the script for all throwing knives from the mod, so as not to make separate scripts for each type of throwing knife? Maybe using keywords or something.... my shameful script
  9. Hello. I need some help in how to go about the conditons, scripts, etc. for my intended quest. I'm trying to have an npc alive, then bleedout, then go into an idle animation (lying down wounded), and then have the npc talk to another npc while staying in the idle animation, and finally, dies. All happen in succession while I am in the same cell as the npc who will die. I'm trying to force all of these things to happen in this order. Thanks.
  10. Greetings folks, today I was playing The Witcher 1, and during the prologue Eskel and me had a conversation about the trial of grasses, and of course, I instantly thought, "I need to make that a thing in Skyrim!" I have some pretty good CK experience making little, basic things such as companions, items, spells, effects and all of those basic things. However, I never really touched scripting, which I soon realized might help a bit(lot) in making this mod. I want to make a build for a witcher-esque character but I couldn't really see a mod to implement the actual "becoming a witcher" bit. The mod seemed relatively simple so I got into the CK and started working. Then I remembered that I need to make the script. I know how to program, but not in papyrus, and not for Skyrim, and not in the CK. I took a look at the vampirism effect and I think I want to do something similar to that. You're supposed to change into a parallel race. So if you're an imperial, you will become a "imperial hunter" as I'm putting it. Does anyone have any know how I could make that sort of script?
  11. WARNING LOT OF TEXT - TL;DR AT BOTTOM I have been trying to reinstall my mods since this morning because I wanted to play again after a while of not. My issues is that none of the mods are working. How I started: Fresh install of the game and purged all mod files. Edited (added) the Falout4Custom.ini file with the necessary lines as suggested by NMM. Installed the Fallout 4 Script Extender. The first time I tried to reinstall all my mods at once like I normally do and just let NMM and LOOT handle most of the work. While this did seem to let some of the mods work, most didn't The "Start Me Up" mod didn't trigger at the start. "Cheat Terminal" never added itself to my inventory. The only mod I could confirm to work is "Push Button to Lower Weapon" which is pretty basic so I am not surprised it worked. To troubleshoot the problem I first tried alternative ways of getting the portable Cheat Terminal to see if anything was working due to it showing up in my load order both pre-game and in-game. I was able to add the holotape but uppon using it none of the commands worked. Trying to change SPECIAL stats did nothing and the add item features result in nothing. The static terminal that appears in the settlement system did show up but like the portable version, the commands did nothing. After giving up on the Cheat Terminal specifically I tried to see if any other mods worked, specifically weapon mods. While I can live without a Cheat Terminal (console commands work great) I did at least want the weapons. I placed the character at the weapon shop in Diamond City to look for modded weapons. Most of the level list weapons were not there. Two were though, but they didn't have models in either their preview in the menus or when equipped. They were also unable to fire (should have been obvious but thought I would try anyway). I uninstalled what I thought might be compatibility issues. I had LOOT constantly redoing the load order, as well as manually doing so. I checked some forums of the mods to see if others have the same issue (some did but not to my extent). I even manually installed certain mods to make sure the files were going to the right place in case it was an NMM issue. At this point, I decided to start from square one again (restarting back at the first three things I did above). From this point, after another fresh start, I decided to do one mod at a time. I started with the Cheat Terminal since I knew what to expect from it if it did work. After trying to get it to work all by itself. it didn't work. It was having the exact same issues as it did with everything installed. Including the one on Bethesda Net. I then uninstalled it and tried to get my favourite weapon mod working first. I installed the mod for the M1 Garand (by asXas) along with AWKCR (as it is required for the mod). It had the same issue as the other weapons. Upon adding the gun via console commands the gun appeared in inventory but the preview picture was blank and there was no model when equipped. I again tried manual installs and load order sorting (what little I could do with such few files) and nothing worked. TL;DR Mods are actually showing up, few lite ones work, but models and scripts seem unable to work despite having game data (viewed from console / can add items using console commands but they lack functionality). If anyone has ideas on what else to do I am all ears. I have run out of ideas and have become quite frustrated with the situation. Leave any suggestions you have, ask any questions you have (that are not answered above).
  12. I need a script like the one that lets you add prefixes & etc to editorIDs, but it needs to be added to the FULL - NAME entry instead.
  13. Heya all! I've been working on highly modded Skyrim projects for about 3 months now, and I've gotten to a point where the game is about 99% stable (though this is a wild estimate). In this time I've made a lot of custom patches and manual edits to ensure maximum compatibility between mods, though there is still a 1/1000 (again, wild estimate) chance of a CTD happening, and I believe this is due to either scripts misfiring or at the exact same time and I haven't been able to locate the cause yet. I know it's impossible for anyone to gauge my situation based on the info I've provided, but I also don't think providing my 286 (212 active, 74 merged patches) monster of a load order will be any more clear. I was just wondering if others have had similar experiences and maybe have some information on what I can do for future builds of my mod list to test for this Thanks for reading! Jintezaku (Peter)
  14. Hello everybody, I am since the beginning of the afternoon on a problem about giving perk right after the start of the main quest. I succeeded in doing my other things such as creating recipes with requirements, scripting new diseases like DoT for radiation disease, and other cool things. Now I wanted to give the PC a natural regeneration for my Hardcore balancing mod, on the model of ImplantRegenEffect. I created the perk, the ability, the effect and the script. Adding the perk by console is fine and works like a charm. I'm trying to add the perk via getStageDone VCG01 60 == 1 like this : scn 0DurielRegenPerkAddScript BEGIN GameMode if getStageDone VCG01 60 == 1 player.addperk 0DurielRegenPerk endif ENDBut it doesn't work at all, I've also tried begin ScriptEffectStart but it doesn't seem to work either. I'm totally out of ideas, and I can't find the mod I know to add a perk right at the installation of it, as I don't remember its name. I would rather have steal the script idea to make mine but... yeah... can't find it. I take whatever could work, I'm fed up with testing. I also tested my work with and without Roleplayers Alternate Start, I want my own mod to be compatible with it. Anyway thanks to all of you who could help and suggest ideas.
  15. Hi everyone! I have encountered an issue in vanilla with the levelup menu that seems to have an easy fix but none has been created. It is the dialogue box asking which attribute to increase (Health, Magicka, or Stamina) when you levelup and go to the skills menu. The problem is that if you have enough skill XP to advance multiple levels, once you select an attribute and confirm, the dialogue box instantly reopens to advance to the next level - forcing you to level to your max rather than steadily increasing one at a time. It seems that the game checks if LevelUp = true, then levelupmenu.swf is called when the skills menu is opened AND again once levelupmenu is closed and LevelUp is still true. A solution would be to call the levelupmenu ONLY when the skills menu is opened; resulting in 1 levelup per opening of skills menu. I'd thought that an SKSE plugin could achieve this, however, figuring out where the call is actually made has been problematic. I've looked through the CK and Skyrim's scripts folder but couldn't find any script relevant to Leveling up. What I have found is that: - the actual levelupmenu.swf is in 'Skyrim - Interface.bsa' - a 'LevelUp Menu' is referenced in the CK The UI Script page on the CK site contains SKSE functions that could call the levelupmenu manually, however, the vanilla script would still run and call the menu again after it closes. How does one go about finding where this dialogue box call resides in the game's code and how it's behaviour could be intercepted? Please forgive me if I'm approaching this all wrong as I have limited experience with papyrus and SKSE plugins. Any help would be most appreciated.
  16. I would like to know if there is any relatively simplistic way to get rid of certain weapons from Weapons of the New Millenia without destroying other existing levelled lists or causing NPCs to spawn without any weapons. The problem with WotNM is that it adds quite a few weapons, but not all are of the same quality (such as the difference between the very good Colt M4A1 and the less well done Bushmaster M4A1), and some of which I do not want in my game for various reasons. I cannot simply delete references in Milleniaâs levelled list script because that causes various problems (such as the aforementioned NPCs spawning without weapons, or the main menu disappearing if entire weapons are simply deleted) Is there any sort of toggle for individual weapons in the script(s) that I can try? I am somewhat forced to using WotNM because I also want CaliberX compatibility, for which no support exists for Milleniaâs individual weapons, therefore warranting me using it. Can someone advise and/or help me with this?
  17. So, I am fairly new to fallout 4 modding. Always a good start. Anyways, I created an improved basher perk that I have turned into a "Close-combat" perk, which adds damage modifiers and buffs to shotguns, much like what gunslinger and rifleman is to pistols and rifles. So, I got it to work, but one thing bothered me. I wanted to remove the "Rifle" tag from the shotguns in general, preventing both rifleman and "close-combat' from affecting shotguns. From what I know of scripts, this leads me to believe that I could use a script to automatically see if a shotgun has both the WeaponTypeRifle tag and the WeaponTypeShotgun tag, and drop the WeaponTypeRifle tag. But I don't exactly know how to write scripts in general. Could someone give some quick pointers on how to do this?
  18. I have a challenge ahead of me. I'm attempting to create a summonable portal with a destination menu. The portal nif I'm using is the Sovngarde portal with all it's animations. And the destination menu needs to be dependant on discovered/quest locked locations (i.e can't go to the Forgotten Vale unless you discover it first). Basically it's a Bifrost bridge to various worldspaces. So, what I need help with is; 1. Altering/rewriting the current sovngarde portal script to play it's animations upon being summoned/effect end. 2. Creating a destination menu with dependencies. My scripting skills are meager so any help you can offer would save my bacon and earn you a credit on the mods release.
  19. Hello, can someone help me with script or maybe its a package, i dont know What Im trying to do is to make the companion make a fire and lay bedrolls where i point him. how do i do that? I know that aft uses a similar function, but I can't look at script. because there is no "source" folder which contains data about scripts is stored. help me please( and, yeahm, sorry for my english
  20. So on my Requiem profile my game gives me this error code when I load too many script heavy mods into the game. All I have to do is take some mods out and I'll be good to go. Is this an example of script overload? I read the "Only you can prevent forest fires" thread and this specific issue did not show up, so I have to ask.
  21. Quest/Package/Script Help requested!! Placed quest items/NPC's falling through floor on load. I am having issues with some items and NPC's that I have only moved that are from the vanilla game that still spawn where they were originally. I have moved these XMarkers and triggers to a new location in the same cell, yet there is a default master package or something forcing them to not spawn @ or fall through the platforms they are placed on now. They do run around and back to their markers, but there are intro sequences that are not working correctly due to them not being in the right spot to begin with. Is there any way to over ride where all of these items are supposed to start? (IE Where I have them placed) Also there is some furniture pieces that trigger one of the intros and I have changed all the refs in the packages over to a new furniture piece to get it to spawn in the correct place, but the intro still only plays when you go down to the spot where the furniture used to be. There is a hidden marker or something please help with this issue.
  22. This script is placed on a actor scripts. Scriptname IllumbrisDeathAddGlobal extends Actor GlobalVariable Property IllumbrisGlobalStoryKilles Auto auto STATE waiting EVENT onDeath(actor killer) IllumbrisGlobalStoryKilles.Mod(1) endif endEVENT endSTATE I want to make it so on enemy death it will adds 1 point to the global variable This script will be added on a actor kind of like the on death set stage script but I want on death add +1 on 'IllumbrisGlobalStoryKilles' global variable oh and this script does not work? So what iv done on the quest stages I have this script Int IllumbrisFarmerHelpStage1GV = 4 and once the enemy's die 4 times it will go past this and do the next script which is setstage 10 on Quest stages. and i'm not sure if IllumbrisFarmerHelpStage1GV = 4 will work in till I can get the actor script to work. Please help!
  23. Hello, fellow modders. As a newbie in GECK scripting I want to ask some experienced of you to help me to find necessary script command for my mod idea. Idea: make dynamic lockpicking system, that depends on your Lockpick skill - more points you have, more easier lock difficulty will be set (i.e. 10 points - Very Hard, 100 points - Very Easy, etc.). The problem is - I dont know what command can force locks to change their difficulty (I already did a draft script, its obviously not working). Also if it's possible I want to make mod NVSE-free to make it more available to unskilled in mod using users. Thanks.
  24. I have two modules (Weapon and Shield Abilities for Arcane Warriors) by rebel 5555 and (Stamina Potion Mod) by DangerousFat that I have been trying to use but their GDA Ability ID's conflict with each other. The (Weapon and Shield Abilities for Arcane Warriors) uses GDA Ability ID's 300000-300047 and the (Stamina Potion Mod) uses GDA Ability ID's 300000-300003. I have tried setting the (Stamina Potion Mod) GDA Ability ID's to use 300050 to 300053 with some improvement. There is also four UTI files within the override version of this mod that I had to update to the new ID's. The mods no longer conflict. (Weapon and Shield Abilities for Arcane Warriors) now works. The potions and the Herbalism recipes are present in Bohdan's store upon arrival to the camp. The player character can buy the potions and recipes and have them present in their inventory and herbalism recipes with the appropriate requirements. Usable by warrior or rogue only. The herbalism recipe's have the correct requirements for each of the four recipes (Flask, Deep Mushrooms, Distillation Agent, Concentrator Agent, Skill, etc). My mage can succesfully create new stamina potions. When using a stamina potion the animation is present. Everything looks right in the GUI but the potions have no effect on a party members stamina level. Any help on this problem would be appreciated.
  25. Might be a stupid question, but i have a lot of scripts now (but still a noob) and i did not realy care about the horizontal position of the command lines in the scripts... so i might better ask before publish it. Are there any possible issues i should be aware of? Example with spaces: Example without spaces:
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