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XJDHDR

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About XJDHDR

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  1. I just tried to compile the PlayerWerewolfChangeScript with a few changes I made but I am getting this error that causes the compiler to fail: PlayerWerewolfChangeScript.psc(0,0): error while attempting to optimize script playerwerewolfchangescript: Input string was not in a correct format. I have never seen this error before and I have no idea what I need to fix in the script. The only way I've found so far to make this error go away is to remove the "-optimize" switch from the compiler options but I would rather not do that if possible. Can anyone please help me with this? Thank you!
  2. I think this is what is going on. Editing the containers directly won't help because I'm not trying to add or remove items from that container; I'm just getting a list of the container's contents. I managed to work around this by using the FormID of the Base Object. I then spawned a new copy of that container, got my list of it's contents then deleted the spawned container. This would have been easier if I could use GetNumItems and GetNthItem on Forms as well but this works well enough.
  3. I am trying to use this command to get a reference to a particular container. This reference is basically a container in the QASmoke cell. Form frmGetFormFromFileResult = Game.GetFormFromFile(0x000C2D3C, "Skyrim.esm") ; QABooksContainer For some reason, however, the GetFormFromFile function is returning None. I can't figure out why because that container definitely exists and I triple-checked that the FormID is correct. I even tried using the GetForm function instead but that made no difference. I did find that this function works if I used the FormID of the container's Base Object. However, I can't use this because I need to enumerate through every item in that container's inventory, the GetNthForm function is the only one I know that can do this and that function only works on ObjectRefences, not Base Objects.
  4. I have a mod that marks books that the player has read and I'm trying to find ways to improve the mod. While browsing the Creation Kit wiki, I noticed that you can use the command "RegisterForMenu("BookMenu")" to receive an "OnMenuOpen(String MenuName)" event whenever the player reads a book. Currently, I detect the player reading a book by attaching scripts with an OnRead event to books on the ground and attach a script to the PC with an OnObjectEquipped event. Does anyone know a way to get a reference to the book that opened that Book Menu from that OnMenuOpen event? If there is a way, that would greatly simplify my mod's scripting.
  5. I got that info from this post that Arthmoor made:
  6. Thanks Arthmoor, that worked perfectly. I had to use TES5Edit to make that change though because my mod is a masterless plugin. This meant I had to rely on the hardcoded Player reference, which isn't flagged as a Unique Actor. Thus, the Creation Kit would not let me select any Unique Actors. I should have explained it better but I am aware that a reference will be persistent while it is filling an Alias. My concern is the quirk where a Forced Reference Alias will cause a reference to remain persistent even when it is not filling that Alias.
  7. After reading about a bug in Skyrim that can cause references to become persistent if placed into a Forced Reference Alias, I'm trying to convert such an Alias in my mod into a Conditional Alias. I am having a problem however. These are what my Alias' settings currently look like and they work: This is what I want to change the Alias' settings to and this config isn't working: Can anyone please help me get this to work? Alternatively, is it not possible to make this work and I have to use a Forced Reference? On a side note, I know that the Player Character is already a persistent reference but I would like to get into the habit of not using forced references and figure out what I've done wrong here.
  8. XJDHDR

    [Skyrim] Information Baked Into Saves

    I was thinking along the lines of replacing the scripts provided by a mod with scripts that contain only a scriptname declaration: No variables, properties, functions, events or anything else. Unfortunately, I don't currently have a save that I can test my hypothesis on.
  9. XJDHDR

    [Skyrim] Information Baked Into Saves

    Sorry for the necro but I am wondering what would happen if someone uninstalls a mod without providing blank copies of the scripts used by the mod? Would the save game keep all the functions and events (that are not OnUpdate events) from the scripts that were removed? And if so, will the game try to send events to and run functions in those scripts? This is all assuming the scripts do NOT contain OnUpdate events. Edit: Also Does anyone know if these two problems apply to ALL script properties or can AutoReadOnly properties mitigate them. Sorry to interrupt this discussion but would it be possible for someone to answer these questions I asked a while ago? Thank you
  10. XJDHDR

    [Skyrim] Information Baked Into Saves

    Sorry for the necro but I am wondering what would happen if someone uninstalls a mod without providing blank copies of the scripts used by the mod? Would the save game keep all the functions and events (that are not OnUpdate events) from the scripts that were removed? And if so, will the game try to send events to and run functions in those scripts? This is all assuming the scripts do NOT contain OnUpdate events. Edit: Also Does anyone know if these two problems apply to ALL script properties or can AutoReadOnly properties mitigate them.
  11. Is there somewhere available for people to suggest mods for inclusion? I know the USKP's original tracker had an entry for such a purpose but I have not been able to locate anything else like it and I myself recently found a mod that I think needs to be integrated.

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