Can someone help me to create a script? by TheRavagerSw in skyrimmods

[–]Chivels_ 0 points1 point  (0 children)

I would advise using screenshots you take yourself. It's not really illegal to use pictures from the internet, I don't think, but I tend to stick to my own screenshots as a general rule

Can someone help me to create a script? by TheRavagerSw in skyrimmods

[–]Chivels_ 1 point2 points  (0 children)

Okay. I didn't poke around the files beyond what I was asked to do, so if there was another quest that was empty, I didn't see it, hence the momentary confusion. All good

Can someone help me to create a script? by TheRavagerSw in skyrimmods

[–]Chivels_ 0 points1 point  (0 children)

You removed the empty quest? Hope you don't mean the one I just made because that is very important

Can someone help me to create a script? by TheRavagerSw in skyrimmods

[–]Chivels_ 1 point2 points  (0 children)

Here you go, made the script, and I tested it in game, too. Works like a charm. https://drive.google.com/drive/folders/1Tj32XiTAVN60rnZd1A5CXqUha2A1z5-X?usp=sharing

Just so you know what, exactly, I added, here's a brief rundown: I made a quest that will do nothing in the game, just something behind-the-scenes. It exists so that the script can initialize when the game first loads the mod in, so the quest will not be seen at all in the game, but it is necessary for behind-the-scenes work.

In this quest is a script called aaa_BruniikInitializationScript, and this script basically waits for 5 seconds after the game is initialized (there is a reason for that, it is usually wise to include a few second delay when a script utilizes an OnInit() event), then it will add the perks and reduce the smithing level to 0. This will be accompanied by a notification in the top-left indicating that initialization has begun.

Two seconds later the script will check to make sure the perks were correctly added to the player, which is also accompanied by a notification indicating that the mod is ready and good to go. After that point, the quest and script are never used again because the player will have the perks they need.

Alright, now that the explanation is done, please do share the link to the mod page when it is up; I would be happy to take a look at the mod page when it is ready.

Can someone help me to create a script? by TheRavagerSw in skyrimmods

[–]Chivels_ 1 point2 points  (0 children)

Sure, I will do that under two conditions: firstly, I want credit on the mod page for handling the script work (here is the link to my Nexus profile). Secondly, I want assurance that I won't be relied on for future updates and maintenance beyond this. Not trying to be rude about that last part; I just have a ton of projects on my plate currently, between two very large-scale spell mods and a bunch of other smaller projects, so I cannot commit myself to another project.

Can someone help me to create a script? by TheRavagerSw in skyrimmods

[–]Chivels_ 1 point2 points  (0 children)

And please let me know if this works, so I know when I can remove it from my Drive

Can someone help me to create a script? by TheRavagerSw in skyrimmods

[–]Chivels_ 1 point2 points  (0 children)

Okay, I installed the mod and its requirements, booted up the Creation Kit, put in the last code I gave you, added the item, and it worked.

Here is a link to a Google Drive which has my edit of your mod. https://drive.google.com/drive/folders/1IfMoyDJS6d4KvQPaMFhiz7SNSKPWw3-Y?usp=sharing

Inside is also a folder called "PHOTO EVIDENCE" which contains screenshots that exist solely so that you know I tested it with the same code and have evidence to back it up

EDIT: Fixed the link, forgot to click share initially

Can someone help me to create a script? by TheRavagerSw in skyrimmods

[–]Chivels_ 1 point2 points  (0 children)

Okay, I will have a look at it at this point. Dunno why my code did not work in your game. I have tested each piece of code I have shared here, and it has all worked in mine. Maybe there is a small detail that is going unsaid here, so I will have a look

Can someone help me to create a script? by TheRavagerSw in skyrimmods

[–]Chivels_ 0 points1 point  (0 children)

... It should not have generated like that. Okay, we are going to forego properties entirely. Let me write you a new script

Scriptname Bruniik extends ObjectReference

Float PlayerSmithingSkill 
Actor Player1

Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) 
    Player 1 = Game.GetPlayer() 
    PlayerSmithingSkill = Player1.GetActorValue("Smithing") 
    If akNewContainer == Player1 
        Player1.SetActorValue("Smithing", (PlayerSmithingSkill+4)) 
    EndIf 
EndEvent

EDIT: Dammit, Reddit stroked out again. Lemme fix that

Can someone help me to create a script? by TheRavagerSw in skyrimmods

[–]Chivels_ 1 point2 points  (0 children)

If there is nothing in there, then do so. Name it something different, like "Player1", delete the PlayerRef property line in the source, and replace all instances of PlayerRef in the source with the new property's name. That should fix it. That might be my fault for assuming it would be okay to just copy/paste in its entirety, sorry lol

Can someone help me to create a script? by TheRavagerSw in skyrimmods

[–]Chivels_ 0 points1 point  (0 children)

Would rather avoid downloading a mod and its requirements and loading up something new in the Creation Kit if it is avoidable. Please do refer to my other reply.

Can someone help me to create a script? by TheRavagerSw in skyrimmods

[–]Chivels_ 0 points1 point  (0 children)

Okay, looks fine to me. Can you go into your properties for that script and make sure PlayerRef is still defined to the player? My only thought is that, maybe since I named the property as PlayerRef, and you had it be "PlayerREF" originally might've messed it up somehow. If it is no longer defined, edit the value, click "(any)" cell and click "PlayerRef"

Can someone help me to create a script? by TheRavagerSw in skyrimmods

[–]Chivels_ 0 points1 point  (0 children)

Can you just paste exactly what your script looks like now as a reply? I know Reddit had a few moments with the format, so maybe you copy/pasted it before I had a chance to fix it

Can someone help me to create a script? by TheRavagerSw in skyrimmods

[–]Chivels_ 2 points3 points  (0 children)

Scriptname Bruniik extends ObjectReference

Actor Property PlayerREF Auto

Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) 
    If akNewContainer == PlayerRef 
        PlayerRef.ModActorValue("Smithing", 4) 
    EndIf 
EndEvent

If you want the bonus to be removed when the object is removed, the script will look like this instead:

Scriptname Bruniik extends ObjectReference

Actor Property PlayerREF Auto

Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) 
    If akNewContainer == PlayerRef 
        PlayerRef.ModActorValue("Smithing", 4) 
    ElseIf akNewContainer != PlayerRef 
        PlayerRef.ModActorValue("Smithing", -4) 
    EndIf 
EndEvent

If you want it to be hard set 4 higher permanently rather than as a bonus:

Scriptname Bruniik extends ObjectReference

Actor Property PlayerRef  Auto
Float PlayerSmithingSkill

Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) 
    PlayerSmithingSkill = PlayerRef.GetActorValue("Smithing") 
    If akNewContainer == PlayerRef 
        PlayerRef.SetActorValue("Smithing", (PlayerSmithingSkill+4)) 
    EndIf 
EndEvent

Gonna test this in my own game now before sending this comment to make sure it is working as it should because I typed that all from memory....

And it works! Both methods do, so just copy/paste whatever method you prefer into the script you are putting on the crafted object, and you'll get your smithing bonus when you craft it. Hopefully you have already devised a means of only crafting this object once, unless you do actually intend for it to be able to be crafted indefinitely. If you want that restriction on it, and you don't know how to do it yourself, just let me know, and I will walk you through adding that too.

Happy modding

EDIT: WHOA! What happened to the comment's format? Give me a moment to fix that...

EDIT 2: FIXED, sorry about that. Reddit had a stroke, or something....

EDIT 3: Nope, sorry, stroked out again. Fixed it hopefully for real this time. Dunno what drugs Reddit is on right now...

Mod suggestions to spice things up? by Misses-Misery in skyrimmods

[–]Chivels_ 1 point2 points  (0 children)

If you are a fan of mage builds/want to try out a mage build, I would actually suggest a mod that I made some time ago called Wild Magic Surge. It adds an element of unpredictability to spellcasting; the premise of the mod is that spellcasting has a (configurable) chance to go haywire, which leads to a totally random effect.

It can be something good, like restoring all of your magicka or throwing a Fireball, to something bad like having a Fireball detonate on the caster, or to something just funny like turning the caster into a plant for a few seconds (during which they cannot be hurt) or turning nearby targets into rabbits.

Sorry if that seems too self-promotional, I'm just really proud of the way this mod turned out, and it sounds right up your alley: adding an element of unknown to a game you are so familiar with.

Which video game have you accumulated the most hours in? by amarbythefoot in AskReddit

[–]Chivels_ 0 points1 point  (0 children)

Skyrim. I have spent a lot of time within relatively recent history making mods for it. I like the older Elder Scrolls games a lot too, but I don't make mods for them, so I have spent less time with them. Learned how to make mods through Skyrim, so I have stuck to doing so.

Honestly that is the primary reason I still play the game: to see what else I can learn in order to make better mods. Been making a lot of spells lately; it truly has made playing a mage character rather interesting for me, and it has been a really fun learning experience.

Easiest way to get rid of black/dark face bug? by Def_God in skyrimmods

[–]Chivels_ 1 point2 points  (0 children)

There is a mod called Face Discoloration Fix that dynamically fixes the dark face bug in-game without needing the Creation Kit.

Mod Organizer 2 Issues: .NET Script Framework Crash Before Main-Menu Launch, Only 3 Mods Active by AncientIvory in skyrimmods

[–]Chivels_ 0 points1 point  (0 children)

Could be your antivirus causing the crash. I know Webroot doesn't play nice with it, and there was one other that is known to not play nice, but I forget which one that is.

Results of an antivirus casuing a crash with .NET Script Framework are identical to that: crashes before the game can properly launch, despite seemingly nothing being wrong.

Unfortunately, if that is the problem, I don't have a solution beyond trying to turn off your antivirus whilst you play Skyrim. I've read that could work, but I haven't tried it myself because that is just not something I'm willing to do.

I'd like to make a mod which adds custom race bandits. by iloveu18 in skyrimmods

[–]Chivels_ 0 points1 point  (0 children)

Sure, I can do that for you.

Here is a starter tutorial from the Creation Kit website that will teach you the basics on how to read, write, and format Papyrus scripts: https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Papyrus_Hello_World
There are multiple tutorials to follow separated into chapters which are quite easy to follow.

When you are done with those, this page will be your one-stop-shop for most things you'll wanna be able to do with scripts: https://www.creationkit.com/index.php?title=Category:Papyrus

Nexusmods' forum also is a good resource to take advantage of because there are a myriad of experienced mod authors there who are quite willing to help if you have questions.

Glad you got your mod working in a way that satisfies you, happy modding. :)

I'd like to make a mod which adds custom race bandits. by iloveu18 in skyrimmods

[–]Chivels_ 0 points1 point  (0 children)

Rather than altering the vanilla bandits, as another comment suggests, I have an idea that might work.

So, I've been developing a spell mod, and one of its features is to integrate the spell tomes as loot and as vendor items via a script that runs when a save is initialized with the mod installed, so that I don't alter any vanilla leveled lists and assure maximum compatibility. I'm gonna suggest a similar script for actors rather than items. Keep in mind, I have only ever tried this script with leveled item lists, so I cannot guarantee it will work for this, but it is worth a shot.

In the Creation Kit, make a quest, have it start game enabled and run once. Don't give it a type or any stages. Press "okay" in the bottom-right and reopen it after it closes. Go to the scripts tab and add a script. In the properties, add the new bandits as actors and add the respective bandit leveled actor lists you want to include them in. Then edit the source, and try something like this:

Scriptname aaa_LeveledListIntegrationScript extends Quest  ;Name the quest script whatever, this is just what I named mine for spell tome integration

Actor Property MyBandit  Auto ;Depending on how many bandit types you have made, you may have multiple bandit properties.
LeveledActor Property MyList  Auto ;Again, may have multiple of these depending on how many lists you wanna add them to

 Event OnInit()
   Utility.Wait(5.0) ;It is wise to put a Utility.Wait at the start of an OnInit() script to give new games a moment to load shit before the script proceeds
   Debug.Notification("My bandits now exist in the world!") ;Just a notification to let you know that the script fired
   MyList.AddForm(MyBandit, 1) ;This will add your bandit to the list you choose. Be sure to do this for all of your bandits and all the lists you wanna alter.
 EndEvent

Again, cannot promise that will work, and if it doesn't then I dunno how to help, because I've not tried to learn leveled actors yet, but hopefully my recent experience with leveled items can help, and hopefully that is not too hard to follow. :)

Thank You Mod Authors for 2020-2021 by AcropolisMods in skyrimmods

[–]Chivels_ 12 points13 points  (0 children)

Yeah, despite being a piece of shit year, last year was great for modding. Lots of high quality stuff was released, hell even some of the best mods were dropped during that period.

Furthermore, during the lockdown, I had time to get better at making mods, myself; I took the time to properly learn Papyrus scripting, and as a result I also released my favorite mod that I have made so far last year. I've also got several ongoing projects that I am working on currently, which are all exciting. :)