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Everything posted by SilentSpike

  1. Damn it Beth, why must you leave holes in everything
  2. Was not intentional, thanks for pointing this out
  3. They haven't caused bounties for me before, probably because of the faction settings, no?
  4. Nice in-depth tutorial Also loving the colorful robes, might we see these in a future release? Missed the download link at the top
  5. It's just image metadata, hardly a new technology. You can disable the location metadata in your phone's settings A classic example of people not being aware of how the technology they're using works. The fact that the police had never seen anything like it worries me really.
  6. That was actually an idea I had, will look into it (since this AI package stuff is still new to me it's not so easy to set up ). Would grant me the bonus of being able to move some beds to a more convenient location though.
  7. I'm with Arth and Andalay, no ads and no incorrect links. Very odd issue
  8. Decided to finally make this request. The mod adds a bedroll beside every innkeeper in the game and some AI packages to make innkeepers go to sleep at appropriate times. Currently in the process of testing + adding unique packages for every innkeeper so that they sleep at different times (most of them currently share a generic package). Here's a download for anyone who'd like to test out my changes. I'm not too familiar with AI packages yet, so there are likely to be some bugs - especially in instances where unique events might happen in an Inn. Any help or testing is greatly appreciated. USKP changes to actors and one scene in the bannered mare have been carried over.
  9. First question would be easy enough to solve, just needs a bool to be flipped on cell reset then used to check if the first part should run or not. Flip it back ir it does.
  10. I'm no papyrus expert so I can't say if it's working correctly, it looks like it should, but it does leave me with a few questions: If the cell hasn't reset then wouldn't the hive be set to remain stationary on the floor until hit? There is also a critter spawner for bees next to the hive, should that not be deactivated until the hive respawns? Finally, not a question, I can't see what would be causing it to fall to the ground after a cell reset has occured. Should probably make a test cell and try to see how exactly it behaves under those conditions. (Unless somebody else can see the issue already) These are just me writing down notes, questions are directed at nobody in particular, but feel free to answer.
  11. The script for beehives is simply: BeeHiveHavokOnHit.psc Event OnLoad() ; Debug.Trace("This object is loaded, playing animations should work now") self.SetMotionType(Motion_Keyframed, true) endEvent Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) ; Debug.Trace("I just got hit by something") self.SetMotionType(Motion_Dynamic, true) endEvent
  12. Was reported to me earlier: The positioning seems right, but the symmetry is not. Do we think it's fixable? (Really appreciate the massive effort being put into fixing up these weapon rack scripts )
  13. After some playtime today I can "confirm" the bear traps I encountered were not set (the one in the ratway comes to mind). Do we have a tracker entry open for these issues? Nevermind, I see it now. Will post over there
  14. Listen, I see what you're saying, but I don't know what it is you're expecting. You opened this thread merely yesterday and for all we know Sclero has gone on holiday or something. Your imagery is also a bit of an extreme exaggeration for three main reasons: 1. You could just PM Sclero 2. Nobody has seen this working alternative 3. The difference here is nothing like apples and oranges
  15. Injected record = has a FormID that corresponds with a master. In this case, update.esm. A mod author can just copy the records into their mod and the FormID will still be that of update.esm - which as you know is always loaded so there's no issue with making it a master.
  16. Source scripts are provided with the USKP. Mod authors are free - and encouraged - to use them. We appreciate authors who have mods dependant on the USKP (not to force it's popularity or anything, I don't get why people are so fussed about that nonsense), but they can simply integrate any fixes into their mod if they wish. (Also encouraged)
  17. I think the credits in the readme are more up to date. As for what should be listed, I think more generic is a good idea as it means they won't become outdated like that (could list the area of work each person has done: mesh, script, etc.). Perhaps a few exceptions like Andalay for the hosting.
  18. If you go to your subscriptions you might still be able to unsubscribe. Then you can just delete/overwrite the workshop version's files.
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