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IsharaMeradin

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IsharaMeradin

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  1. IsharaMeradin
    IsharaMeradin
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    Regarding Skyrim Special Edition:
    I will not be porting this tutorial resource to SSE.  All current permission statements/requirements still apply. 

    This mod, resource and/or tutorial is to be considered "open permission". Do what you wish, upload where you wish, so long as you give credit where it is due. Thank you.

  2. IsharaMeradin
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    My laptop which could play Skyrim is broken beyond hope. I do not foresee affording a replacement anytime in the near future. Therefore let this notice supersede any previous permissions settings...

    This mod, resource and/or tutorial is to be considered "open permission". Do what you wish, upload where you wish, so long as you give credit where it is due. Thank you.
  3. deleted65173296
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    I had found an issue that when you have >= 6 firewood and you lit the new spawned “Lit up" fuction part, The change will stop and it will be that stage forever.
    1. IsharaMeradin
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      Can you explain in a bit more detail what exactly is happening? Is this taking place in the demonstration cell? Or is it happening in a mod where you have incorporated the script ideas?
    2. deleted65173296
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      Sorry, didn't explain well enough. I used it in my house mod and tested in both in my mod and yours.
      This is Originally Conditions in the abIM_AddLogsToFire.psc
      If Player.GetItemCount(abIM_Firewood) >= abIM_FirewoodQTY && (EnableMarker.IsDisabled()),
      This means the activator can be work and turnned to the "dispear state" if two conditons confirmed to above two conditions. Then fire will auto turn to ember stage. At this stage, the activator will return because of EnableMarker(04Marker) be disabled by "EnableMarker04.Disable(false)" in abIM_AutoOutFire.psc file which make ithe actiivator cofirm to both two conditions. If you have 6 more firewoods at this stage and you click the activator, a new log will be actived, however , you could not lit up this log and the lasted "ember stage" will get stuck, It keeps burnning if you don't extinguish the fire.
      My solution is

      If Player.GetItemCount(abIM_Firewood) >= abIM_FirewoodQTY && (EnableMarker.IsDisabled()) && abIM_FireStages.GetValueInt() == 0
      EnableMarker.Enable(True)
      Player.RemoveItem(abIM_Firewood,abIM_FirewoodQTY)
      EndIf
      Then now the problam is that I extinguished fire at "logs stage", when I try to relit the log, It doesn't display ""Wood is too wet to light" and I could not lit log after waiting 1 more hours. I hadn't touch other two script files.
    3. IsharaMeradin
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      So you are trying to set it up so that you can add logs before the fire burns out and get it going again? That isn't something that I took into consideration when doing this. The focus on this was the stages for a single burn session.

      I would suggest changing the OnActivate event in the abim_togglethatfire script by adding the following block:
      Spoiler:  
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      If Player.GetItemCount(abIM_HasTorch) >= 1 && (EnableMarker.IsDisabled() && EnableMarker04.IsEnabled())
      EnableMarker.Enable(True)
      RegisterForSingleUpdateGameTime(abIM_AutoBurnUpLogs)
      abIM_FireStages.SetValueInt(1)
      EndIf

      What I think this would do is allow activation when the starting marker is already disabled and the logs marker is enabled. It would go on to enable the starting fire again, re-register for the update and set the stage accordingly.

      You'll have to test as I do not even have the game installed any more. I'm just trying to make sense of some scripts that I wrote years ago...
    4. deleted65173296
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      I was so curious about what would happen if I use returned activate to set up another fire during mid-stages. Thank you for your suggestion and I would try it.
  4. IdoDavni2
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    I really hope this is compatible with Frostfall
    1. IsharaMeradin
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      This is just an example of the possibilities. It does not affect the game at all. It is a mod resource that is all.
  5. rip88
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    How did I miss this gem?
  6. acidzebra
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    ...I've been here for a while now, uploaded 4 mods AND set permissions for them, and I never actually clued on to the fact that that was a button. Mostly because many people will actually spell out their permissions in the description.

    ::hangs head in shame::

    But thanks!
  7. IsharaMeradin
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    Nice - so for the record, this is intended as a modder's resource? You would like credit? Please mention these things in your mod description, it's nice to have it all clear and spelled out. I think many people might be interested in using a resource like this, I know I am.

    Going to tweak it a little - fadeout on disable is probably nicer than just having things pop out of existence, and maybe mess with the light levels at different times... oooh fun <img class=">

    Permissions are spelled out in the permissions section. It's the icon with P in a circle right above the vote for me button.
  8. Riprock
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    Pretty cool.
  9. Ka3m0n
    Ka3m0n
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    This is awesome! I really hope someone continues to improve this. Tracking!
  10. acidzebra
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    Nice - so for the record, this is intended as a modder's resource? You would like credit? Please mention these things in your mod description, it's nice to have it all clear and spelled out. I think many people might be interested in using a resource like this, I know I am.

    Going to tweak it a little - fadeout on disable is probably nicer than just having things pop out of existence, and maybe mess with the light levels at different times... oooh fun
  11. Rasengam666
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    Awesome, well done mate!

    This mod could be a great addition to the frostfall mod.
  12. SkjoldBjorn
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    Nice! I was actually thinking about how to make something like this myself for a mod to take the idea of realistic lightsources even further. This might be the thing i need in the future!