7

I recommend that you do not "pass around Items" as an actual object, but instead, have each item stored in a Dictionary<int,GameItem>. Each item has it's own integer id, which you pass around and store in the inventory. So say Iron Ore has an id of 4, and you have 18 of them. In your inventory there would be a struct that says 18, 4. You then use the ...


4

You can't. The Xbox is a closed console without any support for user created content. The situation won't likely change, and even if it did, you'd need a hacked console, which would certainly void your warranty.


2

Let's go through this step by step. Before you can do anything else, you need to prevent the game from filling a normal empty soul gem which the player might be carrying in open inventory. The most thorough way to do this is to remove the normal soul trap magic effect from the soul trap spell and enchantment, and replace it with your own. Alternatively, ...


2

Try using PlaceAtMe to place your soil patch in the magic effect, rather than in the activator. I have teleport spell to teleport me to my created world which works fine if the script is placed in the magic effect section rather than the activator. Try that.


1

While the comments sum up how this question isn't particularly valuable for this site I will add an answer that I think can be valuable for those searching the same thing. Many (I would go as far to say a majority) of the mods available on the Nexus for Skyrim SE are ports of existing LE mods. In fact, if you head over and look at both Nexus sites you'll ...


1

OK, I found the answer myself: It can't be done with Papyrus, but can with SKSE using the Input function: int MapKey = Input.GetMappedKey("Quick Map") Input.TapKey(MapKey) Needed to extract the SKSE script sources to Skyrim Data Script Source folder to get access to the SKSE functions.


1

Late to the party, but it is in the change forms. More specifically, it's an ACHR record (type = 1) in the change forms. Unfortunately, the change forms for ACHR records aren't documented at all on UESP. Back when Skyrim was released, I released an alchemy tool like what you're wanting to do. I wanted to do what you're doing, but I ran into the same brick ...


1

Probably reason in different classes that handled them. (that's little late answer, but still better this than nothing) For example, humans, elves, dremora are humanoid races that have method equipArmor. But animals don't have such method. As engine don't handle this situation it will be fatal error. It is very hard to find exact reason so probably you ...


1

As stated in this forum, you will need to Spawn a path point, attach it to an NPC. Then press U with the pathpoint selected to open the parameters. In the first text field, the one called Type, replace "Stand" with whatever (has to be written with a capital letter)


1

The Creation Kit doesn't support external libraries, which is great from a mod safety perspective. There has been attempts to extend the editor by hooking the process via a proxy d3d9.dll, resulting in products like the Skyrim Script Extender. You may find that the script language that SKSE exposes is sufficient to do what you want to do, otherwise you may ...


1

This is a general answer for most 3d physincs engines, you can use one or both of this solutions: 1-) A solid object should have have the possibility of setting an inactive state, then the engine will not run any physic calculation for it until its first collision with any other object. 2-) Using proxy objects: The visible objects doesn't need to be the ...


1

I'd like to point out that the "class" is a remnant from the old Elder Scrolls system, in which it defines what skills cause you to level up (and those would start at a higher level at the beginning of the game). I also once saw in the Strategy Guide that it has guidelines for different "class" builds. It sounds like this is the sort of thing "class" is ...


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