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kieranh7

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  1. You could try putting your Actor references into an Array, then calling eg: MyActorArray.Resurrect(). Or just reference them one by one, Actor1.Resurrect(). etc. I haven't used it myself yet, but i'd imagine .Reset() reset's Activators, stages through the cells, traps and the like etc.
  2. Edit: NVM Found it -> Utility.SetIniFloat("fActorFadeOutLimit:Camera" Hey guys, I've wrote a script for a mod I'm working on for NPC Mind Control, to 'remote' control NPCs for a certain duration. I have it working, but ran into a problem regarding game mechanics, when you are controlling the NPC, the Actor Min-Distance Fade-Out is very high for some reason, this meaning you need to have the camera zoomed out to a ridiculous distance for the NPC actor to be visible on-screen. I have tried various things regarding my script to no avail, and have tried using the camera ini tweak fActorFadeOutLimit, but even at the lowest minus setting, they still fade with the camera a good distance away from the actor. Just wondering if anyone would know a possible work-around for this. I would be most grateful. Thanks for reading. Could be worth a mention that, this 'actor fade out' only seems to happen when I enable control of the Actor. For instance, if I swap the camera to pop onto the NPC with my script, but leave the NPC's AI off, I have no fading problems, but as soon as I enable the NPC AI to be able to control him/her the problem arises. Thanks. On Effect Start Event, Code snippet below, just to show the 'order' of functions used. in the opening event
  3. Make sure you have installed all of the textures to the correct location, generally: C:\Program Files (x86)\Steam\SteamApps\common\skyrim\Data\Textures\actors\character when running from steam. I don't use that mod myself, so I i'm only assuming the naked part is because you installed the mesh, and or esp.
  4. Try temporarily disabling Vampire Overhaul, and testing. I think that has been causing a few people CTDs with it's current version because of a feed script. Else try the above, turning them off one by one. Edit: The only real safe way of doing, is updating to new mods, one at the time, so if you're getting CTD's after getting new mods, you will know the culprit. In other words, try not to go get like 5 new esp's at once, it will make it very hard to determine the problem one.
  5. I think it's safe to say you're not running out of system memory. Are you running the latest version of skyrim? Steam->options->Beta participation->Skyrim. Also are you running skyrim via skse_loader.exe (script extender) it's been known to cause CTDs atm for some users. Difficult to diagnose CTDs as it could be countless things. For instance, do you have a lo of high-res texture mods installed. Or it could be esp's conflicting, although i doubt it would crash like clockwork with esp incompatiblity, unless it was during a specific event in one of those esps which is causing the crash. I would maybe turn off each esp one by one, and see which is causing the crash to desktop for you.
  6. If it's not happening while you're inside, it may be because you're running out of memory. Can you post your hardware specifications, and also test under the same circumstances with no esp's active. Make sure you have the most updated version of your mods aswell.
  7. I haven't actually had to try this for myself yet, but you could try checking This out. It may be what you're looking for
  8. Find the effects of the spell you're trying to toggle, and add them to the player, manually. This is generally a much more efficient way of doing the toggle spells imo. Try a variation of below, just a quick throw-together script, but it should lead you in the right direction. scriptName ToggleMagicScript extends ActiveMagicEffect {Scripted effect for the Spell} import GlobalVariable SPELL Property YOURSPELLGOESHERE Auto MagicEffect Property MFX Auto GlobalVariable Property MagicTransitionGlobal Auto Event OnEffectStart(Actor akTarget, Actor akCaster) ;Global set to 1 if (MagicTransitionGlobal.getValue() == 0.0) MagicTransitionGlobal.setValue(1.0) elseif (MagicTransitionGlobal.getValue() == 1.0) MagicTransitionGlobal.setValue(2.0) self.dispel() endif EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) if (MagicTransitionGlobal.getValue() == 2.0) MagicTransitionGlobal.setValue(0.0) endif if (Game.getPlayer().hasMagicEffect(MFX)!=1) MagicTransitionGlobal.setValue(0.0) endif EndEvent GL with your mod.
  9. You could try something alone the lines of: if (Game.GetPlayer().HasMagicEffect(ZZSharinganSlowTimeEff)) Game.GetPlayer().DispelSpell(ZZSharinganSlowTimeEff) elseif (!Game.GetPlayer().HasMagicEffect(ZZSharinganSlowTimeEff)) ;Add whatever spells etc endif You could also just use an alse, instead of elseif. In my opinion though, you'd be much batter of creating the effects of the spell you would like to use, instead of calling the predefined spell. Then adding those effects manually in the conditional statement, and removeing them if they're already present on the player.
  10. You could use something along the lines of below, but of course, switch out the quest property, to a custom property you made, if you didn't want to use that particular event type. scriptName SpawnHorrorsOnActivate extends objectReference Scene Property AmbushScene auto Quest Property C01 auto ReferenceAlias Property Observer auto Cell Property MyCell auto ACTORBASE PROPERTY spawnedEnemies AUTO INT PROPERTY numToPlace AUTO OBJECTREFERENCE enemy1 OBJECTREFERENCE enemy2 OBJECTREFERENCE enemy3 bool property doOnce = true auto {if true do this only once default == true} bool property placeAll = true auto {default == true if true place all things that have been set if false place the first thing that we find set} objectReference property placedObjectRef auto auto State Ready Event OnActivate(ObjectReference akActivator) (C01 as C01QuestScript).AmbushLeverPulled = true if (!(C01 as C01QuestScript).ObserverCloseBy) Observer.GetReference().MoveTo((C01 as C01QuestScript).ObserverCompensationPoint) if (Observer.GetReference().GetParentCell() != MyCell) return endif endif AmbushScene.Start() GoToState("Done") EndEvent EndState State Done EndState state DoNothing event onActivate(objectReference triggerRef) endEvent endState To be honest, I think it would be much more convenient, and easier to just have an activator script attached to gates. You could have gates around the lever location, and have enemies locked in these gates, then on activation, the gates open, releasing the 'horrors'. You're better off using the movto() function rather than the placeatme one. GL with your mod. Edit: If it's a trap-type event you're trying to create, it's more or less the same thing, just have a look at the trap scripts in the CK, but you'll have to adapt them of course.
  11. You could try manually adding some sort of custom glow map to the plants, but regarding the sound, I would think you need to place the sound activators regardless, to get them set off in the appropriate grids.
  12. Could be because the custom spell doesn't have a predefined reference. Have you tried manually adding the spell to the race you want, in the CK? Would be Races->'the race'->edit->Spell List->right click->new. and then add your spell.
  13. Hmm, you may be using effects that need to be triggered to activate. Look for a magic effect called abOnFire, or type OnFire in the search box, and try that effect. Its the magic shader used for setting ppl on fire with torches. Worked for me when I tested it there.
  14. Ahh, well at least now I know why I couldn't find it anywhere lol. Thanks again for your help mate. Didn't bother wait for the jump ability implementation anyway. Just released V1.0 of the mod. :) The Vampire Effects Project
  15. Hey EvilDead, What I would do is: 1: Make a custom magic Effect in the CK, that is: Effect Type: Script Casting Type: Constant Effect Delivery: Self Then add visual effects, and sounds to that magic effect, eg FireStormCastBodyFX, and Sound effect, Cast Loop, FXFireBody etc. Once you have that done, make a spell, and call it whatever, make it an ability, and make sure it has the same properties as above, ie casting type constant, delivery on self, and add your magic effect to it. 2: Find the Actor you want to attach the effects to, right click it, and go to 'Edit'. the editor dialog will open and scroll to 'Spell List' and add the spell you made. I haven't tried this personally, only added effects to pc characters etc, but If i was to do it. this would be the way, and it should hopefully solve your problem :) GL.
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