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ANaj

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  1. Not so sure if there is a (papyrus) script at all, isn't the respawning of flora caused by the reset of a cell? In CK you can set a respawn flag which handles if the object respawns on cell reset. So i think it is a hardcoded game mechanic, rather than a (papyrus) script.
  2. you can set an enable parent like it is done in the player houses, when you buy furniture. - create a marker - in cell view window mark all the objects you want to disable / enable (on your case the NPCs) - right click and set enable parent to the marker you created - in your code write something like if war marker.Enable() marker.EnableLinkChain() else marker.Disable() marker.DisableLinkChain() endif to enable / disable alle the objects linked by this marker don't know if there is a limit to this. because i didn't used it for more than 100 Objects, but it is easy to change within CK. It doesn't need be an marker, you could set a general as enable parent, too. where you link all the soldiers to him. So if the general comes he brings all the soldiers with him :)
  3. Yeah, makes sense. Input.TapKey(1) Works to close the container menu. (I am using SKSE) Thanks for the quick responses.
  4. great, thanks. itmRemoved.Activate(akSourceContainer); in this case akSourceContainer is the same like Game.getPlayer()works, but the renamed item doesn't show up in inventory until i close the menu and reopen it. akSourceContainer.AddItem(itmRemoved,aiItemCount);does the trick. As soon as i put an item inside and rename it, i got it back in my inventory while the inventory menu is still open. So in my case it is not necessary to close the inventory menu through Script, but i am still curious if there is a way to do it?
  5. so this my Script: Scriptname ABA_ShrineRenaming extends ObjectReference ABA_MASTERQUEST Property ABA_Quest_AkropolisMaster auto ObjectReference Property oItemMarker auto event onItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) ObjectReference itmRemoved = DropObject(akBaseItem,aiItemCount);Drops item itmRemoved.MoveTo(oItemMarker);place it in world string oldName=itmRemoved.getDisplayName() ;Menu for Renaming string title=ABA_Quest_AkropolisMaster.strInfo[3]+oldname+ABA_Quest_AkropolisMaster.strInfo[4] UILIB_1 uilib=((ABA_Quest_AkropolisMaster as Form) as UILIB_1) String sResult = uilib.ShowTextInput(title, oldName) if sResult itmRemoved.setDisplayName(sResult); Rename item endif endevent it works fine for now, it runs on a container and when you put an item inside, it lets you rename it. Instead of placing the item in the world i want to have it returned to the player somehow. For renaming i need the objectreference of the item, but somehow akItemReference is empty, thats why i had to place it in the world. i tried to add the wolrditem to players inventory but ObjectReference.AddItem(Form akItemToAdd, int aiCount = 1, bool abSilent = false) needs a Form and not the ObjectReference. Is there another way, that the player picks it up instantly? Another thing i would like to have is, when you have opened the inventory menu and put an item inside, that it closes the menu automaticly. Couldn't think of way yet, though.
  6. Do I literally write akActor? Also - what do you mean by "package start fragment'? Do you mean "Begin"? it depends if the script is running directly on the actor or on another object so if it is for example: Scriptname DarlaWaiting extends Actor you do not need "akActor", just "SetLookAt(Fire, true)" should be enough. else you have to use the property where Darla is stored of course. i assume the line: "Objectreference Property Fire Auto" is allready inside the Script. I think the error was, that you tried to call Fire() like a function, but Fire is allready an ObjectReference, so don't use "()"
  7. the best way to undo changes is with TES5edit. But of course you have to know what you're doing. For example reverting the house guards: open the mod in TES5Edit (no other mods exept for vanilla/DLC files). On the left side, expand the changes of the mod, Changes to existing objects should be highlighted in yellow/green. For the house guards you should look under actor. Just remove the entries you don't want and they will be vanilla again. TES5edit is a mighty tool, make a backup and just try it out, it is not that hard to learn.
  8. Hi there, i want to ask if there is a possibility to manage multiple Languages in one mod. So if someone install this mod, the game will detect if it is german, use the german strings, else use english. I have seen a mod with different string files in 8 languages but no idea how they did it. Does someone know a good tutorial, or tool to do this? Everytime i google multiple language in skyrim, i will mostly find somthing about the scripting language. currently i have 2 different Mods with basically the same content, only that one is in german the other one in english. ESP/ESM- Translator helps a lot but, best would be if i could manage both languages in one mod.
  9. You can just delete it when you pack your bsa. if some object of your mod is using this script, the CK puts it in the archive, doesn't matter if you changed it or not. I am writting on a mod for enderal where most Objects uses scripts. Just need to place a bed and the bedscript will be added to the archive, even if i never touched it. It is a bit annoying to delete the scripts if you are packing a bsa, but you can never know which other mod will change the script.
  10. didn't try it myself but maybe the RemoveAllitems will help? Function RemoveAllItems(ObjectReference akTransferTo = None, bool abKeepOwnership = false, bool abRemoveQuestItems = false) native My idea was to use some background containers to filter the questitems on death. don't know if it works though, never used the flag "abRemoveQuestItems" before.
  11. onInit() is bad choice for a script, which should check if the player is sneaking. https://www.creationkit.com/index.php?title=Category:Events here you will find a list of all possible events and where they are running. If you want to learn more about programming in Papyrus, bookmark this site, it is very helpful. If i understood you right, you want to cast a spell and if player is sneaking do the effect. Event OnEffectStart(Actor akTarget, Actor akCaster) If Game.Getplayer().IsSneaking() ;your turning into wraith code here endif endEvent You have to bind the script onto the magic effect the spell is using.
  12. Ok thanks for the answers, When i use ref.PlayAnimation("PlayAnim01") it returns true, but nothing else happens. I looked into the vanilla scripts but it seems like the guys of SureAI didn't made an animation for stop glowing. Thanks i will try that.
  13. Hi, i am writing on a mod for enderal where they use custom Animations for an Object (it is not about Actor Animation). The object is a star which is slightly visible. after Papyruscommand ref.PlayAnimation("PlayAnim02") it starts glowing very bright, and keeps this state until end of game. I want to reset it somehow, that it's back into the state where it is slighly visible. Allready tried ref.reset(), ref.PlayAnimation("PlayAnim0X") (X means different numbers), ref.SetAnimationVariable[Float/Int/Bool], nothing works. My dirty solution is disabling it, but i want that it can be activated again by the command ref.PlayAnimation("PlayAnim02") Got a lot of headache because of this. Can someone help me? Edit: I haven't worked very much with animations, is there a place in creation kit where i can look up which Animations are defined for this Object? Gameplay>Animations seems to be only for actor animations. The BaseForm of the star is a MoveableStatic. Do i need to change something there?
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