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Savaas

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  1. Oh thank you so much, I ticked Allow Reserved for the boss alias and that did the trick!
  2. Just a bump and some more info. I tried tracking the quest variables and this is what I got from my papyrus log. With the radiant quest on: IsActive False IsRunning False IsCompleted False IsStarting False Stage 0 Setting Stage to 10 (this is where the note is read and quest should activate) IsActive TRUE IsRunning False IsCompleted False IsStarting False Stage 0 A save just before the radiant quest is started: IsActive TRUE IsRunning False IsCompleted False IsStarting False Stage 0 Setting Stage to 10 IsActive TRUE IsRunning TRUE IsCompleted False IsStarting False Stage 10 I also tested the functions SetActive() and Start() but both of them didn't help, but notice that setActive went through on both instances and the working one started out active.
  3. Hello, I'm asking this question because I'm currently making my dungeon mod also have radiant quest support. My problem is I started a bandit bounty quest taking place in my level, but when I start playing my level, my custom quest for that level does not activate. It should activate in multiple instances, such as reading a letter on the floor or opening a gate and the level quest activates fine when the bounty quest is not active. So I thought I should rule this out first before trying other solutions, I can't seem to find much info on this though. Thank you for any help!
  4. Oh perfect I had no idea the GetActorValue function can check if paralyzed. I'll try that out, thanks! I fond the wiki page and it does seem to be "paralysis" btw.
  5. Hello, I'm making a boss encounter for my mod and the boss uses a tweaked version of this teleport script: (not really required to watch the video to get my question) He can teleport behind you when hit or near you when you run away. One problem though is if you use Ice Form on him, the teleport script can still trigger and he'll try to teleport while frozen, I imagine the same will happen if paralyzed too. So I want to disable the script while in a state that he can't move. But I've been searching around and I can't seem to find anything that can check if a character is able to move. Something like canAttack or canWalk would be exactly what I need, but I don't think any check like that exists. Does anyone have an idea to do this? Thanks!
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