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Sphered

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  1. Best I believe you can do is Input.TapKey() to automatically turn pages, but that will take a moment. No way to just open it at custom page
  2. Bool InTheSameAreaA = WhateverRef.GetCurrentLocation() == PlayerRef.GetCurrentLocation() Bool InTheSameAreaB = WhateverList.HasForm(PlayerRef.GetCurrentLocation()) Bool InTheSameAreaC = WhateverMapMarker.GetDistance(PlayerRef) < 5000.0 Many ways to scan, and perhaps all the above are not ideal. Depends mainly what your specific goal is, before good specific advice can be offered, but above are some ways to wing it with proximity
  3. For the actual key tap you can try this input script Input.TapKey(Input.GetMappedKey("Right Attack/Block")) It will keydown and keyup your attack button. Test this to see if that releases the arrow while you are still physically holding said button. Never tried that and can't test atm so have to just see
  4. I don't believe that is an active feature in Skyrim For models you want to merge together, use Nifskope imo
  5. Answering the headline real quick since didnt see this mentioned Event OnSpellCast(Form akSpell) Int FirstEffectCastType = (akSpell as Spell).GetNthEffectMagicEffect(0).GetCastingType() ; Constant Effect 0 ; Fire And Forget 1 ; Concentration 2 So if the above Int = Two you know it is concentration so do whatever. Anything other than two do nada
  6. Ref translation does not require 3d be loaded actually. The issue you might have is motion type like dynamic or keyframe, which that does needed 3d to change Any other clarity needed let me know
  7. Solid example from I what I used a ton back when. Needs XEdit for you to do modify the attached fragment labelings, and also to renumber IDs so it can identify itself. In this case I use a SKSE call to check the last digit, so naturally this means numbering the ids in a sequential manner like below. I liked this method quite a lot, was a huge headache saver ScriptName EZTopics Extends TopicInfo Hidden Function Fragment_0(ObjectReference akSpeakerRef) Int RequestID = StringUtil.SubString(Self,StringUtil.Find(Self," on") - 1,1) as Int) If RequestID == 1 (akSpeakerRef as Actor).SetPlayerTeammate() ElseIf RequestID == 2 (akSpeakerRef as Actor).SetActorValue("WaitingForPlayer",1.0) ElseIf RequestID == 3 (akSpeakerRef as Actor).SetActorValue("WaitingForPlayer",0.0) ElseIf RequestID == 4 (akSpeakerRef as Actor).OpenInventory() EndIf ; Etc EndFunction
  8. You got me curious so I messed with the concept a little bit. Short version is I got it to work, but making it "flow" visually in an immersive not-ghetto manner... yeah this is probably why they left bound bow usage in a beta-like status, lol. Its clunky at best imo without giving this more time than it should need to perfect it visually What makes this so messy is the need for more than just a bound weapon. It also needs the ammo which for npcs can make AI be fussy if you add items to their inventory after they enter combat. If the ammo is there before combat then they will wear that bound quiver most of the time out of combat which is def a visual clash imo Your follower could benefit from being a custom race if only for the ability to turn off certain weapon types, but you might be able to work around that. Otherwise I suggest giving your follower a script or an ability or an alias script so you watch when they enter combat and exit combat. This concept def needs semi-precision timing of things like casting bound bow, and the right moment to add arrows and have them draw weapon, etc in an immersive way, and to reliably use the bow. There are a lotta ways from here to play with it and make it neat but its really in preference territory from here Too wordy but anyway that was fun to mess with for a little bit heh. Good luck
  9. There are NPCs in the creation kit that use bound weapons. You can try copying one of them as a base, and change the spell to bound bow. Might have to tweak what combatstyle they use and other things. Just basically a non-finalized concept Bethesda threw in, that can work, but will need trial and error testing
  10. Pretty much it has to be a key then. Those cannot be dropped, and as long as there is no lock in the game that it would unlock, it would never go away. It can also have a script, so can listen for events
  11. Common route for that is to store that item property at the quest level script and call it from there Game.GetPlayer().AddItem((GetOwningQuest() as NameOfTheScriptOnTheQuest).TheItemPropertyWeBuiltIntoThatScript) There are a few ways to do it. You could also just give it to the player alias inventory. And when aliased, the item will get added
  12. Yeah this is not something that one just "does" real quick. You are in 3DSMax levels of territory, aka no sane way to do something like this in Skope etc. Would need to basically rebuild the skin for each hair you want to do this for. Then there is adding the physics components which you would probably want to look for detailed guides and possibly a discord server etc to get some pointers. Sadly none of this is even close to beginner-friendly and very time consuming even for those that know how to do it
  13. Just tested and yeah changing skin will visually update if you do UpdateWeight() after setting skin. Sorry on the AR BR I skim a lot and assumed you were talking about armor terms lol
  14. The torch component would be particularly quirky to pull off. If SKSE was in play, you could registerforcontrol upon entering a trigger area near the wood or root or whatnot, and when block is hit, aka you nudging your torch, and x distance away, that could be detected. But you could well maybe have an animation to listen for, which would not need SKSE Previous me from a couple years ago would prolly solve this really well for you lol. Used to spend way too much time with Papyrus and I enjoy solving things with out of the box thinking. Sadly I dont believe there is really an exact method that will fully encompass every feature you are wanting for this project. I like where your imagination is though
  15. Prolly would want to use XEdit here Make the aliases. Eat the long names for a moment until they are all created. Save and close CK and touch up names etc in XEdit. Lot faster, albeit will need to be done manually. As for preventing this annoyance entirely, not so much. Could well be a nifty XEdit script out there to streamline this but yeah kinda just one of those things templates are good to keep around for
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