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dylbill

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  1. Console Tweaks will work on SLE but the console command ShowScriptForms will only work on SSE cause it requires DbSkseFunctions.psc from my mod Dylbill's Papyrus Functions. Also it will print the info to the console, not log it.
  2. Actually I thought it would be easier to use this as a console command, so I added the command ShowScriptForms to my mod Console Tweaks which you can find here: https://www.nexusmods.com/skyrimspecialedition/mods/69244 Install the mod, then enter the console command "ShowScriptForms _de_woodharvestscript" to display all forms with the script attached and their mod origins
  3. Are you able to compile and run scripts in your game? If so you can use my mod Dylbills Papyrus Functions: https://www.nexusmods.com/skyrimspecialedition/mods/65410?tab=description which has 2 functions that will help. GetAllFormsWithScriptAttached and GetModOriginName Here's an example script that will log all forms with the _de_woodharvestscript script attached Event OnInit() LogScriptForms("_de_woodharvestscript") EndEvent Function LogScriptForms(string akScriptName) Form[] akForms = DbSkseFunctions.GetAllFormsWithScriptAttached(akScriptName) Debug.trace("printing " + akForms.length + " forms for " + akScriptName) int i = 0 while i < akForms.length if akForms[i] Debug.trace("\n" + i + ": ") ObjectReference ref = akForms[i] as ObjectReference if ref Form bas = ref.GetBaseObject() Debug.trace("refr: " + ref + " mod: " + DbMiscFunctions.GetModOriginName(ref)) Debug.trace("base: " + bas + " mod: " + DbMiscFunctions.GetModOriginName(bas)) else Debug.trace("form: " + akForms[i] + " mod: " + DbMiscFunctions.GetModOriginName(akForms[i])) Endif EndIf i += 1 EndWhile Debug.Notification("done logging") EndFunction This of course is assuming the mod that the script comes from is active in your game
  4. You can use the mod CoMap: https://www.nexusmods.com/skyrimspecialedition/mods/56123
  5. I think you can do: if Weather.FindWeather(3) Endif It will find a snowy weather in the current region if it exists.
  6. You can use my mod Dylbills Papyrus Functions which includes DbSkseEvents. https://www.nexusmods.com/skyrimspecialedition/mods/65410 Example, assuming your script is attached to a form. Event OnInit() DbSkseEvents.RegisterFormForGlobalEvent("OnItemCraftedGlobal", self) EndEvent ;must re register on load game Event OnLoadGameGlobal() DbSkseEvents.RegisterFormForGlobalEvent("OnItemCraftedGlobal", self) EndEvent Event OnItemCraftedGlobal(Form itemCrafted, ObjectReference benchRef, int count, int workBenchType, string benchSkill) if benchSkill == "enchanting" Debug.MessageBox(itemCrafted.GetName() + " enchanted") Endif EndEvent
  7. Put in debug.messagebox or notification to see when the script is firing. You also have it set so it only works if getting hit by the player.
  8. Short answer, yes, this is possible. I'd need more specifics though to be able to give better advice though. One trick I like to do with magic effects is to put two scripts on the magic effect. One that extends ActiveMagicEffect and one that extends MagicEffect. ActiveMagicEffect is a new script object that is created every time the effect starts while the MagicEffect is seperate and sits on the base object. It's similar to say having 2 scripts on a misc object. One that extends MiscObject and one that extends ObjectReference. Example, 2 scripts attached to the magic effect form in the creation kit. First script: scriptname TM_MagicEffectScript extends MagicEffect Function SomeFunction() EndFunction Second script: Scriptname TM_ActiveMagicEffectScript extends ActiveMagicEffect Event OnEffectStart(Actor akTarget, Actor akCaster) ;get the TM_MagicEffectScript attached to this activeMagicEffect's baseObject (which is a magicEffect form) TM_MagicEffectScript scriptRef = GetBaseObject() as TM_MagicEffectScript ;if the TM_MagicEffectScript ref was found if scriptRef scriptRef.SomeFunction() Endif EndEvent
  9. Probably ActionScript 2.0 as that's what Skyrim uses natively. If you have Adobe Flash cs4 or cs6 I would use that. Otherwise you could theoretically do it with an skse plugin. The wheeler mod does this and source is provided on github. https://www.nexusmods.com/skyrimspecialedition/mods/97345
  10. Have you tried using PlayIdleWithTarget ? Also some idles will only play if the actor is already using a certain idle. Try to have the actor activate the CounterBarLeanMarker furniture reference first and see if that works.
  11. in papyrus there is the KeepOffsetFromActor and ClearKeepOffsetFromActor functions. https://ck.uesp.net/wiki/KeepOffsetFromActor_-_Actor You could also make a mount out of an npc. Here's a tutorial on how https://www.nexusmods.com/skyrim/mods/13865
  12. Audio can be baked in to animations. You probably want to do that with paired animations.
  13. No problem. If you’re using skse, my mod Dylbills Papyrus Functions has an IsActorPowerAttacking function. I haven’t tested the iState_NPCAttacking2H animation variable though.
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