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dylbill

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  1. There is a leveledItem script, with function AddForm, so you could do it with that. Or you could do it with the creation kit and tell people to make a bashed patch with Wrye Bash for compatibility. https://ck.uesp.net/wiki/LeveledItem_Script
  2. I would do something like this. Note this does require my papyrus functions mod for DbSkseEvents. scriptname MyQuestScript extends quest furniture Property campfireSleepingBag Auto ObjectReference lastActivatedCampfireSleepingBag Event OnInit() ;register for when the player activates anything DbSkseEvents.RegisterFormForGlobalEvent("OnActivateGlobal", self, Game.GetPlayer(), 0) EndEvent Event OnActivateGlobal(ObjectReference ActivatorRef, ObjectReference ActivatedRef) if ActivatedRef.GetBaseObject() == campfireSleepingBag registerForSleep() lastActivatedCampfireSleepingBag = ActivatedRef Endif EndEvent Event OnSleepStart(float afSleepStartTime, float afDesiredSleepEndTime) UnregisterForSleep() if Game.GetPlayer().GetDistance(lastActivatedCampfireSleepingBag) < 100 ;player is still close to the last activated sleeping bag, assume they confirmed to sleep ;do something endif EndEvent
  3. For someone not that experienced with skyrim modding, this is a very ambitious project. If you can get it to work though, more power to you. For camera, I'd check out some other mods. There's this one: 3PCO - 3rd Person Camera Overhaul https://www.nexusmods.com/skyrimspecialedition/mods/18515?tab=files Which only appears to use papyrus scripts, so it won't be too difficult to understand. There's also this one: True Directional Movement https://www.nexusmods.com/skyrimspecialedition/mods/51614?tab=description Which uses skse and new animations, which would be a lot harder to implement but probably perform better. For controlling another character, this would most likely require an skse plugin. You can do some stuff with papyrus, but it is limited.
  4. try using PushActorAway instead: https://ck.uesp.net/wiki/PushActorAway_-_ObjectReference
  5. No problem, glad you got it working
  6. You can try Spawnable Triggerboxes. I have tried it before and it works, though the OnTriggerEnter event will run constantly when you're in the radius of the trigger box, so use states to handle it. https://www.nexusmods.com/skyrim/mods/61245
  7. Gotcha, my mod does include a crafting event too. ;workbench types are: ;None = 0, ;CreateObject = 1, ;SmithingWeapon = 2, ;Enchanting = 3, ;EnchantingExperiment = 4, ;Alchemy = 5, ;AlchemyExperiment = 6, ;SmithingArmor = 7 ;benchSkill will be an actor value such as "smithing", "enchanting" ect. Event OnItemCraftedGlobal(Form itemCrafted, ObjectReference benchRef, int count, int workBenchType, string benchSkill) EndEvent For detecting lighting or putting out fires, I'd recommend using animation events. The fire refs probably have them. You can still use the OnActivateGlobal event. If the ActivatedRef is a fire, register for the animation event. To find which animation events are available, you can use my LogAllAnimations function: DbSkseEvents.LogAllAnimations(ActivatedRef). logs to 'info' level, so make sure [LOG] iMinLevel is 2 or less in Data/Skse/Plugins/DbSkseFunctions.ini Log path is C:/Users/YourUserName/Documents/My Games/Skyrim Special Edition/SKSE/DbSkseFunctions.log
  8. If you're using skse, can use my papyrus functions mod: https://www.nexusmods.com/skyrimspecialedition/mods/65410?tab=description to detect whenever the player activates something in game. Event OnInit() ;register this script (self) for when the player activates anything DbSkseEvents.registerFormForGlobalEvent("OnActivateGlobal", self, PlayerRef, 0) Endevent Event OnActivateGlobal(ObjectReference ActivatorRef, ObjectReference ActivatedRef) ;detect if ActivatedRef is a fire, maybe with keyword or baseobject comparison, then do something EndEvent
  9. You get that error when you try to call a member function as if it's a global function. You'd get the same error if you tried to do for instance Form.GetFormID(). You need to get whatever AB0000VogtQuestzusatz is attached to and call it from that. Example: (GetOwningQuest() as AB0000VogtQuestzusatz).HireSteward(0, Alias_Efil.GetActorRef())
  10. Papyrus Extender https://www.nexusmods.com/skyrimspecialedition/mods/22854 has this function: Bool Function EvaluateConditionList(Form akForm, ObjectReference akActionRef, ObjectReference akTargetRef) global native I think you pass in the perk for akForm. Worth a shot.
  11. Ah, so your script knows what to do with vanilla markers but not with mod added markers. What you can do is save the markers in an array and their locations in another array, make sure the indexes match, then find the vanilla marker by comparing the mod added marker's current location. Something like this: Location[] Property VanillaBountyLocations Auto ObjectReference[] Property VanillaBountyLocationMarkers Auto ObjectReference function GetVanillaMapMarkerForLocation(location akLocation) int index = VanillaBountyLocations.find(akLocation) if index > -1 return VanillaBountyLocationMarkers[index] else debug.trace("map marker for location " + akLocation + " not found", 2) return none Endif EndFunction ReferenceAlias property refAlias Auto Event OnSomeEvent() ObjectReference ref = refAlias.GetReference() if ref int index = VanillaBountyLocationMarkers.find(ref) if index == -1 ;ref not found in expected vanilla map markers location akLocation = ref.GetCurrentLocation() ref = GetVanillaMapMarkerForLocation(aklocation) if ref ;vanilla ref found Endif Endif Endif EndEvent
  12. I'm not really sure what the issue is. Is this a papyrus script issue? Aren't the bounty quests repeatable? To get a reference you should just be able to use GetReference()
  13. Hmm, looks like this doesn't work the same via script, there must be something else going on in the creation kit to make it display, so you'll have to find a workaround. You could cast a spell that has an explosion that has a placed object set maybe, or play an art object on an objectReference.
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