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Everything posted by dylbill
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Is this what you're looking for? https://www.nexusmods.com/skyrimspecialedition/mods/13363
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When you get the unkown type error, it means the compiler can't find that script in the source folder. Make sure the dialoguefollowerscript.psc file is in the correct source folder. By default for LE it's Data/Scripts/Source By default for SE it's Data/Source/Scripts Also if you're new to scripting you may not have unzipped the Scripts.Zip file yet which can be found in the Data folder.
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Actually now that I think about it, using animation variable would be easier. You'd have to determine somehow which hand the spell is equipped in when cast, and also save the target actor onEffectStart. Then you can do for instance: while Target.GetAnimationVariableBool("IsCastingRight") https://ck.uesp.net/wiki/List_of_Animation_Variables
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- papyrus
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Need help learning to make a script for my mod
dylbill replied to Gabu19's topic in Skyrim's Creation Kit and Modders
From what I understand, scripting in oblivion vs scripting in skyrim is pretty different. I'd recommend reading through this section of the papyrus wiki: https://ck.uesp.net/wiki/Differences_from_Previous_Scripting For what you want to do, you'd attach a script to the magic effect used in your drug (potion) with an OnEffectStart and OnEffectFinish event to handle the addiction. A very simple example would be something like this: Scriptname DrugAddictionScript extends ActiveMagicEffect Spell Property AddictionSpell Auto Event OnEffectStart(Actor akTarget, Actor akCaster) If akTarget.HasSpell(AddictionSpell) akTarget.RemoveSpell(AddictionSpell) Endif EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) akTarget.AddSpell(AddictionSpell) EndEvent Also here's a good video series on scripting for skyrim if interested. -
My first thought would be to use animation events to detect when stopping casting. https://ck.uesp.net/wiki/Animation_Events
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SSE Custom mod events
dylbill replied to dizietemblesssma's topic in Skyrim's Creation Kit and Modders
To your second question, SendModEvent is different than ModEvent.Send. SendModEvent has pre defined parameters. if you look in Form.psc it's this: ; Sends custom event with given generic parameters. Function SendModEvent(string eventName, string strArg = "", float numArg = 0.0) native ModEvent.Send is for custom parameter types and amounts. You can have custom amounts of bool, int, float, string or form params, but make sure that the params in your event line up in the order that you push them to your handle. To make things easy, you could write a wrapper global function that you can use from any other script. Example: Scriptname MyCustomEvents Hidden Function SendMyCustomEvent(Form SomeForm, Int SomeInt) Global int handle = ModEvent.Create("MyModPrefix_MyCustomEvent") if (handle) ModEvent.PushForm(handle, SomeForm) ModEvent.PushInt(handle, SomeInt) ModEvent.Send(handle) endIf EndFunction then in another script: Event OnInit() RegisterForModEvent("MyModPrefix_MyCustomEvent", "OnMyCustomEvent") Actor playerRef = Game.GetPlayer() MyCustomEvents.SendMyCustomEvent(playerRef, playerRef.GetLevel()) EndEvent event OnMyCustomEvent(Form SomeForm, Int SomeInt) Debug.MessageBox(SomeForm + " " + SomeInt) EndEvent -
SSE Do Papyrus recognize If with SetOpen?
dylbill replied to Wolfstorm's topic in Skyrim's Creation Kit and Modders
No problem. -
SSE Need help for setting a "soul caster" machine
dylbill replied to MasterAub's topic in Skyrim's Creation Kit and Modders
If you want to look at the script with notepad you need to open the source .psc files, not the .pex files. To view in the creation kit, copy the source .psc files from Data/Scripts/Source to Data/Source/Scripts. In Skyrim LE they were in Data/Scripts/Source but they switched it to Data/Source/Scripts in Skyrim SE -
SSE Need help for setting a "soul caster" machine
dylbill replied to MasterAub's topic in Skyrim's Creation Kit and Modders
I made a mod that does something similar called Charge or Fill - Spells: https://www.nexusmods.com/skyrimspecialedition/mods/18090 Source code is included if you want to take a look. -
SSE Delayed Action Poisons
dylbill replied to CirnoNeuron's topic in Skyrim's Creation Kit and Modders
Here's a script that will do this: Scriptname SlowPosionEffectScript extends ActiveMagicEffect {Damage the target's' sActorValue by DamageAmount every UpdateInterval while this effect is active} String Property sActorValue Auto Float Property DamageAmount Auto Float Property UpdateInterval Auto Actor Target Event OnEffectStart(Actor akTarget, Actor akCaster) Target = akTarget ;save target actor so it can be used in other events in this script Target.DamageActorValue(sActorValue, DamageAmount) RegisterForSingleUpdate(UpdateInterval) EndEvent Event OnUpdate() Target.DamageActorValue(sActorValue, DamageAmount) RegisterForSingleUpdate(UpdateInterval) ;Update is automatically unregistered when the effect ends. EndEvent Compile the script, attach it to a magic effect then set the properties in the properties tab in the creation kit. Example, if you set sActorValue to "Health", DamageAmount to 2.0 and UpdateInterval to 1.0 it will damage the target's health by 2.0 every second while the effect is active. -
SSE Do Papyrus recognize If with SetOpen?
dylbill replied to Wolfstorm's topic in Skyrim's Creation Kit and Modders
This is a syntax error. I'm actually surprised it compilied. You're using IsEnabled not on object1 or object2, so it checks if the PuzzlePullBar is Enabled. it should be: If (Object1.IsEnabled() && Object2.IsEnabled()) -
To get base form type you'll want to use GetBaseObject()
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SSE DisablePlayerControls and tfc or photomode
dylbill replied to RavenKZP's topic in Skyrim's Creation Kit and Modders
You could also try using a paralyze magic effect, or Papyrus Extender has a FreezeActor function. https://www.nexusmods.com/skyrimspecialedition/mods/22854 -
SSE self use in script
dylbill replied to dizietemblesssma's topic in Skyrim's Creation Kit and Modders
No problem, and not that I'm aware of. You'd need a script property at least. -
SSE self use in script
dylbill replied to dizietemblesssma's topic in Skyrim's Creation Kit and Modders
Yes, you would use self. Self points to whatever your script is attached to. If your script extends ActiveMagicEffect though youll want to use: If self.GetBaseObject() == MyMagicEffect ;do something Endif -
SSE Favor to ask: Teleport from one home to another
dylbill replied to MarinaHyde's topic in Skyrim's Creation Kit and Modders
No problem, happy modding!! -
SSE Favor to ask: Teleport from one home to another
dylbill replied to MarinaHyde's topic in Skyrim's Creation Kit and Modders
Hello, you can use my mod Mark and Recall Fast Travel Menu: https://www.nexusmods.com/skyrimspecialedition/mods/22494 There's an option to use physical teleports. Hope that helps. -
Hello, this intrigued me so I made a new console command for my Console Tweaks mod: https://www.nexusmods.com/skyrimspecialedition/mods/69244 After installing the mod, enter the command "SetAllBooksRead 0" in console, without the quotes and hit enter. It will set all books to unread.
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SSE Can someone help me with Armor Racks?
dylbill replied to Katarsi's topic in Skyrim's Creation Kit and Modders
No problem. Nope, you shouldnt have to change anything in nifskope -
SSE Can someone help me with Armor Racks?
dylbill replied to Katarsi's topic in Skyrim's Creation Kit and Modders
Hello, looks like this requires a bit of set up. Here's the steps. 1: Create a new static that uses the armourstand_empty.nif 2: Place it in game using the CK render window 3: Create a new invisible container 4: Place the invisible container in front of the armor stand static you placed. 5: Attach the PKYDynamicArmorRackScript to the invisible container you placed. 6: Add armor keywords to the ArmorKeywords array in the PKYDynamicArmorRackScript properties. 7: Add armor markers to the stand by dragging them into the render window and placing them on the stand where you want armors to show up. You can just drag regular armors in and check the Initially Disabled box so they don't show up in game. You need one armor marker for each Armor Keyword you added to the ArmorKeywords array. 8: Added linked refs to the invisible container for the armor markers you placed. Link them with the keywords you used in the ArmorKeywords array. 9: add none (empty) entries to the oArmorDisplayItem array on the PKYDynamicArmorRackScript so that it is the same length as the ArmorKeywords array. How the PKYDynamicArmorRackScript works is, when you add an item to the container it's attached to, it looks to see if the item has a keyword in the ArmorKeywords array. If it does, it looks for a Linked Reference to the container it's attached to using the keyword (this should be the armor marker you placed in the render window.) It then places a new armor of the type you added to the container at the armor marker for display. It changes it's motion type to static and blocks activation. Hope that helps. -
Nope, I don't have that one. I do have Immersive Interactions, although I don't think that applies to this issue. Did you experience spinning camera on death only while using Immersive First Person View? Yes, or other first person view mods such as Joy of Perspective. It could be something else though, not sure.
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Do you have a mod such as Immersive First Person View? I noticed while using that mod, when you die you get crazy spinning camera. Not sure how to fix it though.