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Joolander

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Everything posted by Joolander

  1. hang on oil traps work by checking against a form list to see if something that can light it on fire has hit it so can I add a bunch of water object to a formlist, check if thats what the arrow hit, and then have that be a condition on whether the fire hazard spawns?
  2. I'm not experiencing save-game bloat, its just something I am trying very hard to avoid, as I see a lot of script heavy mods that apparently cause it. Or at least their comments sections claim that they do :P anyway, I tried making the marker spawn a second explosion that spawns the hazard, and it didn't really change anything. the hazard still seems to not attack anyone is there a script function that can ask who the owner is? or that can set the owner? like maybe GetOwner or something like that (I made that up. completely hypothetical name) maybe there is a resource that has these things listed? I looked through the CK wiki and couldn't find anything other than vague information on scripting, no specifics. at least not as I understood them
  3. ok, finally figured it out, kind of heres what I got http://i.imgur.com/ay5qT.jpg turns out, if you spawn a projectile, if you try to pick that up from the ground , you get a CTD but it works fine as ammo anyway, now I have a big problem, a small problem, and a question Big problem: the hazard spawns, (I know because I can see the fire) but it does not actually harm anyone (enemies and the player can walk right through the fire) I think this is because it has no "owner"? is there a way to make the owner whoever fired the original arrow? small problem: if the arrow hits someone, they will have an arrow sticking out of them (the fired arrow), and an arrow laying at their feet (the script-spawned arrow). is there a way to make the script only spawn an arrow if an actor was not hit? question: is there a way to make the hazard not spawn if the arrow lands in water? oh yeah one more question: the activator is deleting itself after spawning the arrow, right? so there shouldn't be save-game bloat? or would a bunch of spawned arrows laying around cause that?
  4. you could also grab the Space Wiking Dwemer Exoskeleton and Dwarven Mechanical Equipment and the Immersive Armors if you don't already have it and If you want I could upload a retex of the Dawnguard helmet I made then you could look like this (spoiled for size) He's wearing the Dwarven Mage Armor from Immersive armors for the curiass. Its a much less bulky look than the Dwemer Power Armor
  5. Thanks a lot. I knew I saw that somewhere on this site, but I was having trouble finding it for some reason
  6. like the title says, I'd like to make one *.esp file that is dependent on another *.esp file. I'd like to make an addon to make my mod Torch Arrows work better with Better Sorting Thanks in advance for any help
  7. Not trying to be dense, but I'm going to need a better explanation of how to go about this. I played around with activators, but I dont have no Idea how to attach a script to it
  8. I am working on getting Torch Arrows to work more intuitively currently, they set fires and light up a good area or 15 seconds, which is great and useful I have two problems right now - they will still set fires underwater and on water - after the arrow hits, there are no arrows to recover or look at (only the fire) other than those two things, the work great, and I am pretty close to dialing in the balance
  9. First of all, thank you for the reply :) Secondly, currently that field is being taken up by a hazard (a fire that puts DOT on enemies that walk through it). This hazard is the entire point of the arrow, I can't get replacle it, otherwise the mod is pointless. The hazard does use a spell to damage the target. I have tried including a magic effect in the spell that spawns an arrow, but I can't seem to get it working at all. It seems none of the options for Effect Archetypes will let you spawn or summon an object is this something that can be done with scripts? I have no Idea where to begin if it does
  10. Hey everyone So my mod Torch Arrows is a WIP at the moment Currently, when the arrows hit something, they create an explosion (invisible) which spawns a hazard which lights up the area and sets any enemies that touch it on fire This is great gameplay-wise, but the arrow seems to disappear on impact (I believe this is due to how explosive projectiles work) So what I would like to do is have the Hazard spawn a copy of the ammo at the point of impact. Is there a way to make a magic effect that does this? I've already tried editing the displayed *.nif of the hazard, but there seems to be no way that I can find to make it face the right way in the world space (see attached pictures: all were taken facing the direction the arrow was fired) http://i.imgur.com/Zix4C.jpg http://i.imgur.com/Hk2jF.jpg http://i.imgur.com/2VSl1.jpg
  11. Hey everyone So my mod Torch Arrows is a WIP at the moment Currently, when the arrows hit something, they create an explosion (invisible) which spawns a hazard which lights up the area and sets any enemies that touch it on fire This is great gameplay-wise, but the arrow seems to disappear on impact (I believe this is due to how explosive projectiles work) So what I would like to do is have the Hazard spawn a copy of the ammo at the point of impact. Is there a way to make a magic effect that does this? I've already tried editing the displayed *.nif of the hazard, but there seems to be no way that I can find to make it face the right way in the world space (see attached pictures: all were taken facing the direction the arrow was fired) http://i.imgur.com/Zix4C.jpg http://i.imgur.com/Hk2jF.jpg http://i.imgur.com/2VSl1.jpg
  12. you need to change the Alpha Channel on the Alpha Channel, white is completely visible and black is completely transparent
  13. Ok, so I finally heard back for Silverfeetstudio and he said that since he is not coming back anytime soon, I can go ahead with my mod I'm still not going to use his meshes, but I have mine in a usable state so I'll go ahead and release it Edit: Its up right here
  14. you could try using the console to give yourself the Tsun armor http://images.wikia.com/elderscrolls/images/5/5a/Tsun.jpg or this mod (http://skyrim.nexusmods.com/mods/22971) will add silver armor to the game which looks like the above
  15. More good news: Oil and flammable gas traps will now be set on fire correctly, and it doesn't screw up anything else I've created a new model in Blender and I'm working on importing it into NifSkope if anyone knows of any guides to correctly doing this for Skyrim I would appreciate a link
  16. Well good news! - I found out that the guards not goin hostile until you kill one is a problem with ALL arrows (never noticed before) - I successfully got the burning fire to stop hanging in the air while still sticking to walls (it will drop to the ground now) so now really all my issues can be solved with new meshes if anyone is willing to help out
  17. yes, I have emailed him (about a week ago, now). either he's done with the nexus or my message may have gotten picked up by the spam filter
  18. Edit: Mod Released! Check it out here Ever since I've started playing Skyrim, I thought one thing severely missing from the game was the ability to light arrows on fire and then use them to light up dark corners and set enemies on fire. But no! I had to be a mage to satisfy my inner pyromaniac. Then I came across the mod Real Fire Arrows, and saw that it hasn't been worked on since March 2012. I took it upon myself to get the idea working fully (built a new *.esp from scratch) and hopefully eventually release it on the nexus Good News: - I've successfully gotten the arrows to set enemies on fire (both with a direct hit and if they walk through the flames) - I've solved the issue of the flaming quiver - The arrows light up the surrounding area just fine and it looks good without a severe performance hit - The arrows will set oil traps and flammable gas traps on fire Bad News: - The mod author hasn't been active since March, so I can't get permission to use his meshes, which means I'm not sure its cool to release it until I can find someone to do some meshing for me (I planned on them being placeholders anyway) - The flame effect the arrows leave upon hit will stay burning in the air after it hits the target, and there seems to be no arrow to pick up unless you pull it out of an enemy's inventory (they don't show on the ground or wall, but will show if stuck in an enemy) - When you attack guards (but not friendly NPCs) with the arrow, they will not go hostile until you've killed at least one of them (tested in Whiterun) (happens with all arrows, non-issue) - They will not get extinguished in the water (minor) so, I think I'm doing alright for my first non-retexture Skyrim mod, but I definitely need some help
  19. That is pretty much what I was thinking as well. I also thought the executioner's mask from your botched execution would work with some tweaking as well. My last mod was for FO3, so I'm afraid I don't know what you're referring to
  20. There is that Bust of the Grey Fox in the game. Now, I don't know a whole lot about meshing, but perhaps someone that does could use that as the basis I am all for this mod, and I really hope someone picks this up
  21. When I first received the Nightingale Blade, I was expecting it to be a dagger (for some reason) It just seems to me that a dagger would fit the sneaktheif MO of the Nightingales better than a regular sword basically what I am suggesting is that someone familiar with meshing could create a non-replacer nightingale dagger out of the Nightingale Blade Mesh. If I understand properly, you could even use the same texture as the blade Just a thought
  22. i actually did try that before posting here it doesnt work for what im trying to do with it. the script associated with what i am trying to do has more in common with the workbench, if you an believe that ill still credit them for inspiration, but the closest you can get with a mannequin is the "natural stance" which just looks like a guy standing there as opposed to a suit of armor on a rack
  23. im currently making a mod that will contain a usable armor stand (like the one where they give you the Winterized T-51b in Operation Anchorage) the models for the armor stand and the Winterized T-51b armor are of course included in the OA bsa, so what i need are the rest of the armors in the same position as the winterized T-51b on display (file path: Meshes\DLCAnch\clutter\questitems\DLCAnchT-51DisplayArmor.nif) The armors modeled in this position that i need are power armor (w/o insignia) BOS Power Armor prototype medical power armor Outcast Power armor Enclave Power Armor Tesla Power Armor Hellfire Power Armor T-51b Power Armor the Tribal Armor from the Pitt is optional, as it has no matching helmet i think its possible to just reuse and rearrange the pieces from the armors into the position i want, but i neither know how to do that or how nifscope works. :wallbash: when the mod is done, you would have course receive credit for you work. meanwhile, im going to go back to trying to get the script to function properly
  24. The only real reason i still had that part in there was i had basically copied the Bethesda script for the workbench. and yes i realize that was my first mistake :thumbsup: as for the code only running when ArmorMenuLevel is 0 or 1, i think thats right because i only have 2 menu levels (the level that chooses a category, and the level that chooses the armor). or do i need another level? the V99ArmorStandMsg1 and V99ArmorStandMsg2 are alternates for the category chosen the item that is going to be getting this script a container in the shape of the armor stand from operation anchorage. what i want the script to do is have the play chose what armor hes going to put on the stand, remove that armor set from the players inventory, disable the container from rendering, and enable the model of the armor hanging up and a static model of the stand. the model of the armor on the stand would then be an activator with a script that (when activated by the player) would disable the armor activator reference, the static stand reference, re enable the the stand container reference, and give repaired armor back to the player. also, in the cell i am building there will be eight of these thats the plan so far
  25. ok, more questions, but its working better than before i modified my script to look like this scn V99ArmorDisplayScript ;armorstand to display and repair Power Armor ; 1. Which armors does the player have? Display as buttons. ; 2. If has armors needed to, do it; otherwise display "error" message short HasPieces int ArmorMenuLevel int ArmorCategory int Choice Begin OnActivate if IsActionRef player == 1 ; display message box of possible weapons set HasPieces to 0 if ( player.GetItemCount ArmorPower > 0 ) || ( player.GetItemCount ArmorPowerBrotherhoodOfSteel > 0 ) set HasPieces to 1 endif if ( player.GetItemCount ArmorPowerHelmet > 0 ) || ( player.GetItemCount ArmorPowerLyons > 0 ) || ( player.GetItemCount ArmorPowerHelmetBrotherhoodOfSteel > 0 ) set HasPieces to 1 endif if ( player.GetItemCount ArmorPowerOutcast > 0 ) || ( player.GetItemCount ArmorPowerHelmetOutcast > 0 ) || ( player.GetItemCount MS10LindensOutcastPowerArmor> 0 ) || ( player.GetItemCount MS14PowerArmorMorphine> 0 ) || ( player.GetItemCount FollowersOutfitCross> 0 ) set HasPieces to 1 endif if ( player.GetItemCount ArmorPowerT51b > 0 ) || ( player.GetItemCount ArmorPowerT51bHelmet > 0 ) || ( player.GetItemCount DLC02ArmorPowerT51bWasteland > 0 ) || ( player.GetItemCount DLC02ArmorPowerT51bHelmetWasteland > 0 ) set HasPieces to 1 endif if ( player.GetItemCount ArmorEnclave > 0 ) || ( player.GetItemCount ArmorEnclaveHelmet > 0 ) || ( player.GetItemCount ArmorUniqueEnclave > 0 ) || ( player.GetItemCount ArmorUniqueEnclaveHelmet > 0 ) set HasPieces to 1 endif if ( player.GetItemCount ArmorTeslaPower > 0 ) || ( player.GetItemCount ArmorTeslaHelmet > 0 ) || ( player.GetItemCount ArmorUniqueTeslaPower > 0 ) || ( player.GetItemCount ArmorUniqueTeslaHelmet > 0 ) set HasPieces to 1 endif if HasPieces == 1 ShowMessage V99ArmorStandMsg else ShowMessage V99ArmorStandNoneMsg endif endif End Begin GameMode if ArmorMenuLevel == 0; Level 0 set ArmorCategory to GetButtonPressed if ArmorCategory == -1; No button has been pressed yet Return elseif ArmorCategory == 0; t-4x and t-5x ShowMessage V99ArmorStandMsg1 set ArmorMenuLevel to 1 elseif ArmorCategory == 1; Enclave ShowMessage V99ArmorStandMsg2 set ArmorMenuLevel to 1 elseif ArmorCategory == 2; None endif elseif ArmorMenuLevel == 1; Level 1 set Choice to GetButtonPressed if Choice == -1; No button has been pressed yet Return endif elseif ArmorCategory == 0; t-4x and t-5x if Choice == 0; T-45d Power Armor ; 1. check for components if ( player.GetItemCount ArmorPowerHelmet > 0 ) && ( player.GetItemCount ArmorPower > 0 ) ; 2. place them player.RemoveItem ArmorPowerHelmet 1 player.RemoveItem ArmorPower 1 Disable else ShowMessage V99ArmorStandFailureT45Msg ShowMessage V99ArmorStandMsg1 set ArmorMenuLevel to 1 Return endif elseif Choice == 1; T-45d Power Armor (BoS) ; 1. check for components if ( player.GetItemCount ArmorPowerHelmetBrotherhoodOfSteel > 0 ) && ( player.GetItemCount ArmorPowerBrotherhoodOfSteel > 0 ) ; 2. place them player.RemoveItem ArmorPowerHelmetBrotherhoodOfSteel 1 player.RemoveItem ArmorPowerBrotherhoodOfSteel 1 Disable else ShowMessage V99ArmorStandFailureBOSMsg ShowMessage V99ArmorStandMsg1 set ArmorMenuLevel to 1 Return endif elseif Choice == 2; T-45d Power Armor (Lyon's Pride) ; 1. check for components if ( player.GetItemCount ArmorPowerHelmetBrotherhoodOfSteel > 0 ) && ( player.GetItemCount ArmorPowerLyons > 0 ) ; 2. place them player.RemoveItem ArmorPowerHelmetBrotherhoodOfSteel 1 player.RemoveItem ArmorPowerLyons 1 Disable else ShowMessage V99ArmorStandFailureLyonsMsg ShowMessage V99ArmorStandMsg1 ShowMessage V99ArmorStandMsg1 set ArmorMenuLevel to 1 Return endif elseif Choice == 3; Star Paladin Cross' T-45d Power Armor ; 1. check for components if ( player.GetItemCount ArmorPowerHelmetBrotherhoodOfSteel > 0 ) && ( player.GetItemCount FollowersOutfitCross > 0 ) ; 2. place them player.RemoveItem ArmorPowerHelmetBrotherhoodOfSteel 1 player.RemoveItem FollowersOutfitCross 1 Disable else ShowMessage V99ArmorStandFailureCrossMsg ShowMessage V99ArmorStandMsg1 set ArmorMenuLevel to 1 Return endif elseif Choice == 4; T-45d Power Armor (Outcast) ; 1. check for components if ( player.GetItemCount ArmorPowerHelmetOutcast > 0 ) && ( player.GetItemCount ArmorPowerOutcast > 0 ) ; 2. place them player.RemoveItem ArmorPowerHelmetOutcast 1 player.RemoveItem ArmorPowerOutcast 1 Disable else ShowMessage V99ArmorStandFailureOutcastMsg ShowMessage V99ArmorStandMsg1 set ArmorMenuLevel to 1 Return endif elseif Choice == 5; Linden's T-45d Power Armor (Outcast) ; 1. check for components if ( player.GetItemCount ArmorPowerHelmetOutcast > 0 ) && ( player.GetItemCount MS10LindensOutcastPowerArmor > 0 ) ; 2. place them player.RemoveItem ArmorPowerHelmetOutcast 1 player.RemoveItem MS10LindensOutcastPowerArmor 1 Disable else ShowMessage V99ArmorStandFailureLindenMsg ShowMessage V99ArmorStandMsg1 set ArmorMenuLevel to 1 Return endif elseif Choice == 6; T-47a Prototype Medic Power Armor ; 1. check for components if ( player.GetItemCount ArmorPowerHelmet > 0 ) && ( player.GetItemCount MS14PowerArmorMorphine > 0 ) ; 2. place them player.RemoveItem ArmorPowerHelmet 1 player.RemoveItem MS14PowerArmorMorphine 1 Disable else ShowMessage V99ArmorStandFailureMorphineMsg ShowMessage V99ArmorStandMsg1 set ArmorMenuLevel to 1 Return endif elseif Choice == 7; T-51b Power Armor ; 1. check for components if ( player.GetItemCount ArmorPowerT51bHelmet > 0 )&& ( player.GetItemCount ArmorPowerT51b > 0 ) ; 2. place them player.RemoveItem ArmorPowerT51bHelmet 1 player.RemoveItem ArmorPowerT51b 1 Disable else ShowMessage V99ArmorStandFailureT51Msg ShowMessage V99ArmorStandMsg1 set ArmorMenuLevel to 1 Return endif elseif Choice == 8; Winterized T-51b Power Armor ; 1. check for components if ( player.GetItemCount DLC02ArmorPowerT51bHelmetWasteland > 0 ) && ( player.GetItemCount DLC02ArmorPowerT51bWasteland > 0 ) ; 2. place them player.RemoveItem DLC02ArmorPowerT51bHelmetWasteland 1 player.RemoveItem DLC02ArmorPowerT51bWasteland 1 Disable else ShowMessage V99ArmorStandFailureAnchMsg ShowMessage V99ArmorStandMsg1 set ArmorMenuLevel to 1 Return endif elseif Choice == 9; Back ShowMessage V99ArmorStandMsg set ArmorMenuLevel to 0 Return endif RemoveMe elseif ArmorCategory == 1; Enclave if Choice == 0; Adv. Power Armor MKII ; 1. check for components if ( player.GetItemCount ArmorEnclave > 0 ) && ( player.GetItemCount ArmorEnclaveHelmet > 0 ) ; 2. place them player.RemoveItem ArmorEnclave 1 player.RemoveItem ArmorEnclaveHelmet 1 Disable else ShowMessage V99ArmorStandFailureEnclaveMsg ShowMessage V99ArmorStandMsg2 set ArmorMenuLevel to 1 Return endif elseif Choice == 1; Tesla Adv. Power Armor MKII ; 1. check for components if ( player.GetItemCount ArmorTeslaPower > 0 ) && ( player.GetItemCount ArmorTeslaHelmet > 0 ) ; 2. place them player.RemoveItem ArmorTeslaPower 1 player.RemoveItem ArmorTeslaHelmet 1 Disable else ShowMessage V99ArmorStandFailureTeslaMsg ShowMessage V99ArmorStandMsg2 set ArmorMenuLevel to 1 Return endif elseif Choice == 2; Back ShowMessage V99ArmorStandMsg set ArmorMenuLevel to 0 Return endif RemoveMe endif endif End and now, the first time it activates, it will go forward through the menus just fine. if i decide to go back it will exit the menus if i try to activate it again, i get the first menu, but when i choose a category it just exits the menu also, on the first time, when i do make a choice of armor, it exits the menu and does not remove any of the players items im sorry for all the questions, this is my first script that is supposed to do more than turn on a light or open a door
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