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Shaidon7

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Everything posted by Shaidon7

  1. It's just the esp file. This alone don't add anything to the game, just some settings for the expansion. I own the game!
  2. I messed up that file by accidentally setting it as "active" in the mod. Now I have these ignored modifications and wrong modification date. Can you help me with that by uploading yours GOTY DLCShiveringIsles.esp compressed (so will keep the proper date)? Won't be bigger then 1kb Thanks in advance! :thumbsup: p.s.: I really don't want to reisntall everything just because of this small file... :wallbash:
  3. The_Viper, but was same script of Hickory. That is how my script started, until I figure out that a reference to the command PlayMagicShaderVisuals (pms) was necessary. It is a object script, not magic effect. I know that the condition IsActor was unnecessary. I was playing with conditions to see if I could make it work on NPCs and also to possible avoid the glitch that happens when trying to equip something broken and the OnEquip block run the script without the UnOnEquip block to stop it. Just to make sure, I tried again with your script, and using AddSpell AbAtronachFlameEffect, and PlayMagicEffectVisuals FIDG (that gives a fire damage effect), and none worked. The OnEquip work to trigger the effect on player if you normally equip it, but on NPC does matter how I added the item and let him equip it, or forcing it, don't work. I manage to work with another script that I was working, by adding Flags to a OnAdd block, I might try again on this script. :wink: == EDIT (solved!) == Nothing like a good night of sleep! OK, the solution was right there, but I didn't saw at first because I have trouble with making Flags. Since the effect works on the block GameMode, I just need to add a "DoOnce" style of flag, to make it... well... rund just ONCE! XD So here is a working object script: scn InsertTheNameOfTheScriptHere ref iUser short iDoOnce Begin OnAdd set iUser to GetContainer set iDoOnce to 1 End Begin GameMode If DoOnce == 1 && iMyself.GetEquipped EditorIDofYourEquip iUser.PMS effectAtronachFlame set iDoOnce to 0 endif End Begin OnUnEquip iuser.SMS effectAtronachFlame set iDoOnce to 1 End So, as soon you add the item, the script start running and the Flag "iDoOnce" is set to "on", as the reference that got the item (its necessary) is also set. The GameMode block run contantly, so you need conditions to turn on the effect. The Flag and if the Item was equipped (without this, not matter what equipment you were using, the effect will happen). And of course, the Flag is now set to "off" (iDoOnce == 0). If it's unequipped, the Flag must be set to on again, or else, if you try to equip it again, won't work, since the Flag got set to off for good. I advise of always use an unique name for a Flag, not just "DoOnce", or might mess up with another script that also use the same name for it. This same script works if saved as Magic Effect. The advange is that you can add a name for the effect and save the Object Script slot for another script. :thumbsup: p.s.: something weird happened here, my old script to activate the effect must got stuck somehow on my save, because when I added the effect to a block like GameMode and ScriptEffectUpdate without conditions, the effect started as soon I loaded the save, don't matter if I was using the scripted object on didn't even had set the it to anything. WEIRD! So I deleted the infamous script, good ridance! :laugh:
  4. Your script didn't triggered the shader. I had to take away the condition and add the reference "player." before the command to make it work. So I guess that a reference it's necessary. I was trying to make it as an enchantment script, but didn't worked. There was a enchantment to ass shader effect on Shivering Isles, called "SE32CirionsHelmetEnch1". First time I fought that was working, but the enchantment had also Fortify Skills that made the normal glow when equip it. I guess scripts to add effects don't work on enchantments... EDIT OK, I guess I just found about the issue, when I was testing another item that works like the sword Dawnfang/Duskfang from Shivering Isles. It's seems that items equiped with a command (EquipItem) don't run the script. At least the block "OnEquip" I haven't tested yet with another. I just added the item that was working on my inventory and used the command, and nothing happened. I guess that NPCs automatic use the command to equip stuff from their inventory... =/
  5. I'm having trouble with a small script to run a shader effect on robe when equiped. I manage to make it work ok on the player, but if I add it to a NPC and then make them equip it, the shader don't work. I don't know if is the OnEquip block or the reference that is just not working. Here my current script: ref iUser Begin OnEquip set iUser to GetContainer If iUser.IsActor == 1 iUser.pms effectAtronachFlame endif End Begin OnUnequip iUser.sms effectAtronachFlame End Using on a GameMode block works, but of course, the shader will keep starting on each frame making a mess! :laugh:
  6. FOMM can convert to ESM, but when I tried to use it together with any of the official ESM, I get a message "Multiple master files selected for load. Load operation aborted". So how I'm suppose to add a DLC item if I need to open my ESM + DLC.esm + Fallout2.esm (by default)? The TES4Gecko didn't worked. I don't have Oblivion installed either. But how I see people creating esp files that work together? Like The Groovatron, that have separed files for DLCs. Like I said, the container exists in the other esp file, and have the same name (just different BaseID), with the same ContainerREF too. It got copied when I added the item and did a small change in the reference. ==== EDIT ==== OK, solved! :biggrin: Thank you guys. I quick search about the master files not loading issue found the answer in another topic. http://thenexusforums.com/index.php?s=&amp...t&p=1002482 Just tested and now is working as I wanted.
  7. I don't get it, the last plugin is suppose to override the ones above them, right? I made a container in a plugin. Then I made another plugin for DLC1 adding a item to this container. No matter what order I load this plugin in FOMM or by the game launcher, the item just don't appear. I tried to made another modification by changing a message of the other plugin and nothing! It is complete ignoring my DLC based plugin. Boths checked. If I load only the DLC plugin into GECK, I can see that it is using the same container reference of my original plugin. So, isn't suppose to work?
  8. I almost got it with a variable for Z using a multiplier with target Endurance, but still not perfect! :pinch: If someone could at least show me the equation used by the game to calculate gravity on Z with the PushActorAway function...
  9. I'm trying to make a fireworks effect to work properly in my Mod, but I can't make the SetPos work properly! I made a weapon with a bunch of functions, one setup the poor target to be a fireworks. Everything is working fine, except that I can't update the boom trigger to his exactly position. I know that is possible cause using only MoveTo, I can make the explosion happens in the sky, but since some Actors fly highter then others (guess it because of weight), the explosion with Z axis set won't be nice. Here is the script. Actor Effect set to 2s. scn iCheatFireworksScript ref iCmyself float iCposX float iCposY float iCposZ Begin ScriptEffectStart set iCmyself to GetSelf set iCposX to iCmyself.GetPos X set iCposY to iCmyself.GetPos Y set iCposZ to iCmyself.GetPos Z iCheatContainerREF.PushActorAway iCmyself 50 CIOS SpellFlamerEffect iCheatContainerREF.MoveTo iCmyself 0 0 500 End Begin ScriptEffectUpdate iCheatContainerREF.SetPos X iCposX iCheatContainerREF.SetPos Y iCposY iCheatContainerREF.SetPos Z iCposZ End Begin ScriptEffectFinish iCheatContainerREF.PlaceAtMe GrenadeNukaFireBurst KillActor Player 0 0 CIOS SpellFlamerEffect End The container was already set before the script start, so the target always goes up like I want. I used a Misc Object as the boom trigger, and got the same results. If you take the ScriptEffectUpdate you will see that the explosion will happens in the air. For lighter targets, is close to 1300 Z axis. For a armored goes almost double of high, making the explosion happens in the middle. Well, if I can't manage that to work, than I will make like 3 different explosions with a set Z axis. But won't work nice if the target find a obstacle.
  10. I tried that before, but didn't work. Because I was trying in a weapon effect script with menus. Not even changing the effect duration. But after a good night of sleep... :happy: The answer was simple, since I used before, and didn't notice. Just made another effect script to create an Actor Effect (spell) with the SayTo funcion in a block ScriptEffectStart. Didn't need to add duration. Then I used CIOS function in the other script to make use of the spell, and do another function. Thanks anyway! :wink:
  11. Function act all at once, I want to add a little break between some. Example Ref.Say Death Ref.Say Attack If I run this, the Ref will only say the "attack" dialogue, skipping any other animation or speech like function. I have tried timers, but failed to make it work. And maybe there is a way that don't require build a timer.
  12. Yeah... but I'm trying to make my mod without need of FOSE. But is OK, I was only thinking into make a turn Essential on hit option. I can make it work another way. I just need to use that 3 lines? They are enough to make all original friendly NPC stop to be hostile without need of 3 days? There aren't any other good command? I was trying others like "SCAOnActor" and "SetDisposition Player 10". I just don't want to use excessive codes, when just a few can get the job done. Or change things that don't need to change, like reseting all crimes that the player could be done before.
  13. Thanks pkleiss, I manage to make some functions that require RefID to work in a menu. Strangely, I thought I had tried to use the Getself before, well, guess that I mistake by another Get... something. Hey, the Getself only get RefID right? There isn't one to BaseID? Well, my issue now is to make my weapon harmless, I'm trying a bunch of lines but I don't know if all of them are required or if there is more. I just want to not harm the NPC, and not make a friendly and his faction became hostile. I used: StopCombat ClearFactionPlayerEnemyFlag PlayerFaction IgnoreCrime 1
  14. I'm trying to make a weapon that will open a menu as hit the target. Making a simple effect script with the command line it work. But if I add the same line to a button of a menu script, it don't work. :wallbash: So what I need to change in the menu script? Also, there is a way to store RefID and/or BaseID on a variable so I can use it on command lines that require it? Thanks in advance.
  15. Sorry if that had already being answered, but I couldn't find it. I have be looking in Cipscis and GECK sites about making menus, but I'm still having trouble to understand that, so if one can help me, great! I want to make a misc item that will be in the Pipboy's Aid Tab, and will open a menu if I use it there or set in a hotkey. Also don't want the item do disappear on use, and can be dropped. Will pause the game and can be used in combat.
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