Jump to content

Masterofnet

Banned
  • Posts

    402
  • Joined

  • Last visited

Everything posted by Masterofnet

  1. I have to disagree, if the player needs to be a member to read the shadow marks then if they are kicked out they must not be able to read them. Anything else would be "generic". It seems I am the one who has a lack of information. Why is he not using just one base activator and one script? What you would do is make an updated version of the Mod that is done properly. Not just leave it the way it is.
  2. Cdcooly, ("You seem to be reaching allot of conclusions with very little information.") - This is not correct Cdcooly has confirmed that he actually downloaded the Mod. Also I do not think it was very good advice for you to suggest he leave a Perk like that on the player when it is totally unnecessary. How do you know how far back he installed this Mod? He may only have to go back a couple of game saves to get rid if it. azzendix Can we see one of these scripts? Why would you have an activator property on your activator? It does not know what it is? 1. You would have one Activator base object with one script. 2. You place it in the cell in front of your shadowmarks and then you fill in the script properties of the Activator "ObjectReference" Did you not look at the other activators and triggers? As far as your script this should be all that you need. You would fill the Shadow Mark Message property with the message for that Mark. Then if you have a Quest and Stage you want to gate you fill those in. If you do not the event will fire when the player is a member of the Guild. This is just an example script I am not at my modding computer. ScriptName ShadowMarkScript extends ObjectReference ;Source Cdcooly https://forums.nexusmods.com/index.php?/topic/5237750-how-to-check-faction-of-player/ Updated by MoN Message Property ShadowMark Auto ; Fill this property based on the Shadowmark the activator is placed on. Faction Property Thievesguildfaction Auto Quest Property QST Auto Int Property GateStage = -1 Auto Event OnActivate(ObjectReference akActionRef) ShadowMark.Show() ;Give information about valuable items. EndEvent Event OnCellAttach() If (QST && QST.IsStageDone(GateStage)) || GateStage == -1 If Game.GetPlayer().IsInFaction(thievesguildfaction) If IsDisabled() Enable() EndIf Else If IsDisabled() Else Disable() EndIf EndIf EndIf EndEvent This is another version. ScriptName ShadowMarkScript extends ObjectReference ;Source Cdcooly https://forums.nexusmods.com/index.php?/topic/5237750-how-to-check-faction-of-player/ Updated by MoN Message Property ShadowMark Auto ; Fill this property based on the Shadowmark the activator is placed on. Faction Property Thievesguildfaction Auto Quest Property QST Auto Int Property GateStage = -1 Auto Event OnActivate(ObjectReference akActionRef) ShadowMark.Show() ;Give information about valuable items. EndEvent Event OnCellAttach() If QST If QST.IsStageDone(GateStage) CheckFaction() EndIf Else CheckFaction() EndIf Function CheckFaction() If Game.GetPlayer().IsInFaction(thievesguildfaction) If IsDisabled() Enable() EndIf Else If IsDisabled() Else Disable() EndIf EndIf EndEvent EndFunction
  3. He said being a member was a requirement. If they were kicked out they would no longer be a member. They kicked the person out and changed the meaning of the marks so only current members can read them. I see no reason to use block activation either and I like the idea of disabling them unless the player is in the guild. Also if you were going to use get stage done on tg02 it would be stage 10. ScriptName ShadowMarkScript extends ObjectReference Message Property ShadowMark Auto Faction Property Thievesguildfaction Auto Actor Property PlayerRef Auto Event OnActivate(ObjectReference akActionRef) If PlayerRef == AkActionRef ShadowMark.Show() ;Give information about valuable items. EndIf EndEvent Event OnCellAttach() If PlayerRef.IsInFaction(thievesguildfaction) If IsDisabled() Enable() EndIf Else If IsDisabled() Else Disable() EndIf EndIF EndEvent
  4. If your quest is attached to the Story Manager Event, the conditions on it may be preventing the quest from starting.
  5. I am not sure how your Perk is preventing someone who is not in the thieves guild from activating a Shadowmark. Your condition says quest stage 20 of tg02 is not done. However. The player is added to the thieves guild faction when stage 10 of tg02 is set so that is what you would use. Also if the player kills a member they may be kicked out until they pay a fine. You don't want them using the marks during that time, so you need to use - get in faction. Also keep in mind the big man used that perk to prevent the player from activating any activator when sneaking. In this case I would just use a block activation script on your shadow mark activator. Bool Blocked Event OnActivate(ObjectReference akActionRef) If (akActionRef as actor).IsInFaction(thievesguildfaction) If Blocked == True Self.BlockActivation(False) EndIf ;Display the message else If Blocked == False Self.BlockActivation() Blocked = True EndIf EndIf EndEvent
  6. No it is not. If you are looking to verify someone is a member of the Thieves Guild you would use - PlayerRef.IsInFaction(ThievesguildFaction). Like PeteMartyr told you. If you are getting a return of false, when the player is a Member, you are doing something wrong or you have not progressed far enough into the quest line. Post the script you are using.
  7. https://forums.nexusmods.com/index.php?/topic/5161950-correct-order-of-script-files/ This should help you get the DLCs .psc (source scripts) into the right place. Then you can access the script.
  8. Why don't you post the script and we will start from there. You have looked all over and have not been able to find information on how to edit a script? Also, you are using DLC assets for this you need to first copy the Dawnguard.psc scripts and paste them in the Scripts folder, then Hearthfire, then Dragonborn.
  9. No they do not. Story Manager is easy to work with, you should have this quest up a running in not time.
  10. I think you might want to use some packages for this. Have a look at the random vampire attack quests. There is one that specifically has them attack the player. Even the Dragon Attack player quest may be useful.
  11. If you placed an ability on the player that slowed their speed with a condition that they have to be running or sprinting it might work.
  12. Yes you did and you just clearly stated that. Why would you not revisit this thread when the people here have only gone out of their way to help you? Are you allergic to competent help? Publish?? You have a script for an OnHit event that needs to use the wait function in order to work properly? That is not realistic. Your script performs way to many functions and is way to slow for use on an OnHit event. How can you not grasp that? Please show some respect for the quality of your work and the help people have offered you and look at the scripts that we came up with. BTW- You do not post a PM on a thread. You also don't seem to have any respect for privacy.
  13. I have been thinking of a quest this might break, but off the top of my head I can't. Most quests that involve retrieving an item have the condition on the dialogue that the player must have the item. If I am ever able to get my mod done I will look into this further. I do not like un-removable items in my inventory. Also keep in mind. Quest items that are weapons can be removed from the players inventory and placed on some weapon racks in player owned homes. BTW - I suspect this might also apply to some display cases but I have not tested it. In that case you could remove allot of different quest items from the players inventory already.
  14. It does not. Some people might like having the quest items taken out of their inventory. Formlists are going to be limited in the functions they can perform when sorting. Good luck with your Mod.
  15. You might be looking at this the wrong way. I don't think you are going to hurt anything by removing the quest items. There could be some issues but they would be easier to deal with than tracking down every possible quest item and removing them from your Formlists. Also the Mod would be a bit off only removing some items and leaving others. If they are going into a safe place the player can always go and get them if they need to, and if they know the Mod removes quest items they will know to check for them in the chest. Some people might like this Mod. Put this under your first function and replace Game.getplayer() with this playerref. actor playerref = game.getplayer()
  16. I agree, I feel much more comfortable with the Busy State coming first. At least until the script can be tested. This is the last script I came up with. Any other thoughts? Out of respect for the Big Man I have done another version I think he would be more approving of. I like it better myself. I have updated the other two also in-spite of Lesi abandoning her thread. I must admit I have really lost faith in her. She seems to have no respect for the quality of her work or the help of other people. It only took me a couple of minutes to do so this is the final version of my OneFormlistScript. It only took me a couple of minutes to do so this is the final version of my NoFormlistScript.
  17. Ya, If these are not his books from his quests it is going to be very hard to do. I think SKSE has that function but it is not available for SSE yet.
  18. Unfortunately , I never scripted a Menu so my help may be limited. But I can help you get the books out of inventory. 1. If the books on the list are your books then how are you unable to keep track of them? How are you unable to determine if they are quest items? 2. If you fill the lists via script you can remove them when they become a quest item and put them back when they are no longer a quest item.
  19. If you want help for a script you need to post the full script. If you add items to a Formlist via the kit you can not remove items from the list. BTW: Does this actually compile? GetPlayer().RemoveItem(Books as form, TakeCount, true, BooksChest)
  20. Why don't you do it the way they do in the Forts? The NPCs pacing back and forth. I have not attempted to do that yet but it did look fairly easy to do.
  21. No problem, I had a look at your Mod. Original idea and it was a smart move to equip the ring so it does not interfere with other items. Keep up the good work!! :devil:
  22. Yes we have taken this as far as it can go without Lesi rejoining us and testing the scripts. Just applying bleeding damage, I doubt it, but it would depend on the spell itself. Your first script although technically sound was way to complicated and performed to many functions. Your second attempt with the Formlist and Array probably nailed it. I can't see it being done better to any significant degree. Both of my scripts compile and neither are too simple. Whatever that means. My Oneformlist script would probably perform as well as your second attempt. Just look at the functions the scripts perform after they get the position of the race in the Formlist. They are very close. I could certainly get the position of the Race in the Formlist in the conditions of the OnHitEvent and make it work (even with a function but I would need to test it to be sure). The problem with putting that outside of the conditions is it will kick back over 70% off the time. I would rather do that before setting the script state to Busy. I would look into that further if Lesi ever comes back and finishes what she started. It certainly wouldn't hurt. Merry Christmas ReDragon.
  23. I would duplicate the disintegrate magic effect template and turn it into an enchantment magic effect. You will also need to make other adjustments to get the effect to work the way you want it to.
  24. Have a look at magic effects of this spell, you should be able to find the function that performs that. http://www.uesp.net/wiki/Skyrim:Lightning_Storm
  25. Go into the kit and take a look at the Skyforge. Also have a look at some of the Constructible Object Templates for items that can only be crafted at the Skyforge.
×
×
  • Create New...