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Everything posted by Deleted11438360User
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Anyone with 3ds Max 2014?
Deleted11438360User replied to kitcat81's topic in Fallout 4's Creation Kit and Modders
2018 has legacy support for up to 2015 as I recall when you try and save a MAX file (hit the dropdown menu), so I assume 2016 or lower would allow you to save it as a 2013 file version. -
I'll give it a try, thanks again. I mean, it would be cool if someone could write a tutorial on this for future reference. Not saying you, but if I get anywhere I'll have to have a go I guess. Honestly, I wish this community didn't keep this kind of stuff to themselves as exporting to a NIF is vastly more problematic than exporting to FBX and dragging into a modern engine with top-tier animation tools.
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Thank you very much! I'm honestly pretty new to MAX as I prefer Maya for animation. Would you just pretty much export it as you would a character then? Could I partially follow some character export tutorial and have it apply to what I want to do? I have never done anything like this with NIFs, only statics and keyframes so far. Edit: Those flags would have probably used a looping wind simulation and then a script to convert the animation to bones? I need to find such a script if available, but I could honestly just be wishful I don't know. :wink: I probably need to learn how to parent and bake them in MAX I guess.
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The only example I can think of that Bethesda would use this in those crappy-looking placed waves. I think they would use skinning and bones to morph and transform them, but I need to double check that. I was going to try and do a similar morphing test. Or am I totally over-thinking this and you can actually keyframe the vertices? Actually, now that we have a New Vegas modder here: How did they do those flag animations in New Vegas? Any help is appreciated.
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I doubt I will get much help from such a subject, but it's worth a try! I have 3DS MAX with Bethesda's official NIF export script and I need to morph a static object. The engine doesn't seem to have a way to do this with keyframe animation, so how do I get such an animation to function when exported? Do I need a HKX or will it "just work"? I doubt it will be as easy as just exporting with this game, which is why I am hesitant. If anyone explain the steps or know of any tutorials that would be fantastic. Thanks!
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Hopefully you know what I mean by property, because I am not sure if that is the right term. So say there is a bool in another script called "SetPlayerOwns" and I want to reference that in a external ObjectReference script. I want to set this to "True" so how would I go about doing this? Any help is very much appreciated. Edit: Nevermind I found this: Scriptname ScriptAName Extends ActiveMagicEffect {I'm a script on a MGEF} Int Property somePropertyYouWantToAccess Auto ;=============================== Scriptname ScriptBName Extends ObjectReference {I'm a script on a completely unrelated OBJREF} ScriptAName Property SomePropName Auto Function coolStuff() SomePropName.somePropertyYouWantToAccess = 2999349 EndFunction Easy enough, I just needed the process.
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So you aren't trying to COC to the in-game name and your plugin is activated?
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Merchant through a menu
Deleted11438360User replied to Deleted11438360User's topic in Skyrim's Skyrim LE
Ah ha! Yes, that's the one, I couldn't remember the name so I put in "merchant" and "trader" into the search on the wiki. I'll see about adding them to my quest as an alias, that all sounds good. Thanks again bud. :) -
I never even thought to ever try NOT adding one to an interior, so that's good to know. Come to think of it, you can COC to coordinates so I guess the thought SHOULD have crossed my mind. Oh well, I like my order and my intricate placement of such things! ;)
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So I would like to make a merchant that shows a trade window through a scripted menu, but what would I need to do? I have the scripting down for the menu, I'd assume I'd need to create an actor with all the merchant jazz, but what else? Are there any commands to just straight-up open the menu through the actor? Or is there actually some nifty actor-less method?
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Just to make sure... You did add a COC marker to the cell, right?
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Simple Income Script?
Deleted11438360User replied to Deleted11438360User's topic in Skyrim's Skyrim LE
I edited it out because I assumed the same. If you change a variable name and someone already has that variable stored, it does sound like it would certainly break everything. -
Simple Income Script?
Deleted11438360User replied to Deleted11438360User's topic in Skyrim's Skyrim LE
Great, thanks again. I'm using a Property set to 1.0 - or 24 hours as you put it for me. Edit: Drunk question I think I already know the answer too. Haha. -
Simple Income Script?
Deleted11438360User replied to Deleted11438360User's topic in Skyrim's Skyrim LE
Could you give an example here please? I might have had too much Gin. The other stuff makes sense obviously. I just don't think I have ever had to multiply anything before. -
Simple Income Script?
Deleted11438360User replied to Deleted11438360User's topic in Skyrim's Skyrim LE
Wow you are brilliant. I just sent you a PM too to thank you for before. This is really helping me learn new things. :happy: -
Simple Income Script?
Deleted11438360User replied to Deleted11438360User's topic in Skyrim's Skyrim LE
Hmm would this work? If (aiButton == 0) aiButton = MessageMenu.Show() If aiButton == 0) ;Cancel ElseIf (aiButton == 1) RegisterForUpdateGameTime(24.0) Else UnregisterForUpdateGameTime() Endif Endif Event OnUpdateGameTime() Game.GetPlayer().AddItem(Gold001, 100) EndEvent Edit: Nah lol. -
How would I go about doing an income script? I think I could use states, but I am pretty scared to mess with the game time functionality in the case something keeps looping or something silly. What I want is a script that can attach to my activator and then a button menu like this: If aiButton == 0 ;Collect Gold button. If TimePassed ;Add Gold to container. Else ;Not enough time passed. Elseif aiButton == 1 ;Stop Income button. Reset the TimePassed. Else ;Cancel button. Exit. EndIf EndifSo I sort of know what I want, but again, the way to do it simply and without issue is out of my realm. Can anyone please help me learn and give me a visual example if possible?
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Probably Easy Scripting Question
Deleted11438360User replied to Deleted11438360User's topic in Skyrim's Skyrim LE
It's exactly as you told me, bar the extra Endif and the Int dropped down a level. If I didn't do the latter it errors. Edit: Silly me. Your EndIf out of nowhere right at the bottom threw me off. I have had the day off today due to feeling a bit exhausted, so my apologies for me not grasping basic things. I understand perfectly now, thank you. -
E3 June 14-16 2016 - Could we hear about TES6 maybe
Deleted11438360User replied to daventry's topic in Skyrim's Skyrim LE
It will most likely be announced next year. They just released a game and I doubt they want to take the spotlight off of it. It doesn't make business sense for Zenimax to follow such a schedule - I mean they just had DOOM come out as well. -
Probably Easy Scripting Question
Deleted11438360User replied to Deleted11438360User's topic in Skyrim's Skyrim LE
Thank you. I tried it but it says: mismatched input 'ElseIf' expecting ENDFUNCTIONEdit: Solved that, there were too many EndIfs there. I'll check it out! Edit 2: Actually should have noticed this wouldn't work, because you exit the menu after each button press, so it resets the aiButton. Any way around this? -
Probably Easy Scripting Question
Deleted11438360User replied to Deleted11438360User's topic in Skyrim's Skyrim LE
I'm not sure because I'm pretty new at this. Well, I have that button inside another button, so when that button is pressed, it shows AR_MsgMenu as you can probably see. Then if the player has permission, it goes through the array of buttons which is linked to ReferenceAlias actors; it then kills or resurrects them based on choice. I can't uses IsDead or anything outside of the array. Edit: If anyone reads this and can give examples of how to properly implement this, that would be fantastic. So in a perfect world, I'd want to get if a button has already been pressed in the array, then a would message to display (out of the array) in a non-cluttered manner. That is all I'm saying. So: If the player has pressed button 1 again after pressing button 1, it would say they have already done that. Then if they press button 2 after pressing button 1, things happen. If they pressed button 2 after pressing button 2, it would say they already did it ect. -
ElseIf (aiButton == 4) aiButton = AR_MsgMenu.Show() If (aiButton == 0) ;Cancel ElseIf (aiButton == 1 || aiButton == 2 If (!noPermission) AR_MsgNoPerms.Show() Else int iActors = Actors.Length ReferenceAlias rActors = None If (iActors <= 0) ARMsgNoActors.Show() Else While (iActors > 0) iActors -= 1 rActors = Actors[iActors] If (aiButton == 1) rActors.GetActorRef().Resurrect() Else rActors.GetActorRef().Kill() EndIf EndWhile AR_MsItIsDone.Show() EndIf Endif EndIfNow I want to say if the player presses a button they have already pressed, show a message that they have already pressed it. Now I could add a bool under the buttons and then say (aiButton == 1 && myBool || aiButton = 2 && !myBool) but that is rather messy and lengthy. I also don't want to put the messages in the While for performance reasons, which is why my AR_MsItIsDone is outside the While. So is there any simpler and less messy way to do this? I honestly can't think straight at the moment. Thank you awesome people. P.S If you are reading this Contrathetix, I didn't want to bug you AGAIN! You have studies!
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[Need Help] Skyrim's Body Removal Process
Deleted11438360User replied to Deleted11438360User's topic in Skyrim's Skyrim LE
Wow a diagram? Haha you are too kind to me. So in my case I need only one because the actor is dead? I don't need this actor anymore or want to reference this actor ever again, so I could use None or Clear? From what it sounds like you are saying, Clear links directly to the actor - whereas None just unlinks it from my script. So I am assuming in this case, both would be fine being the actor is being marked for deletion, but for a full 'purge' I should just use Clear? What's the best option here for my situation? Sorry again for my questions! :happy: