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Rayek

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Posts posted by Rayek

  1. Nice to see this article...GamerPoets made a video for my mod a couple years back. Quality stuff and I could tell then he was dedicated towards making the best videos he could.

     

    Was cool to read a bit more about him...

     

    Favorite part and what I resonated with the most:

     

    Some will say, “It’s the internet. It’s expected. It’s not real life. Deal with it” ..and other unpleasant variations of those statements on this subject… but no. It is reality. When people are online they are more true to who they really are than when you encounter them in person. Scum gets bleached. I don't bathe in a dirty tub.

     

    Thanks.

     

     

  2. Thanks for the feedback and ideas guys.

     

    I believe I solved the problem...but not convinced entirely on the solution even so.

     

    I had multiple portal rooms in my hideout and removing some portal rooms and ensuring all linked chests were in the same portal has it working perfectly for me. The other option that works is to ensure the actual container is visible through portals.

     

    Also an example of the minor script change thanks to Lisselli looks like this:

     

    Scriptname RE_LinkedChestAlchemyScript extends ObjectReference  
    
    EVENT onActivate(objectReference akActionRef)
    ;  debug.trace("Sending "+getLInkedRef()+" an activate from "+akActionRef)
    getLinkedRef().activate(akActionRef)
    endEVENT

    ...should anyone ever need.

  3. Thanks, will experiment.

     

    To clarify they are renamed duplicates in my cell only...not renamed vanilla containers.

     

    Curious if it's better to just create/re-name the default activatelinkedchestdummyscript?

     

    EDIT: Tried rewriting and renaming the script using akActionRef and still having the problem.

     

    Strangest thing...I click on the activator and wait...nothing. Spin 180 degrees with my character and the inventory opens up.

     

    Bizarre

  4. In my released mod I and others are experiencing delays or strange responses to the linked chest activators.

     

    1. Sometimes it won't respond for a few seconds.

    2. Sometimes it won't appear until I rotate my character (seems fluky but is somewhat consistent)

    3. Consistently the two activators that are furthest away from the actual container are having the most problems. (again might just be coincidence)

     

    Example of how one set of them is set up:

     

    1. Container with renamed ID as the primary storage: RE_ContainerCookingIngredientsCloudStorage

    2. 2 activators with renamed IDs: RE_CookingIngredients01 and RE_CookingIngredients02

    3. Both activators with unique REF IDs

    4. Both activators Linked REF to primary storage container: RE_ContainerCookingIngredientsCloudStorage

    5. Both activators 3D data are slightly adjusted to not be at 0's across the board

    6. This is all occurring in the same cell

    7. Both activators are using the following default script (name unchanged)

     

    Scriptname ActivateLinkedChestDummyScript extends ObjectReference  
    
    
    EVENT onActivate(objectReference actronaut)
    ;  debug.trace("Sending "+getLInkedRef()+" an activate from "+actronaut)
    getLinkedRef().activate(actronaut)
    endEVENT

     

    Again, it works...just no response or lag upon opening them (empty or with a few items)

     

    My mod has a fair amount of scripts and custom mesh/textures in it...could it just be too much going on?

     

    Appreciate any insight or help if anyone has ideas. It all looks technically correct on my end.

  5. This actually works great...for almost everything.

     

    Oddly enough one of the items I'm using it for DLCCraftingStaffWorkbench will not fade...while everything else I've tested does. It insists on popping. Figures.

     

    Makes me wonder if there is a .nif property or a setting that doesn't allow it to fade...Might be because it has a 2nd Marker Model attached.

     

    Thanks again @IsharaMeradin

     

    EDIT: For the record it is the extra Marker Model that was added that made it unable to fade. I just created a static in the exact same location, nulled all textures but the marker for the DLCCraftingStaffWOrkbench (renamed of course) and added the static to to script...fade is now intact.

  6. Thanks @Lisselli and @Masterofnet.

     

    Ahhh...I need to stop looking for help by typing Creation Kit only.

     

    @Masterofnet

     

    Yes, that works exactly how I was hoping. I appreciate the references for the information as well...learning to fish as opposed to just being handed a fish.

     

    I know it's not much but I will include you guys in the credits of my mod as a lil thank you if you don't mind.

  7. I'm trying to enable a spell effect (The animated static)...but only for a couple of seconds every time the activator is selected.

     

    I have the basic enable script (below) but I am unclear on how to add the StartTimer Function:

     

    Scriptname RE_EnableTimerScript extends ObjectReference
    
    ObjectReference Property SpellEffect Auto
    
    Event OnActivate(ObjectReference akActionRef)
      If akActionRef == Game.GetPlayer()
       SpellEffect.Enable()
    
      Endif
    Endevent
    Any help is appreciated.
    Since a timer would be added...will it just re-start the effect/timer each time the activator is clicked?
    Thanks.
  8. Trying to make a cooking pot and accessories toggle able with and Enable/Disable script. (i.e. click on pot...it disappears and re-appears over the now lit embers)

     

    The script returns no errors and the initial Enable/Disable works...but I can't toggle it back and forth.

     

    What am I missing? Wrong type of script for this?

    Scriptname RE_CookingPotScript extends ObjectReference  
    
    ObjectReference Property BurningEmber Auto
    ObjectReference Property DousedEmber Auto
    ObjectReference Property FireLight Auto
    ObjectReference Property CookingPotOn Auto
    ObjectReference Property CookingPotOff Auto
    
    Event OnActivate(ObjectReference akActionRef)
      If akActionRef == Game.GetPlayer()
        BurningEmber.Enable()
        DousedEmber.Disable()
        FireLight.Enable()
        CookingPotOn.Enable()
        CookingPotOff.Disable()
      Else
        BurningEmber.Disable()
        DousedEmber.Enable()
        FireLight.Disable()
        CookingPotOn.Disable()
        CookingPotOff.Enable()
    
      EndIf
    EndEvent

    This being my 2nd script attempt...any help is appreciated.

  9. Thanks for the tips @cdcooley.

     

    I'll try the naming approach, that's a good thought. I had forgotten if it doesn't have a name it won't work.

     

    Also going to fool around with the keywords or Active Marker selections.

     

    I am familiar with Activators...have put up several in my current expansion mod. Might fool around with a bit more with that as well.

     

    The scripting part is where I have the problem.

     

    I get the logic...just don't know the correct calls and titles to use for playidle...and such.

     

    Appreciate the help...you've given me a few more things to try.

     

    EDIT: No luck with naming the Furniture Markers like KneelingMarker...Active Markers haven't changed anything either. Will play some more.

  10. Thanks @Di0nysys.

     

    I have a better understanding of the basis now which is:

     

    Place Activator

    Add Script to the placed Activator that:

    • Allows time for sheathing a weapon if drawn
    • Takes control of the player
    • Forces person to 3rd person
    • PlaysIdle
    • Returns control to the player

    Probably simple to some...but I've created exactly two enable/disable scripts thus far, so it's a bit above my understanding at the moment.

     

    Was hoping it was as simple as adding an activator to the KneelingMarker or something along those lines.

     

    Will revisit when I get a little further along and have more time.

     

    Again, appreciate the info!

  11. You do an activator, place a script on it to play an idle when the player activates it.

    Lookup OnActivate and PlayIdle here http://www.creationkit.com/index.php?title=papyrus

    You'll also have to DisablePlayerControls, Wait a second for the sheath animation, then EnablePlayerControls after the idle is done.

    Thanks,

     

    I'm assuming this is in reference to the Idle Markers? Are Furniture Markers like KneelingMarker the same and need a script added?

  12. Wondering if there is a simple way to make this work? If not with the Furniture Markers can you do it with Idle Markers?

     

    I've found the Furniture Marker:

     

    KneelingMarker

     

    ...but can't figure out how to activate it once placed.

     

    I tried using a pillow mesh as the Marker Model but it doesn't appear in game (initially disabled isn't checked).

     

    These forums have been extremely helpful...hoping for one more bit of help.

     

    Thanks.

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