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Everything posted by z4x
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[wip/recruitment] The Changing Seasons of Skyrim
z4x replied to snapmoderator's topic in Skyrim's Skyrim LE
Did you guys find the way to dynamically switch textures? or you are starting from back side? :) Not sure if something like SetNthTexturePath is still part of the plan, but dont you think that loading default vanilla texture sets THEN loading the custom ones multiplied by number of WorldObjects / statics , twice on every cell change, is gonna be a bit too much? :) -
Bump! http://www.creationkit.com/OnLocationChange_-_Actor - adding this just in case :)
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http://www.creationkit.com/ActiveMagicEffect_Script Wiki says: Does it mean that I could use Actor script Events inside ActiveMagicEffect script and they would be triggered by Actor whom said effect is attached to? Lets say I cast "Mind Control" on some random mob, he gets MagicEffect script on him - then I want something to happen everytime he changes location: OnLocationChange Would it work?
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Thats an interesting idea. Curious if existing racials updates regularly or they needs New Game or not meeting certain NPCs before? Too bad there isnt "racials" for each gender tho. Would be easier to recognize. :)
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Because I dont want the magic effects attached script to start running when I meet them, but earlier. Manual editing isnt solution either since I would like it to affect modded NPCs as well. :( In other hand, do NPCs even exists before players meets them for the first time? Or they are just static ActorBase templates?
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Is it even possible? If so then how would you do it guys? So far I've found only this method - http://www.creationkit.com/Dynamically_Attaching_Scripts - of detecting NPCs via cloak effect. But what if I havent met an NPC in game yet? I would like it to apply to every NPC that meets certain conditions (like gender / race especially). Thanks.
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Will unplayable box really make it invisible when equipped? I read its just invisible in inventory. How would you make unequip event read is something is equipped at all? It wouldnt trigger. Or im wrong?
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How would you do it guys? Im trying to add spell effect that prevents any armor from being equipped on certain slot. akActor.UnequipItemSlot(32) - doesnt prevent re-equipping akActor.equipitem(Armor, true, true) - it could work but needs some other armor, which I dont have. I've been thinking of some invisible armor without actual model that could fill that role, but not even sure how to do it? Do I just leave mesh field empty? Or is there some better method?
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Hey, there was some mod that makes you lose blood when you are wounded and leave pools of blood behind you - I forgot the name -.-
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LE Utility.Wait and extending scripts
z4x replied to z4x's topic in Skyrim's Creation Kit and Modders
Edit: nvm fixed that sorry for double post, was suppoed to be edit -.- -
LE Utility.Wait and extending scripts
z4x replied to z4x's topic in Skyrim's Creation Kit and Modders
SCRIPT A: ..... scriptB.RegisterForSingleUpdate(0) ; calls for a new thread to be run on script B and immediately continues running code in script A ....... Btw finally I found use for it, and it doesnt work. Can RegisterForSingleUpdate() really be called from one script to another? I do ScriptB.RegisterForSingleUpdate(0) and i get compilator error: I'm not extending these scripts with each other tho. What Im doing wrong? -
LE Calling "ActorBase" Property value in same script?
z4x replied to z4x's topic in Skyrim's Creation Kit and Modders
Then how would you do it? I'm really new to scripting ActorBase Property BASE1 Auto EVENT OnEffectStart(Actor akTarget, Actor akCaster) (I want to read akTarget's "ActorBase" and save it as BASE1 property value) ENDEVENT Then I would like my whole script to work on that saved ActorBase BASE1 value. As I mentioned above, for example in other functions I would like to use that stored BASE1 value instead of default "akActor": BASE1.GetActorBase().GetName() instead of: akActor.GetActorBase().GetName() How would you do it? -
So Im curious if its possible to read its information after it was definied earlier. Firstly I do: ActorBase Property BASE1 Auto EVENT OnEffectStart(Actor akTarget, Actor akCaster) ActorBase BASE1 = akTarget.GetActorBase() (now im somehow supposed to save result as BASE1?) ENDEVENT Then I marked Actor with this "effect" I would like to be able to call it by name now. Function Name() String Name = BASE1.GetActorBase().GetName() Endfunction or .GetRace() or even more advanced things like: NetImmerse.GetNodeScale(Actor name, NINODE_NAME,true) Basically how can I store ActorBase in script to be able to read it later? Could someone explain? Im totally lost >.> and probably messed up everything again
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LE OnEquipped+OnActivate for two diff items in 1 script?
z4x replied to z4x's topic in Skyrim's Creation Kit and Modders
ScriptName StatesExample extends ObjectReference Auto State Inactive Function Toggle() GoToState("Active") EndFunction EndState State Active Function Toggle() GoToState("Inactive") EndFunction EndState Function Toggle() ; Empty function definition to allow Toggle to be defined inside states. More on this soon... EndFunction Event OnActivate(ObjectReference akActionRef) Toggle() EndEvent Its something like that, but with 3rd state: Active2 OnEquipped activates (or at least should be) Active1 state OnUnEquipped disactivates Active1 state OnActivate activates Active2 state on first activate (first click on lets say Barrel, in game), then disactivate Active2 state (on second click) and goes back to Inactive state. It just doesnt compile, i get some major compiler error, about accessing script, that doesnt show which lines are wrong. -
LE OnEquipped+OnActivate for two diff items in 1 script?
z4x replied to z4x's topic in Skyrim's Creation Kit and Modders
So I reduced my script to just core STATE switch, including OnEquipped switching to one state, then OnActivate switching to another (both preventing each other to activate their own state, when other is going) But looks like script containing OnEquipped and OnActivate linked to ARMOR object and some WORLD object, do conflict? Could someone confirm please? Wasted two days on it :( -
LE Utility.Wait and extending scripts
z4x replied to z4x's topic in Skyrim's Creation Kit and Modders
Hmm thats interesting too, but still I have no idea how to make one script decrease and second script increase same value InRealTime. I have used OnUpdate in 1st script and its decreasing global variable from that script. Then I use While Loop for .isEquipped() specific item + Utility Wait to delay it a bit in second script. But i really hate that solution. -
When I put WAIT in child script many times (because I have to, to slow down loop a bit) will parent script be put on WAIT too or just child? I really want my extending script to not stop parent one. But i need some functions from main one. Anyone?
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Yeah. I wanted sound to play when armor is equipped even if CountVal doesnt match. And play sound + 2nd effect while both are TRUE. Tried this, and it shows correct CountVal from other script/game. Any other ideas what could be wrong?
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Scriptname TEST extends ObjectReference Actor Property PC Auto Armor Property Armor1 Auto Potion Property Potion1 Auto Sound Property Sound1 Auto GlobalVariable Property Count1 Auto Event OnEquipped(Actor akActor) Utility.Wait(1.0) If (akActor == Game.GetPlayer()) Function1(akActor) Debug.notification("TEST1") EndIf EndEvent Event OnUnequipped(Actor akActor) If (akActor == Game.GetPlayer()) Debug.notification("TEST2") EndIf EndEvent Function Function1(Actor akActor) ActorBase Wearer = akActor.GetBaseObject() as ActorBase Int CountVal = Count1.GetValue() as Int ;reads global Count1 from game? Debug.notification("TEST3|) if (akActor.isEquipped(Armor1)) ;checks if armor equipped then plays sound int instanceID = Sound1.Play(akActor) while (akActor.isEquipped(Armor1)) && (CountVal > 3) ;checks if global count > 3 akActor.AddItem(Potion1, 1) CountVal = CountVal - 1 ;decreases count by one Count1.setValue(CountVal) ;sets changed count as global IN GAME count Debug.notification("TEST4") endwhile Sound.StopInstance(instanceID) Debug.notification("TEST5") endif EndFunction Count1 global value is set by another script and in CK as global so its hold by game. Its supposed to play sound (all the time) while equipping armor as well as spawning items/potions (till count >3) Its compiling fine, but in game it goes till TEST3 debug message (showing correctly the number from other script), then its stuck. Thanks in adavance!
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Its not mouse problem for sure, because I do attack after each click, just animation isnt displayed. Found vid of some guy having similar problem, but with enemies - Enemy is attacking him several times without using animation at all. He says its 1,8 bug, but I dont believe since else everyone would be screaming around. More ideas?
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I need to click mouse button like 4-5 times before actually seeing an attack animation. In reality my character is all the time attacking, I can hear his groans and I do damage, but simply attack animation isnt displayed. I heard some people having similar problems. I'm using some animation replacers and skeleton replacer mods, but I've always used them and everything was fine when I was playing Skyrim last time like year ago. Could it be newer patches issue? or mods? animations, behaviour files? I'm using FNIS but clicking it regularly. Any tips are welcome.
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http://www.tesnexus.com/downloads/file.php?id=27813 Im curious if this^ would be technically possible at all. Not like its gameplay friendly, but just for laugh. ;)
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Poll is very clear - B wins. Look [edit] in my first post. ;)
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Yea, enlarged manga boobs would look awesome on this too. Would be prolly easier to rezise outfits for manga version though. :)