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z4x

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Posts posted by z4x

  1. Since most lighing mods are focusing on interiors, and my problem is disgusting exterior lighting, im looking for mod that changes it eventually.

     

    My main problem is lack of "environment lighting" that makes parts character (the ones not directed at sun) pure black. Something similar to this screenshot:

     

    - http://home.arcor.de/skalpadda/scrn/skyrim_1.jpg

     

    The only known to me thing that fixes it is ENB (bloom, smart shadowing and environment lighting), but its kinda overkill for my PC.

     

    Is there any alternative?

     

     

    (I tried every single .ini shadow related option as well as premade templates - nothing fixes that specific issue)

  2. http://www.creationkit.com/ActiveMagicEffect_Script

     

    Wiki says:

     

    Note that in addition to the events defined below, ActiveMagicEffect scripts also receive events related to the actor to which they are attached. This makes them useful for adding script processing to actors dynamically without using quest aliases.

     

    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?

  3. You can apply a script on a passive effect, then add it in the race setting (like other racial bonus). It works on start for every npc of that race.

    And of course works for modded npcs.

     

    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. :)

  4. Why do you need the NPC's to have a magic effect before you've met them?

    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?

  5. 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?

  6. 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:

     

    Cannot call the member function RegisterForSingleUpdate alone or on a type, must call it on variable

     

    I'm not extending these scripts with each other tho. What Im doing wrong?

  7. 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?

  8. 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

     

     

  9. 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.

  10. 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.

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