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SkyrimThiago

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Everything posted by SkyrimThiago

  1. Are you using the right version of the creation kit? It is a long shot but it will not find a lot of things if the version of creation kit is not for your game, example if you are using AE creation kit on LE, I think some issues like this could happen, however I don't know if that is even possible.
  2. I am working on a mod that allow the creation of persistent forms at runtime, as a copy of another form. And I want to copy the scripts from the original form into the new form.
  3. Could you please clarify what are you trying to do?
  4. I am trying to copy the scripts from a form to another, however I am having an issue that the script I want to copy is not appearing, I have the hypothesis that this is because it is an object reference script. I have a misc object I created in CK, with this script attached: It prints a form that it takes as a property when you click on the item in your inventory, mostly to see if the properties are being copied correctly The following code is an attempt of copying the scripts, it is not getting the script I want to copy. It is instead getting only a script I don't want to copy (some kind of base scripts the object have), however I can ignore this script later when I'm getting the actual script auto* virtualMachine = RE::BSScript::Internal::VirtualMachine::GetSingleton(); if (virtualMachine) { auto* handlePolicy = virtualMachine->GetObjectHandlePolicy(); auto* bindPolicy = virtualMachine->GetObjectBindPolicy(); if (handlePolicy && bindPolicy) { auto baseHandler = handlePolicy->GetHandleForObject(baseForm->GetFormType(), baseForm); auto newHandler = handlePolicy->GetHandleForObject(newForm->GetFormType(), newForm); print("form", baseForm->GetName()); if (baseHandler != handlePolicy->EmptyHandle() && newHandler != handlePolicy->EmptyHandle()) { auto baseHandlerScripts = virtualMachine->attachedScripts.find(baseHandler); if (baseHandlerScripts != virtualMachine->attachedScripts.end()) { auto* scripts = &(*baseHandlerScripts).second; auto scriptNumber = scripts->size(); for (uint32_t i = 0; i < scriptNumber; ++i) { auto script = (*scripts)[i].get(); auto ptr = new RE::BSTSmartPointer(script); bindPolicy->BindObject(*ptr, newHandler); print("script", script->type->GetName()); } } } } } Both newForm and baseForm are RE::TESObjectMISC here is the code for the print function, it is mostly for debugging so i did not put much thought into that I have also tried doing this but no success auto baseHandler = handlePolicy->GetHandleForObject(RE::FormType::Reference, baseForm); auto newHandler = handlePolicy->GetHandleForObject(RE::FormType::Reference, newForm); If I find a solution to this ill post here, but maybe someone is able to help me.
  5. Here is what you could do, you could create a misc item with your potion model, and attach this script to it: You should fill the MySpell property with a new spell: self fire and forget uncheck auto calculate set the spell cost to 0 add any number of potion magic effects, and configure them properly When the player clicks on this magic item he will get the potion effect but the item will not be consumed. The main issue with this approach is that your potion will be on the Misc item tab.
  6. Link: https://thiago099.github.io/bbcode-papyrus-coloring/ Source code: https://github.com/Thiago099/bbcode-papyrus-coloring You can paste or write your papyrus code on the left and it will appear with the bbcode coloring on the right. Here is an example: Here is how it looks like:
  7. i can do the model. but i dont know how to animate it too.
  8. could you do a mod that remove player's voice? why did you want that? because i had to put the voice in very lound or i cant undestand what are they saying. when i try to mlee attack someone the character start to scream and that is a kind of anoying.
  9. i dont know if they are allowed but if are, wuld be nice if someone replace some creatures/weapons models from the ones in elder scrolls online
  10. my character's foot nails are white, how could i fix it? http://s18.postimg.org/fhey61gpx/Screen_Shot2.png
  11. the npcs comments if the items that you are using or wearing is odd, strange if they are from lore unfriendly mods.This will make the lore unfriendly mods a little bit more lore friendly.
  12. I recently i'd instaled a lot of mods, that made me experience massive loads. now I'm afraid to install mods, so what kind of mods may inpact on the load time?
  13. just uncheck the: Skimpy or sexy content Nudity Include adult files Anime content
  14. my skyrin is not starting, the lood is only detecting that error: http://s11.postimg.org/6r42u5vw3/Sem_T_tulo_1.jpg can this make my skyrim dont start? how did i fix it? what does this delete mean? does this mod delete someting that is also deleted in " Unofficial Skyrim Patch.esp"
  15. could someone do a script that create a low resolutin spherical map on the location of each object(whithout the object itself) ever frame(or a determided amout of time), and then aply it as envioriment map for the object itself.
  16. i hate the visual of the 10 mm pistol visual, wold be nice if it be replaced by the m1911.
  17. wuld be greate if when you press a configurable hotkey it highlight the near interactive things. like the sentry below if it was a container, item, door...
  18. when you destroy a gun, you receive the materials from which it is made up. It would be great if instead you recive it's pices.
  19. when you destroy a gun, you receive the materials from which it is made up. It would be great if instead you recive it's pices.
  20. on time of get materials when scrap a weapon get all the parts of the weapon you are scraping
  21. is actualy possible make a mod based on the flash game "jacksmith" crafting sistem?
  22. how about a mod wich divide the damage of melee in diferent types with this mod you can do significantly less damage on skeletons and mayby heavy armored targets with the swords and axes because it only takes or takes mutch more damage from claves and hammers this and a lot more stuff can be done with various types of damage to melee weapons. sorry for my bad englesh :/
  23. this is a simple idea for who dont want play crosshair: when you is near enough to pick a item you aim snap on it change the sneak crosshair for a eye the screen corner
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