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I have 4 Nordic puzzle pillars (NordefaultPuzzlePillar01Nofurn). Ordinarily the player would activate the pillars into the correct sequence & pull a lever to open a gate on the right combo. My circumstance is different, the player cannot access the pillars directly, but I want the player to activate a separate activator object (say a switch) that will change each of the pillars to their correct solution when the switch is activated (the solveState property of each of the puzzle pillars). I cannot seem to find the right papyrus code for this. Thanks in advance.
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Destroyable mine wall only susceptible to projectiles
pcaviator posted a topic in Skyrim's Skyrim SE
In my mod I have a destroyable mine wall object linked to a duplicate & a script to manage the destruction with player prompts suggesting the walls state of destruction. It work fine & the wall is destroyed after 4 hits which is what I want. HOWEVER, the wall only reacts to projectile damage (ie arrows & destruction magic) & does not react to pickaxes or hand-weapons such as swords. Presumably the non-projectile weapons are not triggering the on-hit event. Any way to get non-projectile weapons to damage the wall? -
The aim is to have a mine wall that the player caqn destroy to real a dungeon beyond. I have a mine wall static object (MineCLWallCorner01) that I've made into an activator, and set the destruction data for the activator. I've also attached a script that destroys the wall when the OnDestructionStageChanged event reaches stage 4-5 (don't know if that's really needed as the destruction data is set to destroy the object at stage 5). I've duplicated the wall & placed it in a void & linked the two activators. The wall works well & can be destroyed by the player using destruction magic. It takes several casts of a destruction spell to do the job, but that's as intended to progress through the destruction stages. My problem is that when I try to hit the wall with a pickaxe or sword, nothing happens. No wall-strikes & no OnHit event is fired. can anyone direct me to a methodology that I can also allow the player to do damage to the wall with weapons & not just spells? Thank you for assistance.
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The "Skytest - Realistic Animals & Predators" mod has these features: * Bears will hibernate in the winter. * Most animals will try to find a mate once a year.
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SSE Remove skeleton sounds through wall
pcaviator posted a topic in Skyrim's Creation Kit and Modders
I have a mine wall that the player needs to pick away at to expose a Nord crypt. On the other side of the wall is a wandering skeleton. My problem is that you can hear the skeleton from inside the mine which is not my intended scenario. I would prefer the skeleton not to make a warning sound until after the player has broken through the mine to the crypt & entered into the crypt itself. Any ideas on how to achieve this? [EDIT] Never mind - I'm trying 'edit base' - sound - sound level - silent -
LE Little things that would make me happy.
pcaviator replied to EvieJayne's topic in Skyrim's Mod Ideas
I ported the "Give beggars Food" mod from oldrim for my personal use & it works well. Unfortunately, the mod author declined to give permission to publish it for SSE but you could port it yourself. -
SSE Explosion going down stairs in custom dungeon
pcaviator replied to pcaviator's topic in Skyrim's Creation Kit and Modders
Thankyou maxarturo. I haven't touched magic runes at all so I'll remove all other mods & test again. -
Making my 1st dungeon. I have a NorHallSm1wayStair128 object in my crypt hallway. Whenever I go down that stairway the player triggers an explosion that results in fatal damage to the player. It's like there's an invisible fire rune in the hall way. I see nothing in the CK on the stairs; no rune, no tripwires, no traps, just a plain stairway. In-game is the same. I tried deleting the stair & placing a new one but problem persists. Anyone have any ideas what's going on?
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I'm making a mod that's dependent upon another author's mod. The other mod is an exterior of a building without an interior cell. My mod is the interior for the other mods building. The other mod has 2 load doors that transport the player from the exterior ground level to the exterior building roof & vice versa. I want to change the load door destinations to my mods interior cell for each of these doors. I've tried esmifying the other mod & altering the load door destinations which didn't work and tried deleting the other mods load doors & replacing with new load doors which didn't work. Help id appreciated.
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SSE Random NPC for Quest alias with keyword
pcaviator posted a topic in Skyrim's Creation Kit and Modders
I want to select a random NPC actor as a quest alias in a repeatable quest. A different alias each time the quest runs. Not sure if this is a good way to accomplish this but I've assigned each NPC actor a common keyword. Now in the quest alias tab I want to have the quest pick one of the NPC's with that keyword. I have "unique actor" checked & 'none" as actor, then under 'match conditions' set HasKeyword to "MyKeyword" == 1. Will this select a random actor with that keyword? or have I got it wrong? Alternatively, should I write a script that makes a formlist of forms that have the keyword, then assign self=random_formlist_element to the quest alias ? -
I'm making a crypt chamber. I've placed ruinsFloorCangleLamp objects (unlit activator & lit candle) & attached a script to turn the candle off & on. This operated as intended. I've also have a torchpermanent wall sconce lit & unlit activator that does the same & works as intended. Just recently (after further editing of crypt objects), the candle & wall torch now appear in-game in a different position to that in the CK. The lit candle has moved several feet/metres away from the unlit candle & the lit & unlit wall torch are correctly positioned over each other but have moved away from the wall & are floating in thin air. Other objects in the crypt room are unaffected. I can't figure out what's caused this or how to correct the situation. Any help appreciated.
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How do you make Skyrim ridiculously challenging?
pcaviator replied to Roadhouse699's topic in Skyrim's Skyrim LE
Let's dial up the difficulty. I use these mods to make the game for difficult: Scarcity (less loot) Rarity (less gems) You hunger (less food) Skylock (realistically safe locks) Realistic Lighting Overhaul (no dungeon lights - bring a torch) Campfire / Frostfall -
Making my 1st dungeon & having issues setting up a patrolling skeleton, skeevers attacks & draugr sitting on a throne. None of these creatures appear when I play the dungeon in-game. 1. Skeevers - I've placed an EncSkeever object & linked it to a defaultActivateSelfTRIG triggerbox. But when I enter the triggerbox nothing happens & no skeevers can be seen. 2. Draugr on throne - I've placed a LvLDraugrAmbush1HMale object & linked it to both a creatureSitMarker01 object & a defaultActivateSelfTRIG triggerbox. But when I enter the triggerbox nothing happens, the throne is empty & no draugr appears. 3. Patrolling skeleton - I've placed a LvlSkeletonMeleeMixed object & linked it to a DraugrPatrolMarker - But when I approach the object's location no skeleton can be seen. Help much appreciated.
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SSE Play sound FX on trigger box event
pcaviator replied to pcaviator's topic in Skyrim's Creation Kit and Modders
Thankyou very much for your assistance Ghaunadaur. I've managed to compile the script without errors & attach it to the trigger box, but there is no sound output when the player enters the trigger box. I slightly altered the script code to better detect where to problem lies. I see the "player enters" debug message when the player enters the triggerbox, but I don't see the debug message saying the player exited the triggerbox. This suggests that the SoundInstanceID variable is not being set & thus there seems to be a problem with how I've set up my sound file in CK. I created a new 'sound descriptor' & pointed it to the soundFx WAV file. The WAV file does not 'audition' in the sound descriptor dialog but I believe this is a known CK issue. The sound file is uncompressed (PCM audio format) 44100Hz 1411 kb/s 2 channels. Do you know where I've got the sound setup wrong? Scriptname _AST_FjotoitWellWaterSFX extends ObjectReference ; _AST_WaterDripsLargeRever setup as a 'sound descriptor' type Sound Property _AST_WaterDripsLargeReverb auto int SoundInstanceID Event OnTriggerEnter(ObjectReference akActionRef) if akActionRef == Game.GetPlayer() if Is3dLoaded() SoundInstanceID = _AST_WaterDripsLargeReverb.Play(self) debug.notification("Player Entered Well Trigger") endif endif EndEvent Event OnTriggerLeave(ObjectReference akActionRef) if akActionRef == Game.GetPlayer() if SoundInstanceID Sound.StopInstance(SoundInstanceID) debug.notification("Player Left Well Trigger") endif endif EndEvent