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pcaviator

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  1. 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.
  2. 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?
  3. 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.
  4. 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.
  5. 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
  6. 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.
  7. Thankyou maxarturo. I haven't touched magic runes at all so I'll remove all other mods & test again.
  8. 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?
  9. 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.
  10. 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 ?
  11. 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.
  12. 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
  13. I have many dungeon hall pieces all aligned at the same horizontal level, but unfortunately that level is not zero'd in the Z access. I can select all the hallway pieces by left-mouse-hold & swiping over them. Is there a way to edit the properties of ALL those cell & set them to Z offset zero?
  14. 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.
  15. 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
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