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HailHell

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Everything posted by HailHell

  1. int variable event onactivate(objectreference akactionref) variable += 1 endevent Can i retrieve the variable value with a different script?
  2. Can someone please point me to a good tutorial that doesnt involve 3dsmax because i cannot afford buying new software atm, and i can't find a tutorial with blender that covers complete basics, thank you in advance!
  3. Is there a way to prevent the game from loading the last save? I want the player to get teleported to a place when he dies, is it possible? I also want the ragdoll animations to show so that it actually looks liek he died lol.
  4. Is there a way to make blocking block 100% of the damage regardless of what is being use to block? If so how do i do that? I been messing around with global values but i just cant get it right...
  5. Yeah i realised that bethesda prefers to use retarded methods for item distrubution and creation when it all could be done with a simple script. I asked several modders and everyone thinks its impossible to have randomly generated items in skyrim, simply because the papyrus and the game engine is hardcoded in a retarded way. There isn't even an event to affect an item on inventory open, which is ridculus, they rather have everything load at the same time. Genius!
  6. The script needs to change the damage, speed and enchantment type of a weapon. The hurdle is that .SetBaseDamage() and the other functions edit the BASE object values , whereas i need the script to only edit the values of the references. ( i am aimng for several instances which originate, from one base object but all have completely different values,(the formula which will randomise the values is not the problem)) e.g: baseobject is set a default value of 11 for damage but instance1 of the base object has a value of random number for damage instance2 of the base object has a value of random number for damage instance3 of the base object has a value of random number for damage Another hurdle is that the script needs to work even if it is only attached to the base object, because i will be placing this object in leveled lists and not in the game world. I have good understanding of variables, lists, functions and loops etc but by no means am i fluent, and i have no idea how to write this, please help!
  7. I need a script that edits a value of an item on the spot, but there will be multiple items using the same base object, and i need them to remain unaffected. so this way i can have example: Base object 11 damage baseobjectref1 7 damage baseobjectref1 8 damage baseobjectref1 9 damage baseobjectref1 10 damage i need to be able to attach this script to the base item (the damage will be randomly generated so every spawn would be different)
  8. Can i create a new object using a script? Like a completly new weapon. or Is it possible to set an objectreference to a 'mode' which stops the objectref from being affected by the stats of the object's base form? The aim is to have multiple references of different values that originate from one base object.
  9. I there a mod that already does this, or do i have to make one, and if so how do i go about doing that, any iddeas?
  10. Get the 'combat speed' mod, golbaly increases combat speed of everything. But alone is meh cause the enemies dont attac often enough in my opinion so get an ai mod along side it that increases aggression levels. Tk dodge goes well with this, and if you increase global damage too then fighting enemies becomes really interesting. With these two mods you rely on quick reactions to survive, and not not the enemy being weaker than you.
  11. thanks! wrote the same thing lol but i added spaces next to the var, thats why it didn't work.
  12. I tried the alpha thing with gimp painting it black, using rubber, even extracting the mesh and replacing the textures in nifskope, but no matter what i do it doesn't work and the standard texture always ends up loading. i took some random clothes.dds made a new tex in ck and it worked, the texture changed, so i painted some blue dots on that dds to see if the changes would work and they did, but when i painted the whole thing it didnt change anything and it just showed the dots from the previous dds which i overwritten, i reloded the cells and the objects. 0 nothing, nada please help me before i shoot myself! how do i make a floor peace invisible, it can be any peace it dont matter.
  13. Thanks i got it now, basically if i write: x = 10 x += 10 x == 20 but if i write: x = 10 x = 10 x == 10 x will just get assigend 10 but not added
  14. So in python i can write: g = 'hey there number' h = 1 print("%s, %d" % (g, h)) how do i do that in papyrus? i basically need this - debug.notification('you killed this enemy an X number of times')
  15. wow thank you for all the ideas!! just need to get some redbull now.
  16. Are there any sites apart from creationkit.com that offer advanced tutorials on scripting? I completed all the tutorials on the creation kit wiki yet I still feel like a i barely know anything. What should be my next step in learning papyrus?
  17. i am probably overanalising this but i am new to progarmming so i have no idea what is important and what is not
  18. ok, are there any instances where it would be important to use x = 10 and not x += 10 and vice versa?
  19. thank you for clearing almost everything up, but i am still confused by the difference of writing x = 10 <--- assign 10 to x and x += 10 <--- add 10 to x but what does assign actually do and mean?
  20. I just spent like the last 3 hours on wiki, ans they don't explain s#*&#33; thoroughly, maybe its just me because i don't have any experience in coding. but anyway So what is the difference between writing x = 10 and x += 10 because in both cases x will end up as 10 and wtf does %= do and how can i use it?
  21. Its probably a stupid question but whatever. Is assign the same as add in papyrus? Because for example if i write count += 1 count == 1 will now equal 1 but if count == 1 and i write: count += count == 2 count will equal 2 so just to be clear, assign means add yes? is this correct?: count %= 5 <--- will get 5% of count and add it to count so if count == 100 after count %= 5 count will == 105 yes?
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