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anb2004

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Everything posted by anb2004

  1. I am making custom portable alchemy & enchanting workbench. All done and ready, the only thing left is how to trigger the alchemy & enchanting menu since the objects are not exactly act as furniture but as misc item so it can be drop and taken. Plan is to get them open like opening show race menu that i did on activating a custom object. Event OnActivate(ObjectReference akActionRef) game.ShowRaceMenu() EndEvent But i can't seem to find specific parameter for alchemy and enchanting menu (or perhaps there isn't one idk) ? The unfinished script for my portable workstation Scriptname _Anb_PortablwWorkstation extends ObjectReference Message Property TehMsg Auto Int Property Button Auto Idle property IdleSitCrossLeggedEnter auto Idle property IdleChairExitStart auto Event OnLoad() BlockActivation(True) EndEvent Event OnActivate(ObjectReference akActionRef) Debug.sendAnimationEvent(game.getplayer(), "IdleSitCrossLeggedEnter") Utility.Wait(3.0) bool InMenu = true While InMenu Button = TehMsg.Show() if Button == 0 ; Take the workstation Activate(Game.GetPlayer(), True) Debug.sendAnimationEvent(game.getplayer(), "IdleChairExitStart") Utility.Wait(3.0) InMenu = False Elseif Button == 1 ; Alchemy menu ;.................. Elseif Button == 2 ; Enchanting menu ;.................. Elseif Button == 3 ; Stand up Debug.sendAnimationEvent(game.getplayer(), "IdleChairExitStart") InMenu = False Endif EndWhile EndEvent Any help will be appreciated. Thanks
  2. Afaik, back with FO3 i remember there is a function (from geck or FOSE) that can manipulate certain node/nitrishape/nitristrip within the nif file whether changing its translation or to disable/enable it. Is there a function like that with Skyrim ? Thanks
  3. It worked ! thank you, thank you... But somehow it won't recognize the utility.wait anymore which is weird, both door activated at the same time. Do i need another wait function to work with auto state script? really need to delay that second door on opening state for few seconds to avoid clipping. Edit : Just realized the RealFurn.Disable()/enable() didn't work either...
  4. Basically opening/closing a door will lead another door to open/close. I'm using a modified script which is originally intended for light script. So after i activate the first door for the first time, the second door should animate as well but somehow it won't, i had to activate it again and since there are two door, i need to make them properly in sync/same state or they will clipping on each. Anyone got a clue to fix that. Thanks
  5. Because it can end with odd/weird result, same thing like skinned meshes (armor, clothing). If you just wanted to make it horizontal, the best way is to set it horizontally with CK, besides editing the nif will affect all farmhouseanimdoor in game unless you set it as standalone. You still can change it's translation/rotation from the nif by editing the XYZ keys on NiControllerSequence manually for both open and close than adjusting the door meshes but it's tricky process.
  6. This was bugging me for a long time but i just choose to ignored it but now i really want to know if this is really a bug or i do it wrong because it just breaking the immersion here. I've made a standalone sitcrosslegged animation (minor adjustment for player 3rd person camera go lower as player sitting) that can be played after activating a furniture. The sitting idle runs just fine but the entering & exiting animations somehow always being skipped, it's like player instantly going down sitting(entering) and instantly get up(exiting). I've followed every step as Fore described in FNIS documentation for furniture anim, and how to set it all up with CK. FNIS parameter for furniture animations Than apply for specific conditions like haskeyword, isenteringinteractionquick, getsitting yada yada yada on each idle, i even try replicate how vanilla idles did and still they just won't work aghh..not because of my animations though that's for sure, overwriting vanilla sitcrosslegged, animation played smoothly, so i'm lost here. attached the files below if anyone would want to take a look (run FNIS, ingame open up console and type coc testcell and activate the rug). any help will be appreciated. https://filebin.net/dmohu55i66vejn38
  7. Yeah, realize RemoveAllItems is a bad idea, tested with new player with few items in inventory is ggreat but with items more than 50+ is like having a system freeze. That's the thing, i want to avoid using formlist if possible because it kind of "limited", it also the reason i set up a trigger on activate to take all player items into a container than another trigger to sort all the items inside it (same as Jaggarfeld did). Planning to release a player home with auto sorting function. My main goal for the auto sorting is by having a single activator (like leaf rest did) that can check all player items for every each akbaseitem and base keyword than take all items and stored them into each assigned container without using formlist and leave equipped items untouch (so any added/modded items can work as well and of course they were set with appropriate keyword). Believe i've tested any auto sorting mod and i found 2 type of mechanism : - Auto sort by dropping the item into a container (base on keyword : Jaggarsfeld) - Auto sort by activate something (base on formlist : Leaf Rest ) I know it's like i'm asking for more, more and more especially with my limited coding skill but's it worth a try. Anyway thanks for sharing your codes, i'll see if i can tweak it as i want it. Thanks
  8. Hi Basically a very first stage for auto sorting stuff, putting all player items into specific container that already has auto sorting script after activate something. The only addition that would be great is, how to make worn/equipped armor & weapon is not affected by it, so player just don't go...well u know the situation is. Anyone care to show how to code that ? Novice scripter here, any help will be appreciated
  9. Wow, wonder how your brain works to come up with that complicated code. Your coding is unlike any other code i've ever seen though, quite difficult to understand for beginner like me but i'll get there eventually. Thank you, owe you big time :wink:
  10. It works :wink: Though the door will start to self close if an actor is within the distance as it was set by distance slider instead blocking the door to self close, but no biggie i'll see if i can get it reverse. Didn't expect for someone to write the code all over for me so thank you. Still working with my own code above to get it working, just for once i can do something right by my own from learning someone else code. Anyway this might a little out of topic, interested with the change texture cycle script from modders resource by Darkfox127, tested and it work, unfortunately Darkfox127 didn't really describe how exactly for setting up a quest to update the global everytime we start the game because texture will revert back to the original. Darkfox127 Script Remember doing something similar with my hunter armor texture swap that i tried to get it working back in the day. Any hint what should i do to accomplish that ? Thanks
  11. testiger2 Thank you. Still trying to "absorb" everything you said into my head, gonna take a while but at least you've give me something to start it. Thanks again.
  12. Don't know if i get the title right but here it goes First attempt for making my first MCM config, thought i'll give it try with a simple config for the auto close door for my player house. The mcm script is chaotic i know, call me dumb or stupid but that's what i could come up with after hours rummaging any mods that i have and learn from it. Do managed to get the door auto close on & off though (yay :wallbash:). So figured i could do more with those 2 setting for delay and actors distance but there are the part that kind of put me back to square one. Question : 1. How can i / is it possible to get each delay & distance float value from the quest script into the door script. How do you transform float into global or vice versa? 2. How to make those 2 delay & distance settings grey out with auto door checkbox uncheck upon first time loading ? just don't know how to connect AutoDoor bool and AutoCloseDoor Global. 3. Delay & disatance Slider are working well but both value are set to 1 instead default value that i assigned at first time loading. Wonder why ? Any help will be appreciated but please bear with me, my IQ isn't exactly higher than my toe with scripting.
  13. Really looking for a mod that can disable item info on UI (inside red box). Though can remove the "[E] Take" prompt also nice. Thanks
  14. I'll just leave it here so anyone can find it if the thread got lost. Static mannequin Script improvement originally made by Sjogga Dragon Claw Holder that i apply into static mannequin and custom armor. Assuming you can do some modelling or working out with existed/vanilla meshes. Improvement & variation scripts provided by JustChill & SurfSideNaturals kudos to them. Just so anyone interest to do the same thing.
  15. Wow, you both sure give me more headache with those scripts. But i get it and thank you, sincerely to both of you for pushing me to learn scripting better. Wish i can change the thread title to make it more precise about what i'm trying to do, to help those that wanted to do the same thing like i did but sucks with scripting. Thank you guys.
  16. When doing something like this use "else" . if akActivator.getItemCount(ArmorA) && akActivator.getItemCount(ArmorB) Else ; Do something here. You do not have both items. EndIf It would be best if you included your entire script. Sorry about that. It's not my script but a modified script originally made by Sjogga Dragon Claw holder that i enquire years ago (ebony_ivory is my old nickname) which i try to apply it with static mannequin because real mannequin is just buggy for me and i like it fast and simple (though, make it requires lots of work but i enjoyed it) no more opening mannequin inventory, simple activate, armor get unequipped/equipped. Not into armors also helped, still using same old custom hide (TehArmor) and custom iron armor (TehArmorB), i just haven't made the static for gauntlets, boots and helmets tho. Just found "equipitem" just won't add the enchantment effect. Another disappoinment :wallbash: Thanks That Else block would fire too, if the item count of both items is 0. So it is not totally equivalent with the OR operator. No worries, you are welcome. However, SurfsideNaturals is right about posting more context. :wink: As if you want to have a different behavior when the player has BOTH items in inventory and when there is just ONE of them in the inventory. In that case an ElseIf with my example would be necessary too. if akActivator.getItemCount(ArmorA) && akActivator.getItemCount(ArmorB) ; 'Do something here if the player has both items.' ElseIf akActivator.getItemCount(ArmorA) || akActivator.getItemCount(ArmorB) ; 'Do something else here, when only one of these items is in the players inventory.' Else ; 'Do something else here. You do not have any of the items.' EndIfIn addition to that, you could either go if akActivator.getItemCount(ArmorA) && akActivator.getItemCount(ArmorB) ; 'Do something here if the player has both items.' ElseIf akActivator.getItemCount(ArmorA) ; 'Do something else here, when only ArmorA is in the inventory.' Elseif akActivator.getItemCount(ArmorB) ; 'Do something else here, when only ArmorB is in the inventory.' Else ; 'Do something else here. You do not have any of the items.' EndIfYet as we don't exactly know what you are up to, any solution that fits your needs might do it. ^^ Anyways, happy modding. :smile: To be honest those makes me even more confused :unsure: but let see if i can fiddle with it. Thanks
  17. Good lord that simple ! really embarassed right now. :wallbash: Thank you JustChill :thumbsup:
  18. I'm dumb with script, so bear with me. Already set a trigger for auto sorting 2 different armor in player inventory and stored which is set by a script. if (akActivator.getItemCount(ArmorA) >= 1) && (akActivator.getItemCount(ArmorB) >= 1); Player have the items? That goes well if player has both items in the inventory but what if there is only one of the armor ? fiddling it around still no avail. How to expand it so it can auto sorting with only one of the armor please Thank you.
  19. Hi. I love unarmed combat but it kind of disapointing there are no combat/attack voice for unarmed so i try to make my own quest for adding voices to it. Already set up the voices for attack & powerattack dialog, but i just don't know which condition to define player is unarmed. Or i'll take any workaround that anyone can offer as long it's not "equipping invisible weapon with handtohandmelee anim type" cause i did that and i just tired to equip and re-equip again if i switch weapon. One more thing, would really appreciated if someone can point me which quest that handle player/NPC combat voice. Thanks.
  20. Hi. First of all i'm not really big with coding stuff, but i'm always willing to learn, so please bear with me. Already set up a script that allow me to change my specific armor with texture that i want through voice power spell, works perfectly, though i have to re-equip it to see the changes but i'm fine with it. The script : Yeah, nothing great with my script, though it took me some time to set it up (like i said, i'm that bad with coding). So after using it for a while the only thing i found is missing is how to get the changes persistent across saves, since the texture will revert back to default (brown) everytime i load the game. Try to learn from Insanity's The Huntsman mod and some post like this, this or this but still can't get my head around it to figure what to do first. So any help would be appreciated. Thanks.
  21. Took me a while but got it working ! :laugh:
  22. I'm really terrible with scripts so please bear with me. So the idea is able to swap my armor model on fly/ingame with menu activation from the ground model, which i already made it and works perfectly (the script below). The only thing that trouble me is how to get the actual equipped armor model change as well, have read and experimenting with SetModelPath - ArmorAddon (well if that is the right function for equipped model) but i still have no clue to how use that function and blend it in my script. I really need help. Would really appreciated if any script wizard out there can help me with the script.
  23. Idk if this mod is existed but if it does than i'm sorry and please point me which mod is it. About the mod the idea is pretty much the same as in RL, getting an apple from a table and grab a bite if you hungry, getting a shirt from drawer and use it to get the chill off and so on. In skyrim, getting a good looking sword/armor on ground from a bandit that you just wasted, you take it and put in invisible inventory, you browse your inventory, you found it and equip it. Et Voila! you finally use it. Cut to the chase, it would be great if there is an optional choice for taking an item for instantly use it. What i can think of is a multiplier key + action key maybe like LeftShift + E (SkyUi has this feature while on barter menu). Of course it also depend on what item you take, for armor/gear/weapon/torch player will equip it and as food/ drink/potion player will consume it (EatingSleepingDrinking mod has this feature called Pick up and eat) and so on. A mod that i wanted ever since F03. meh, definitely add more immersive to the gameplay. Since I'm (terribly) bad with scripts so i hoping someone can make this for skyrim (or even F03/FNV/F04 cause i still play them all). Thanks
  24. You can attach it with script, since i'm doing the same thing with my custom home.. i use the script from The_vyper posted here, oh i forget you need to edit it a bit but i forget how i pull that off tho cause i made it long time ago and of course since you want it auto without any activator. i also bookmarked this page that might help, but only for auto close door not locking.
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