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Posts posted by JetSteele
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Scriptname AdamantiumScript_MeditationEnter extends activemagiceffect Conditional Quest Property AdamantiumDLCMeditate Auto Quest Property MeditateQuestBegin Auto Furniture Property MeditateMarker Auto Event OnEffectStart(Actor akTarget, Actor akCaster) if (akTarget == Game.GetPlayer()) (AdamantiumDLCMeditate as AdamantiumScript_MeditateQuestScript).GetUp() (AdamantiumDLCMeditate as AdamantiumScript_MeditateQuestScript).MeditateStart(MeditateQuestBegin) endif ((akTarget as Actor).PlaceAtMe(MeditateMarker, 1, true, false) as ObjectReference).Activate((akTarget as Actor), false) endEvent
The archetype of the spell is set to script
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ok but on the creation kit wiki it said that akfurniture was used for a specific object and I don't have that. The object is made when the spell is cast. The easiest way to explain this is: its like a conjuration spell. It makes the chair at the player and then needs to be deleted once the player is finished with it.
Can I use OnGetUp if its on an object that needs to be made everytime you cast the spell or do I have to use another event? Maybe change Object Reference to Furniture and akFurniture to akActionRef?
So it would look like this:
Event OnGetUp(Furniture akActionRef)
if akActionRef == Player...
would that work?
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Furniture. Its a duplicate of the greybeards meditating seat
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Hi,
I am making a custom (sort of) forge system to unlock powers that are found specifically in my mod. I am making it similarly to how the greybeards learn new words of power by meditating.
Some background info. The player will unlock a spell that will allow him to meditate, when the player does this a forge system will open where he can "craft" the powers with unique ingredients found in the mod (soul fragment, dna, ect.) The forge system works fine but the second event to remove the "forge" once the player exits it doesn't fire. This issue leaves the furniture (marker) on the floor where any NPC can activate it. I used the power like crazy in whiterun market and when I went back there most of the NPC's were meditating.
I know I could remove the furniture from sandbox but then if the player uses it enough times then there will be so many meditation spots in the world that will cause lag and possibly crashing. That said the forge works perfectly, the only issue is the second script doesn't fire when the player leaves the forge to remove it from the world which will also eliminate the chances of the power reacting badly with the game.
Here is the script:
Scriptname AdamantiumScript_MeditateMarker extends ObjectReference Quest Property AdamantiumDLCMeditate Auto Spell Property Meditate Auto Event OnActivate(ObjectReference akActionRef) Debug.MessageBox("Hello, world!") if ((akActionRef as Actor).GetSitState () >= 3) if ((akActionRef as Actor) == Game.GetPlayer()) (AdamantiumDLCMeditate as AdamantiumScript_MeditateQuestScript).GetUp() endIf endIf endEvent Event OnGetUp(ObjectReference akFurniture) Debug.MessageBox("Hello, world!") Cleanup() endEvent Function Cleanup() Debug.MessageBox("Hello, world!") Game.GetPlayer().DispelSpell(Meditate) Delete() endFunctionDon't mind the debug.messagebox. That's only there because I want to see when it fires.
If anyone wants to see the other two scripts (Quest and Magic Effect) that are connected to this then I could post them. But those ones work fine, its this one that I can't get working.
Its the OnGetUp event that doesn't fire. Also I tried specifying what akFurniture was but I kept getting an error saying that ObjectReference can't be linked to Furniture.
Anyways, anyone who can help is greatly appreciated. Sorry for the giant wall of text, just wanted to be as thorough as possible.
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Hi,
In a mod I'm designing I am making a meditation forge (kind of). Its a spell that when you cast it, it places the furniture greybeards meditation marker and the player activates it to meditate (done automatically after spell is cast) and learn specific spells added by the mod. Kind of like the greybeards learning new shouts, same theory but a little different in practice. Its essentially a forge menu that plays with the greybeards meditating animation.
At the moment there are two issues with the spell that I can't seem to work out:
1- The meditating animation doesn't play the first time in a cell. You have to use the spell and leave the meditation state and re-use the spell a second time for the animation to play. The menu opens to create the spells but the animation doesn't play on the first casting of the spell in a newly entered cell.
2- The markers aren't removing right after getting up from casting. I tested the spell a lot in the whiterun market and when I returned there most of the NPC's were meditating. Kind of funny but also annoying that the spell doesn't remove the marker right away after meditating ends even though I specified it to do so in the script. You can still talk to NPC's no problem though.
So to recap my issue, the spell works fine; the forge system works. just that the animation doesn't play the first time you cast the spell in a new cell (entered) and the meditation furniture doesn't remove even when the player stands up, even though it is specified in the script to do so.
Thanks in advance to anyone who can offer help
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thanks a lot!
really helped out. I find it strange though that they hardcoded part of the menu-system. But at least they had empty slots that the community could use. Again thanks for the help.
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Hi everyone,
I created a weapon for my mod and made a custom workbench that can create it (only that specific one). I would like to create a custom category for that weapon type.
Example for the ebony material stuff you go under ebony and everything is there: armor, weapons ext.
I want to make my own heading and put my weapons in there (the custom heading). I made a new ore and ingot but I need to make the forge menu option now. Does anyone know how to do this?
Sorry if its a newbie question, its my first time trying to tweek the ui of the forge.
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hi thanks for the info I got the objective working :)
I have one last question for whoever can answer it. I would like to use the dwemer repository (the cube from septimus). I want to make another one. One that opens when a button is pushed and closed when another is pushed. However I don't find the activate script of the cube. The closest I got was the script in the quest but that doesn't have an activate for the repository. If anyone knows how to make a script to make the front of the repository open I would highly appreciate any help anyone can give me.
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Hi everyone,
I'm making a quest mod. One of the objectives is to go to a cave I designed and to get special ore that is only found in that cave. Everything works properly however I can't seem to figure out how to advance to the next stage of the quest once all the ore is picked up. The bandits already mined the ore so you just have to eliminate them and grab it.
I made quest alias' and everything. All I need is the objective to advance. I looked at the NN01 (Nirnroot Quest) and TGCrown but I can't figure out what exacally makes the quest advance. I know it needs globals but not sure how to make it work properly.
Any help would be appreciated.
Thanks!

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in Skyrim LE
Posted
I get this error when compiling the script with your changes and I get:
cannot compare ObjectReference to furniture when compiling the script the second way you suggested