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Everything posted by JetSteele
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Alright simple. Create a cell like the Unowned Cell with a custom chest inside of it that doesn't respawn. Then create a quest and reference alias' of the armor pieces and then have them be created inside of that chest you made. Also make sure to tick the quest item box of all the armor pieces. To test it load into a new game and then coc to your cell (make sure to give it a minute or two to allow the quest to kick in) and check the chest to see if the armor pieces were created properly. Once you get this set up let me know and I'll give you the tweaked code to give the player the quest items.
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Whichever method you use after the script compiles you need to set up the properties of the spell or else it won't work so you click on the script and it opens a properties window (left click twice) then you fill in the properties to what they need to be; so if your using Franks method then you need to fill the activator property and the spell property and if your using the magiceffect one then you need to fill in the playerref property (but this one you could click auto-fill). And Frank was right you need to add: Actor Property PlayerRef Auto to the top of the script before the Event OnEffectStart. Do you want the doors to be open by a specific magic effect or by any magic effect?
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Well it depends on what you want to do. What are you looking to add to it? And to make it viewable in the inventory just check the playable flag on the armor piece.
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Event OnEffectStart(Actor akTarget, Actor akCaster) ObjectReference MyDoor = akTarget If ( MyDoor.IsLocked() == 0 ) MyDoor.Activate(PlayerRef) ElseIf ( MyDoor.IsLocked() == 1 ) MyDoor.Lock(False) MyDoor.Activate(PlayerRef) EndIf EndEvent Why are you trying to overcomplicate an open door spell (not trying to be rude just puzzled why your trying something like that), usually I add something like this to a perk and it works like a charm to open and unlock doors however this is a first time I'm adding it to a magic effect so let me know if it works here. Just add this to your magic effect and remove that script from your door; if it doesn't work I'll write something for you for a perk and a magic effect that'll work 100% (its the same one I use on my astral projection power, though I've simplified it a bit to see if it'll work on your door through an effect instead). You'll also need to add a condition on the spell and magic effect to only work on doors or else it will activate anything it touches including people.
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Add this to the armor pieces in the CK: Actor Property PlayerRef Auto Armor Property ArmorPiece Auto MagicEffect Property BoundArmorEffect Auto Event OnUnequipped(Actor akActor) if ( PlayerRef.HasMagicEffect(BoundArmorEffect) == true ) PlayerRef.EquipItem(ArmorPiece, true, true) endif EndEvent
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I'm going to assume that you actually have meshes and textures for your mod and are not opperating off of vanilla ones only. Because with vanilla meshes/textures all you need is the esp to run your mod (nothing needs to be packed up). You'll need to create a Data folder (I make mine on the desktop) and then create all the necessary sub-folders inside (meshes, textures and so on). Then once the complete path of folders is laid out you need to put each file in the same directory used inside of the CK (if the path to a specific texture in the CK is: textures/body/male/malebody.dds then that path needs to be made and the texture file needs to be put in that path directly). Personally I make a specific path for my mods to keep everything together and organized so I don't need to go hunting too much for the necessary files (so if its a mesh file it would be under a path like this: meshes/(mod name)/body). Once all your files are copied to that Data folder you made on the desktop you can pack that folder in a zip file as loose files (though I don't recommend doing this as it makes uninstallation for people a bigger hassle so the best solution is to make a BSA). To create a BSA open the 'Archive' tool in your Skyrim folder and click Edit/Add Directory, then find that Data folder you created and open it. Then tick all the things included in the BSA from the list of options you have (Meshes, Textures, Menus, Sounds etc.) Then just File/Save and name the BSA the exact same thing as the mod. The way I backup my files is by Data folder, esp, BSA and Readme. I back up both the loose files and BSA on an external Hard Drive so if I need to edit a script or something then I don't need to unpack the BSA at every turn. Then when your ready to distribute you'll only need to zip up the ESP and BSA. I don't recommend using the auto packer in the CK as it usually either doesn't pick up all the files or picks up too many files, the best way to do it is manually.
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Try making the armor non-playable. That will remove the armor from the inventory selection screen however since you are equipping it with a script it should still equip on the player when cast. I've tried this with a ring and it worked with me I assuming it should work with armor as well. After this let me know if the armor can be switched by trying to put something else on and I'll see about what else can be done. I've got some ideas on fixing that if this doesn't work.
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Armor Property BoundArmorTorso Auto Armor Property BoundArmorBoots Auto Armor Property BoundArmorHands Auto Armor Property BoundArmorHead Auto Event OnEffectStart(Actor akTarget, Actor akCaster) akCaster.AddItem(BoundArmorTorso, 1, true) akCaster.AddItem(BoundArmorBoots, 1, true) akCaster.AddItem(BoundArmorHands, 1, true) akCaster.AddItem(BoundArmorHead, 1, true) akCaster.EquipItem(BoundArmorTorso, true, true) akCaster.EquipItem(BoundArmorBoots, true, true) akCaster.EquipItem(BoundArmorHands, true, true) akCaster.EquipItem(BoundArmorHead, true, true) EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) akCaster.UnequipItem(BoundArmorTorso, false, true) akCaster.UnequipItem(BoundArmorBoots, false, true) akCaster.UnequipItem(BoundArmorHands, false, true) akCaster.UnequipItem(BoundArmorHead, false, true) akCaster.RemoveItem(BoundArmorTorso, 1, true) akCaster.RemoveItem(BoundArmorBoots, 1, true) akCaster.RemoveItem(BoundArmorHands, 1, true) akCaster.RemoveItem(BoundArmorHead, 1, true) EndEvent I wrote this as if the spell gave you a full set of armor, you can remove pieces if you don't need them in the spell. This one is really basic and just adds or removes the armor pieces if you want effects added to the player as visuals for when the armor is equipped we can work that into the script later.
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EquipItem Type your function like this: Game.GetPlayer().EquipItem(ItemName, true) This will prevent you from taking the item off. Then you just need to run an UnequipItem function on the player on the effectfinish and that will allow you to have that type of effect. I'd put the effect as a script archetype instead of a bound weapon one since I'm not sure how it would run so stick to script archetype and use the oneffectstart and oneffectfinish events to add or remove the armour. Oh and make sure to run an AddItem and RemoveItem functions to add and remove the item from the player before you equip it to remove any possibility of bugs.
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What is your biggest Skyrim confession?
JetSteele replied to SkyEmerald's topic in Skyrim's Skyrim LE
I spend more time making mods than I do actually playing the game. I played the game for around 40-60 hours and spent the rest of the 400+ hours testing mods, and I spent about double that time in the CK.- 49 replies
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Help, Event OnControlDown String Is Not Reconized
JetSteele replied to JetSteele's topic in Skyrim's Skyrim LE
Well that was embarrassing, lol. I didn't think it would work since it was shown with one equals sign on the CK Wiki anyways it compiled properly. Thank you so much! :laugh: -
I'm writing a script and require the use of the OnControlDown Event however right now its being a pain or at least the string attached to the event is. I can write a script with the event inside no problem but as soon as I try doing something like this: Event OnControlDown(string control) if control = "Forward" endif EndEvent I get an error stating: No viable alternative at input 'control' I've tried replacing the scripts with new SKSE ones and still this error persists. I have no idea what could be causing the string to not be read properly but its causing the script that I need to finish writing to be non gamepad friendly. For some it won't be a problem since they use a keyboard and mouse but for those who uses a gamepad this will prevent them from running this script properly. I've tried IsKeyPressed but as stated above this doesn't work with a gamepad which is why I've taken a look at OnControlDown however with this acting up I don't know what else to try. So if someone can help getting this Event up and running or if someone knows another event that can allow controls to be detected by both Gamepad and Keyboard I'll be grateful for the help. *Edit: I'm trying to add this onto a Quest Script
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If a moderator passes by this topic you may close it as it has served it's purpose and isn't required any longer. I want to thank everyone who voted and those who've given their input on how you would prefer the system balanced; the death sequence will continue to be improved upon however it will be mostly animation improvements, effects and small changes like that. Meaning that the worst of the imbalances has past, thanks for sticking with the mod though that storm (if I may make a ship reference :laugh:).
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I'd say to check the integrity of cache for the CK to set everything straight.
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The source scripts have to be IN the source folder or else the CK will not load up the script and you will get that error every time. So place your scripts in the Scripts/Source folder directly. The in-game scripts don't require the source to work so the pex need to be placed in the regular Scripts folder. If put in a BSA then they need to be put in these same directories if not it won't be read. Though if you don't want to include your source you don't need to only the pex are required to make the scripts run in game.
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set Nephilim_DeathGearToken to 3 This will give you the 3 free gear retrievals.
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LE A script to run a console command.
JetSteele replied to thelawfull's topic in Skyrim's Creation Kit and Modders
That's a little different than what I was thinking about but if the LOD is in an INI file then you might be able to use a command like this: SetINIBool just make sure you have a way to reverse it encase someone wants to uninstall the mod. Other than that I know that other commands like Kill, TGM, and TCL have scripting counterparts. I'll look to see if I find one for TLL. -
LE A script to run a console command.
JetSteele replied to thelawfull's topic in Skyrim's Creation Kit and Modders
It is possible; if you have the right function name that corresponds to the console code then you can run it through a script, there may be some that you can't but all the ones that I've needed has a function counterpart. Which command do you need for a script? -
Thanks for all the comments guys; As for my being biased in my opinion about categorizing people in types either casual players or hardcore/realism. It was not my intent to separate 2 camps of people I was trying to point out that there are 2 sides to every argument or feature; people that want something on a harder scale, people that want something easier because they want to relax while playing games and don't want to think too much then there is that middle ground that makes both camps of people happy. Are there other positions that people hold, yes though the most vocal is usually those 2 types; guess I screwed up my explanation there...I still feel as if I'm not explaining myself properly :huh: The upgrading is unbalanced as of right now so I'm fixing it up and by extension the death costs are being fixed up as well. Thanks for the feedback Orbis, I'll work in an initial amount of fragments that will give the player something to work with at the intro of the game. And yes the Grace Fragments are collected from Black Souls; I'll outline everything in the next patch readme to remove any confusion some people may have. @Darcaan: That was actually something I was looking into implementing once I got this part of the death ironed out. Having the Phylactery inside of a cave that will allow some adventuring to happen and make it a little more challenging to corporatize. First I need to balance out this section of the death sequence before jumping into another section of it though. I knew when I started changing up the death sequence that I would be throwing nails into an already working machine; but sometimes you have to wreck something to make it better. I felt that the death was too generic in principal and wanted to have something better so I changed up the death sequence with the implementation of the upgrading system and now dealing with the fallout of it. I'm working now on balancing it all out to remove all of its tediousness. And once I've gotten this portion of it finished (the gear part) I'll work on the corporializing part of it. Thanks for all the feedback so far, its really helping out!
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I've attempted multiple different approaches to somehow getting the word out unsuccessfully because Microsoft SmartScreen keeps blocking me from it or because the e-mail to [email protected] doesn't go through. Hoping this goes through as a comment on the Nexus Mods as this is one of the last things I could try to try to get into contact with someone. I've tried to get into the chat to see if a Moderator or Admin was present but I get locked out of it, I've tried to post topics but again was blocked by SmartScreen, I've tried PMing with the same results. Basically any attempts to contact any Nexus personnel has been blocked because of SmartScreen or failed to go through from my end. This is the only way that I can get into contact with the Nexus. To clarify Nexus Mods is unaffected by this and its purely the Nexus Forums that is affected. 4 Hours ago I've been having no problem getting into the Nexus Forums (all are affected) and even had a discussion with a person trying to fix up his code for a Skyrim mod. Now 4 hours later I get a red screen from the Forums stating that: "This website has been reported as unsafe forums.nexusmods.com We recommend that you do not proceed to this website. It had been reported to Microsoft for containing threats to your computer that might reveal personal or financial information" clicking on More information reveals this: "Malicious software threat: This site contains links to viruses or other software programs that can reveal personal information stored or typed on your computer to malicious persons" I've already reported that this is a false threat to Microsoft however I am just one man, while reporting I saw an option that stated: "I am the owner or representative of this website and I want to report an incorrect warning about this website" My one word might not be enough to unblock Nexus Forums from this but if an admin of the site submitted a report I think it would be much more successful to unblock the Forums so they are usable again to others like me that have SmartScreen active. There is an option on the Warning that states: "Disregard and continue (not recommended)" However that only works to view the page there is something about this block that prevents me from posting anything after I get to the page. As soon as I click post or attempt to enter chat it blocks me once more then kicks me back to the previous page when I click proceed. If someone can get an admin or moderator to see this then I would be grateful because as it stands SmartScreen is blocking me from anything since communications is built into the forums framework. I just wanted to bring this to the site admins or moderators attention so this can hopefully be resolved. Thank you for your time, JetSteele
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Need some help removing specific number of keys from inventory
JetSteele replied to duude98's topic in Skyrim's Skyrim LE
Its so strange as it should work properly...though are you testing it in a current save game or a new one? What I do is test mods by coc from the main menu into a cell (so I get the impression of what the mod is like when its installed fresh and I won't get any weird bugs). Reason I'm saying this is because the RemoveItem function shouldn't be doing what its doing in your game, we shouldn't have to come up with this workaround for something that is native to the game. Granted I've never attempted to work with keys in this fashion before but still they are items with a counter in the inventory screen and should not be removed all at once like that. If you didn't test your mod on a clean save then try it; if not I'm stumped at the moment as to why its not working... -
Need some help removing specific number of keys from inventory
JetSteele replied to duude98's topic in Skyrim's Skyrim LE
Yes it'll work without it...I just saw I put a comma instead of a period on the wait function change it to a period. The function is just to give the game enough time to remove the keys before adding back the proper amount. -
Need some help removing specific number of keys from inventory
JetSteele replied to duude98's topic in Skyrim's Skyrim LE
Actor Property PlayerRef Auto Key Property SmallKey Auto GlobalVariable Property KeyCount Auto int KeyCountActual int KetCountOld Event OnActivate(ObjectReference akActionREF) if akActionREF == PlayerRef if Self.GetLockLevel() == 255 KeyCount.SetValue(PlayerRef.GetItemCount(SmallKey)) KeyCount.Mod(-1) PlayerRef.RemoveItem(SmallKey, 1) if (PlayerRef.GetItemCount(SmallKey) != KeyCount.GetValue()) KeyCountActual == KeyCount.GetValue() KeyCountOld == PlayerRef.GetItemCount(SmallKey) PlayerRef.RemoveItem(SmallKey, KeyCountOld, true) Utility.Wait(0,5) PlayerRef.AddItem(SmallKey, KeyCountActual, true) Utility.Wait(1.0) endif KeyCount.SetValue(0) Debug.MessageBox("The Script fired") Self.SetLockLevel(0) endif endif EndEvent Try this...I've tweaked it to make the integers take over all the functions that the globals used. -
Need some help removing specific number of keys from inventory
JetSteele replied to duude98's topic in Skyrim's Skyrim LE
Alright seems that AddItem doesn't play nice with globals. Let's try it with integers: Actor Property PlayerRef Auto Key Property SmallKey Auto GlobalVariable Property KeyCount Auto int KeyCountActual Event OnActivate(ObjectReference akActionREF) if akActionREF == PlayerRef if Self.GetLockLevel() == 255 KeyCount.SetValue(PlayerRef.GetItemCount(SmallKey)) KeyCount.Mod(-1) PlayerRef.RemoveItem(SmallKey, 1) if (PlayerRef.GetItemCount(SmallKey) != KeyCount.GetValue()) KeyCountActual == KeyCount.GetValue() PlayerRef.RemoveItem(SmallKey, PlayerRef.GetItemCount(SmallKey), true) Utility.Wait(0,5) PlayerRef.AddItem(SmallKey, KeyCountActual, true) Utility.Wait(1.0) endif KeyCount.SetValue(0) Debug.MessageBox("The Script fired") Self.SetLockLevel(0) endif endif EndEvent Try this out. -
Need some help removing specific number of keys from inventory
JetSteele replied to duude98's topic in Skyrim's Skyrim LE
Oops sorry misread your issue with the script, lol. I scimmed it and thought you had issues getting the GetLockLevel to fire, my mistake. Okay so try adding this to your script before removing your key: GlobalVariable Property KeyCount Auto KeyCount.SetValue(Game.GetPlayer().GetItemCount(SmallKey)) KeyCount.Mod(-1) and after you remove your key: if ( Game.GetPlayer().GetItemCount(SmallKey) != KeyCount.GetValue() ) Game.GetPlayer().RemoveItem(SmallKey, Game.GetPlayer().GetItemCount(SmallKey), true) Utility.Wait(0.5) Game.GetPlayer().AddItem(SmallKey, KeyCount.GetValue(), true) Utility.Wait(1.0) ;safeguard for items added before set to 0, could lower this amount to test how fast to fire the next line. endif KeyCount.SetValue(0) though you shouldn't be needing to do this; the game should be subtracting the normal amount of keys on its own with the RemoveItem() function...really strange. *I tweaked the code to first check if you have the amount of keys you need before adding more keys to the player, to remove the possibility of a bug happening where you can just get extra keys for no reason. Let me know if the remove item line in after the key is removed doesn't work and I'll tweak it to work with an integer instead of calling that function from the RemoveItem() directly