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h4n4

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Everything posted by h4n4

  1. yeah i use this for now. Maybe i can remove it later. Thx I wonder why SKSE does not "fix" this... would be a good addition
  2. ALPHA V2.2 is up! Fixed the "torchposition" bug for real (complete new script) Fixed Lights stay after removed from mounted hors (feel free to add/remove Lantern from your horse while riding it) tweaked the light a little
  3. So i have an OnEquipped() Event on a misc item (aka a torch). Apperently OnEquipped is bugged when attached to stackable items (http://www.gamesas.com/onequipped-wierdness-t260425.html). Same for me. If i save/restart, the script does not fire. Event OnEquipped(Actor _Actor) Debug.Notification("you equiped this?") if _Actor == Game.GetPlayer() Debug.Notification("player equiped the item") endIf endEventas i said its on a "torch". If you have only one of them in your inventory it should work (not sure). If you have multiple (and they stack up) it doesnt fire at all (both messages dont show up). So is there a "fix" or do i just use OnObjectEquipped() in the Quest i load anyway (for other reasons)? This is so... "forced" since it will fire every time any item is equipped.... Event OnObjectEquipped(Form _BaseObject, ObjectReference _Reference) if _BaseObject == _MY_supertorch Debug.Trace("actor just equipped a supertorch") endIf endEventor can i just make a magicEffect that is associated with the torch ("light" with condition *isequiped*) ? no right? there is no "isEquiped" condition :/ cant get is torch out to work and this would "trigger" on any torch
  4. hm stuck animation is back with full force -.- i will disable download for now happens after saving/reloading with lanterns in your inventory. They dont trigger the attached script ok the function i used is apperently bugged since release. Ill find a work around UPDATE: Ok Fixed "animation stuck"(for real this time) + Fixed "Lights stay on after removing from mounted Horse" + Lighting tweaks
  5. ALPHA V2.1 is out! Check the first post for download and updated information. give it a go! Fixed equip bugs (hopefully) Found a new bug thats a problem of the gameengine... unsure how to fix (Lights stay in one spot when Lanterns are removed from horses that are mounted)
  6. in the mesh folder there exist Nifs that are masterParticleSystems. These MPS have different shadervalues/alphanodes/particle scale and so on depending on the Item (artobject nif) they get attached to, usually done with AddOnNodes. I still wonder how the MPS knows to what it is attacht and where they get these values from. They hav a lot of FloatExtraData lists and so on that are usually empty... example: CandlFlame01 MPS can scale its particles depending on the Candle it is attacht to (thats at least my theory^^) but its a completly different topic and i dont need to know for now. Just asking around from time to time
  7. Ok i dont get stuck in first person. that seems fixed too. I found a lil other bug, that makes lanterns disapear from inventory without placing them (again...). that should be fixed now hopefully. I will upload another alphabuild in ~1 houre, please give it a try. Hopefully the new equip moethid with clutter items now feels good. If it still feels bad (rather it is working or not) i will revert to the scroll style. I think its a nicer to just equip an item rathern then to use a scroll and the you still have to cast it :/
  8. Ok you got the animation stuck when using the empty sleeve to remove a lantern right? i fixed that now... silly mistake^^ ill look into first person
  9. ok ill lokks into it. Thx (i think its just a typo... i was really tired^^)
  10. addition to people reading this for information: Hey i found something out a few days ago, regarding the BSValueNode - AddOnNode49. If you use your Nif as an Artobject for a "Light" (setup in reation kit) and mark that light as "can be carried" the light will be equiped as a torch and the BSValueNode - AddOnNode49 will work!. You would need to use a mgiceffect/script to get the target to equip the light (default equiped as torch). I only tried it on the player real fast. You can probably play around (use AttachT node?) to get a horse or something else to equip the light. Not sure if you can get the target to euip it in another slot then the torch...
  11. oh ok. That seems intresting. ill keep that i mind for more advanced stuff. You dont know how you can pass a var to a Nif file by any exident? i was looking for that a few days ago... probably something completly different
  12. wait what? how do staffs play into that? im so confused right now^^ and why aould u use dualcasting if you allready se a script anyways? oO im lost^^
  13. well 20 lines every 5 seconds.. oh well on the variables thing: i was playing around with that. Do i have to declare all vars i want to use in multiple scripts as globals or how can i pass them form one magic effect to another?
  14. im not sure but that doesnt sound that much "cleaner". I really dont know how the performance of the game is influenced by both options. atm its just to say "ohoh i dont use scripts in my mod" but i dont care about that. In most cases its silly arnet condotions basically update chains that are just run by the game itself instead an external script?
  15. yes make a miscellaneous item that adds another copy of a given (targeted) book to your inventory? sure no problem i think. write your own books? ew....
  16. so conditions for: on/off, yes/no update chains for: a/b got it
  17. add a second enchantment to the wepon/item that damages stamina on the user (caster) (maybe tehre is allready a self hurtng enchant in the game you can look into)? you might have to use a script since at least for spells, "fire and forget" and "aimed" spells can not deliver an effect on "self" afaik (you cant add a "delivery: self" effect to a "fire and forget: aimed/taregt actor/target area) but i could be wrong. Thats the way i do it with seplls, since i could not figure it out my self. Not sure how enchantments work exactly but they are allmost identical afaik. You can take a look at the spell (power) "Namiras Hunger" from my cannibalism mod(signature). It casts the cannibalism animation as a fire and forget seppl at the target and the uses a script to cast fortify health on the user. Or you can add a absorb stamina enchantment with a negative value to the item (would give the target stamina) but i dont know if negative values are possible! just an idea
  18. hm yeah. That definetly a better option for some effects. Ill will check out if i can confort some parts of my mod to that (im sure i need at least one update chain at some point) once have time to overlook averything again.
  19. please watch gophers tutorial on iHUD, SKSE and SkyUI. He is the author of iHUD and his videos are for everybody to understand, easy and slow step by step instructions! there is no easier way to get your HUD done... iHUD DOES have all the options you wanted, you just have to set it up correctly. Put some work in it damn it!
  20. ok ill streamline the scripts and polish it up. Since i dont know if you like the new activation and i think its pretty cool ill leave it in for now. I think i can release beta tomorrow so be sure to check back here and get your satble donload form the NExuas once its done!
  21. yeaf thas a cool way to do it. but then you would loose the effect if the condition is untrue right? with a update i can stick that to the actor "for ever"
  22. maybr it is. Still need a compas or a dowsing rod maybe
  23. yea.. so what u gonna do? want a feature that requires skse or not?^^
  24. its a magical compass god damn it...
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