Jump to content

namine95

Members
  • Posts

    16
  • Joined

  • Last visited

Nexus Mods Profile

About namine95

Profile Fields

  • Country
    None

namine95's Achievements

Apprentice

Apprentice (3/14)

  • Week One Done
  • One Month Later
  • One Year In
  • First Post
  • Collaborator

Recent Badges

0

Reputation

  1. I solved it at last! maybe not the most optimal way, but now it works perfectly :biggrin: Thanks for the tips =]
  2. I just did a moment earlier o.o the scripts he writes are so advanced that it's like rocket science to me xD and by the looks of it, he's not using the GetHeadingAngle like i am.. Still i don't understand how and why it doesnt work properly =.= I recently tried making the script Return if the Angles are Greater than -40/40 but it seems like it didnt change anything at all.. the negative side's STILL launching at any negative angle
  3. I don't think rotating the activator will work.. i mean.. it always fires straight at the target its scripted to do, and it doesnt animate, the spell just comes out of it x.x
  4. Yup, i've tried =\ When i did that, the script launched from any angle including the positive :pinch:
  5. I'm scripting an spell that's being cast at all targets within an cone-like range. My script looks like this: The problem lies at the Angle part and i've tried editing it lots of times.. but it still doesnt want to work. The positive angle 0 to 40 works just as intended but not the negative :ermm: there it launches the whole script from -0 to -180 (The whole negative Angle) although by the looks of the script, it should work. Unless i have missed something.
  6. It do work like an bound item should, but it lasts like 2000 seconds =o and it disappears when you put the bow down. Its not possible to unequip or drop it though. But the arrows is dropable and i cant fix that because it doesnt seem like it wants to work. xD x.x I had an idea of a script... the bow just equips 1 arrow and whenever you fire that one away, it gets replaced with a new one that gets equipped. The quiver will appear and disappear and appear all the time then though... (I wonder if its possible to get rid of Quivers with the NifSkope).
  7. Oh.. no, the 0 is for disabling the NoUnequipFlag so you can unequip it manually without having to use the console command: Player.UnEquipItem putting up 1000 wont change anything i think, o.o if i enter anything beside 0 after it, 1 arrow gets bound and the rest are dropable/Not Bound (Dunno how to fix that :ermm: )
  8. I'm making a Summonable/Bound Bow that comes with a couple of arrows that gets automatically equipped, But now there's a problem i can't figure out. in-game when i use this Scripted spell it works perfectly, but it just equips 1 Arrow out of the 1000 separately (So i have to equip them manually after the first shoot x.x)... It wont equip all 1000 at once, does somebody know how to solve this? o.o i think i've tried everything and im still stuck .-.
  9. Lol absolutely hilarious, I love it too xD
  10. i love dokuro chan
  11. Well... a little bit realistic, enough so that it fits with Oblivion at least o.o oh besides i dont think that looks cartoony =P would be perfect if it lookt like that o.o
  12. Could someone help me create this thing for Oblivion? o.o I don't know anything at all how im going to do it myself, Unless someone could explain what tool(s) i need and teach me how to do it? =P Picture Number.1 Picture Number.2
  13. I have a tiny problem with my Construction set. The Render Window reseted all numbers and stuff to 0 i the Preferences (Render Window Properties) so now i can neither move the camera, move objects or snap things to a grid. So i have a simple request to anyone that would like to help me. I need to know all the original Numbers and settings so could someone post up with the correct settings for all the preferences? D: like... -------------------------- Reference Movement -------------------------- Movement Speed: Snap to Grid: Rotation Speed: Snap to Angle: Use World - Yes or No o.o? -------------------------- Camera Movement -------------------------- Rotation speed: Zoom Speed: Pan Speed: And so on~ =\ Every piece of Support or advice is deeply appreciated! =P
  14. Yay =] it finally works! i just had to remove some things in the script.. it looks like it was an victim of a Massacre. but now the spell stays when the weapon is sheated and the weapon disappears from the game completely until the spell is used again. ^^ Thanks for the Advice and all support you guys gave me =] i really appreciated it! The script attached to the weapon ended up like this: scn 000UseOnceItemScriptALTERNATIVE ref myOwner short dostate short WeaponOut begin ondrop set doState to 1 end begin onunequip set doState to 1 end begin GameMode if DoState == 0 if myOwner.isActor == 0 set myOwner to GetContainer if getisID UniqueStaffApotheosis MyOwner.AddSpell TestShock endif elseif myOwner.IsWeaponOut set WeaponOut to 1 elseif WeaponOut Set doState to 1 RemoveMe endif Return elseif DoState < 2 set doState to doState + 1 else set doState to 0 set myOwner to GetContainer if myOwner != 0 RemoveMe else endif endif end And the Summoning Spell, like This: Scn 000WeaponAddScript ; - - Should be NPC Friendly ref me short doState short FrameCount ref myItem begin ScriptEffectStart set me to Getself if isSpellTarget TestShock set myItem to UniqueStaffApotheosis endif Message "Summoned Weapon" 1 Message "Summoned Weapon" 1 me.removeItem MyItem 99 me.Additem MyItem 1 end begin ScriptEffectUpdate set FrameCount to FrameCount + 1 if DoState == 0 && FrameCount > 1 me.EquipItem MyItem 0 set doState to 1 endif end
  15. That's because I ommitted the all important "end" before starting a new block. It's not that hard to fix. As for making it a quest item, this is for no other reason than to prevent the player from being able to sell, drop, or misplace the summoned item as long as they have it. It helps avoid exploits which might grant the player infinite money, an endless supply of summoned weapons, or simply bloating their save. All it is is a flag when you define the item, you don't have to make it actually used by anything quest related. I can't believe it's so hard to make a single script that just deletes the weapon when it's sheated lol xDD I'm such a noob on scripting .-. Well... maybe because it's my first time but im learning ^^ I don't have any problem whit money or so.. i just want it to disappear once it's sheated. It would be a disaster (well not literally xDDD) if it's getting dropped on the ground. Any NPC could pick it up during combat or something like that and start blowing up the whole town. If that happens alot people would die and some would prolly disappear permanently after a while because they aren't "Essential" and have a Respawn. i think that sucks. but someday i will put a respawn on everything except the stuff that's supposed to be dead :P A script that makes the weapon disappear when using the Spell again would be awesome... but i don't have a single idea or clue on how to make it work like that. X-x OMFG! Lol i made it work. the weapon diappears when i sheat it =P but there's a tiny problem :pinch: The spell summoning the staff disappears thoo xD in this case i have to use the "player.addspell" all over .-.
×
×
  • Create New...