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Item Identity Switch Script Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
never had an issue with numbers in my scripts at all, using CS, only certain thing is has caused issues and about the Check thing, i dont see a problem, and it was mostly for debugging purposes, since i thought it was a timing issue i made it go up by 1 each stage, going up to 6 at the end, so in case it lingered or something, i added the change to 0 so that the rest will work i have already found the problem and resovled it, by using what is written in the Gray Cowl, to help with it, and found the issue, and it is as you say i didnt need to add the Set and to in there, removing made it work but now i have it working fine, i just made a silly mistake on my part about this -
Hello, so i wanted to create an interesting script but i am an issue, and i cant see what is the issue, here is the script ScriptName 0AXMItemDKRegaliaScript Float Change Float DefenceBonus01 Float DefenceBonus02 Ref Dark_King Short Battle Short Equipped Short Level Short LevelCheck Short SpellSelf Short SpellTarget Short SpellTouch Begin OnEquip Set Dark_King to GetContainer Set Equipped to 1 Set Level to Dark_King.GetLevel if (Equipped == 1) SetQuestObject 0AXMDarkKingsRegalia 1 Message " " Message " " if (SpellSelf != 1) Set SpellSelf to 1 Dark_King.AddSpell 0AXMSetSelfLPFortitude00 Dark_King.AddSpell 0AXMSetSelfLPFortify01 Dark_King.AddSpell 0AXMSetSelfLPHealingVitalityC01 Dark_King.AddSpell 0AXMSetSelfLPInvisiblity00 Dark_King.AddSpell 0AXMSetSelfLPLight01 Dark_King.AddSpell 0AXMSetSelfLPSpeed00 Dark_King.AddSpell 0AXMSetSelfLPSummonFrostAtronach00 Dark_King.AddSpell 0AXMSetSelfPowerAetherealTranscendence00 endif if (SpellTarget != 1) Set SpellTarget to 1 Dark_King.AddSpell 0AXMSetTargetLPAuraofDeath02 Dark_King.AddSpell 0AXMSetTargetLPBlessingofHeros00 Dark_King.AddSpell 0AXMSetTargetLPElementalStrike01 Dark_King.AddSpell 0AXMSetTargetLPElementalPulse01 Dark_King.AddSpell 0AXMSetTargetLPParashock01 Dark_King.AddSpell 0AXMSetTargetLPUnlock00 endif if (SpellTouch != 1) Set SpellTouch to 1 Dark_King.AddSpell 0AXMSetTouchLPBolsterAlly01 Dark_King.AddSpell 0AXMSetTouchLPCharm01 Dark_King.AddSpell 0AXMSetTouchLPCure00 Dark_King.AddSpell 0AXMSetTouchLPCursedHand03 Dark_King.AddSpell 0AXMSetTouchLPElementalGrasp01 Dark_King.AddSpell 0AXMSetTouchLPEssenceofLife01 endif if (Change != 2) Set Change to 0 if (Change == 0) Set AXMStatisticsQuest.PlayerBounty to Dark_King.GetCrimeGold Set AXMStatisticsQuest.PlayerFame to GetPCFame Set AXMStatisticsQuest.PlayerInfamy to GetPCInfamy Set Change to (Change + 1) endif if (Change == 1) Set Dark_King.SetCrimeGold to AXMTheDarkKingQuest.DarkKingsBounty Set Dark_King.SetPCFame to AXMTheDarkKingQuest.DarkKingsFame Set Dark_King.SetPCInfamy to AXMTheDarkKingQuest.DarkKingsInfamy Set Change to (Change + 1) endif endif endif End Begin OnUnEquip if (Equipped == 1) if (SpellSelf != 0) Dark_King.RemoveSpell 0AXMSetSelfLPFortitude00 Dark_King.RemoveSpell 0AXMSetSelfLPFortify01 Dark_King.RemoveSpell 0AXMSetSelfLPHealingVitalityC01 Dark_King.RemoveSpell 0AXMSetSelfLPInvisiblity00 Dark_King.RemoveSpell 0AXMSetSelfLPLight01 Dark_King.RemoveSpell 0AXMSetSelfLPSpeed00 Dark_King.RemoveSpell 0AXMSetSelfLPSummonFrostAtronach00 Dark_King.RemoveSpell 0AXMSetSelfPowerAetherealTranscendence00 Set SpellSelf to 0 endif if (SpellTarget != 0) Dark_King.RemoveSpell 0AXMSetTargetLPAuraofDeath02 Dark_King.RemoveSpell 0AXMSetTargetLPBlessingofHeros00 Dark_King.RemoveSpell 0AXMSetTargetLPElementalStrike01 Dark_King.RemoveSpell 0AXMSetTargetLPElementalPulse01 Dark_King.RemoveSpell 0AXMSetTargetLPParashock01 Dark_King.RemoveSpell 0AXMSetTargetLPUnlock00 Set SpellTarget to 0 endif if (SpellTouch != 0) Dark_King.RemoveSpell 0AXMSetTouchLPBolsterAlly01 Dark_King.RemoveSpell 0AXMSetTouchLPCharm01 Dark_King.RemoveSpell 0AXMSetTouchLPCure00 Dark_King.RemoveSpell 0AXMSetTouchLPCursedHand03 Dark_King.RemoveSpell 0AXMSetTouchLPEssenceofLife01 Dark_King.RemoveSpell 0AXMSetTouchLPHelpingHand00 Dark_King.RemoveSpell 0AXMSetTouchLPReanimation00 Set SpellTouch to 0 endif SetQuestObject 0AXMDarkKingsRegalia 0 endif if (Change != 0) if (Change == 2) Set AXMTheDarkKingQuest.DarkKingsBounty to Dark_King.GetCrimeGold Set AXMTheDarkKingQuest.DarkKingsFame to Dark_King.GetPCFame Set AXMTheDarkKingQuest.DarkKingsInfamy to Dark_King.GetPCInfamy Set Change to (Change - 1) endif if (Change == 1) Set Dark_King.SetCrimeGold to AXMStatisticsQuest.PlayerBounty Set Dark_King.SetPCFame to AXMStatisticsQuest.PlayerFame Set Dark_King.SetPCInfamy to AXMStatisticsQuest.PlayerInfamy Set Change to (Change - 1) endif endif if (Battle == 1) Set DefenceBonus01 to 0 - DefenceBonus01 Set DefenceBonus02 to 0 - DefenceBonus02 Dark_King.ModAV DefendBonus DefenceBonus01 Dark_King.ModAV ResistDisease DefenceBonus02 Dark_King.ModAV ResistFire DefenceBonus02 Dark_King.ModAV ResistFrost DefenceBonus02 Dark_King.ModAV ResistShock DefenceBonus02 Dark_King.ModAV ResistMagic DefenceBonus02 Dark_King.ModAV ResistParalysis DefenceBonus02 Dark_King.ModAV ResistPoison DefenceBonus02 Set Battle to 0 endif Set Equipped to 0 Set Level to 0 Set Dark_King to 0 End Begin Menumode if (Menumode 1027 == 1) Set LevelCheck to 1 endif End Begin Gamemode if (LevelCheck == 1) Set Level to Dark_King.GetLevel Set LevelCheck to 0 endif if (Equipped == 1) if (Dark_King.IsInCombat == 1) && (Battle == 0) Set DefenceBonus01 to Level * 2 Set DefenceBonus02 to Level * 2 if (DefenceBonus01 > 85) || (DefenceBonus02 > 30) if (DefenceBonus01 > 85) Set DefenceBonus01 to 85 endif if (DefenceBonus02 > 30) Set DefenceBonus02 to 30 endif endif Set Battle to 1 Dark_King.ModAV DefendBonus DefenceBonus01 Dark_King.ModAV ResistDisease DefenceBonus02 Dark_King.ModAV ResistFire DefenceBonus02 Dark_King.ModAV ResistFrost DefenceBonus02 Dark_King.ModAV ResistShock DefenceBonus02 Dark_King.ModAV ResistMagic DefenceBonus02 Dark_King.ModAV ResistParalysis DefenceBonus02 Dark_King.ModAV ResistPoison DefenceBonus02 elseif (Dark_King.IsInCombat == 0) && (Battle == 1) Set DefenceBonus01 to 0 - DefenceBonus01 Set DefenceBonus02 to 0 - DefenceBonus02 Dark_King.ModAV DefendBonus DefenceBonus01 Dark_King.ModAV ResistDisease DefenceBonus02 Dark_King.ModAV ResistFire DefenceBonus02 Dark_King.ModAV ResistFrost DefenceBonus02 Dark_King.ModAV ResistShock DefenceBonus02 Dark_King.ModAV ResistMagic DefenceBonus02 Dark_King.ModAV ResistParalysis DefenceBonus02 Dark_King.ModAV ResistPoison DefenceBonus02 Set DefenceBonus01 to 0 Set DefenceBonus02 to 0 Set Battle to 0 endif endif End so the idea is that when you equip the item, it grabs your bounty, fame, and infamy, then replaces it to another stored one. both are in isolated quests by choice, since the equipped i use that quest universally, where as the other i use it for a local set of equipment. With that out of the way, the issue that i have is this part if (Change != 2) Set Change to 0 if (Change == 0) Set AXMStatisticsQuest.PlayerBounty to Dark_King.GetCrimeGold Set AXMStatisticsQuest.PlayerFame to GetPCFame Set AXMStatisticsQuest.PlayerInfamy to GetPCInfamy Set Change to (Change + 1) endif if (Change == 1) Set Dark_King.SetCrimeGold to AXMTheDarkKingQuest.DarkKingsBounty Set Dark_King.SetPCFame to AXMTheDarkKingQuest.DarkKingsFame Set Dark_King.SetPCInfamy to AXMTheDarkKingQuest.DarkKingsInfamy Set Change to (Change + 1) endif endif so here is what it is currently doing, it grabs the numbers for the players stuff, but yet it doesnt change it to the the other, but i cant see why it isnt changing, unless it is a timing issue, like i am not giving it time to change or is it the quest priority? AXMStatisticsQuest has 0 Quest Priority AXMTheDarkKingQuest has 60 Quest Priority Edit: just found something rather interesting, so appearently despite it being in OnEquip, it keeps changing the playerfame, i just checked through the arena, equipped the item, then beat the first combatant, gained 1 fame, player fame is 1, and dark kings fame is 0, after beating 2nd combatant, player fame is 2, and dark kings fame is 0, but they both should have been 0, not one changing at all
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Scamp Staff Item Script Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
i did read it, but now i understand what i did wrong, i renamed the scamp_n.dds to scamp_speckled_n.dds, since for every item i have seen in mods usually has it, but now i realize what i did wrong here, i shouldnt have renamed it, but just move the scamp_n.dds to the file, to get it to work (i did and now it works, shame its not darker like i liked, but its fine), but is it possible for me to move the meshes to this "Meshes\ModName\Creatures\Scamp" instead of this "Meshes\creatures\scamp" i just dont want it to conflict with lost spires, or any other mods that use this creature mesh -
Scamp Staff Item Script Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
ok so i just took another look at the mod where i got the model from, and it doesnt have a normal map in there, i checked. I added the scamp normal map from the base games textures, and that didnt work, worst of all it changed nothing to the body but changed the head to appear black when i added the normal map, i am currently looking at every mod i have that uses custom retextures to see if they also have normal maps for those textures, so far from what i am seeing they do, but the mod i grabbed my texture from (no point beating around the bush anymore: The Lost Spires) doesnt have one, and yet in their mod the texture appears fine, but when i change the texture path to be in my modnames directory it doesnt work the Lost Spires Mod and what is says is inside the BSA for the texture and after adding that normal map, the head got all messed up in my version, it now appears black, even when i try to revert it to normal -
Scamp Staff Item Script Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
so even though all i changed in the scamps nif file was just the texture path to the same texture it was using before, it "Broke" in a way and how do i regenerate the maps? and will the texture appear as normal like it should, or will it appear darker like the head does? -
Scamp Staff Item Script Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
ah ok, but what about the model issue that i have been experiencing, its strange that it is doing this, where the head appears, but its darker than usual (i actually prefer it), and the body just not appears -
Scamp Staff Item Script Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
oh, so even though they have Both packages, i have to use EVP to have it change which one is active? -
Scamp Staff Item Script Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
the only time evp is used is when the scamps "die" -
Scamp Staff Item Script Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
well i have the wander as the same as the follow, the only difference is that follow is == 1, and wander is == 0, and yet they still follow the player -
Scamp Staff Item Script Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
ok so after doing even more testing around, found out something odd with the model, the head for some odd reason it is darker than it should be, i just checked through the mod i grabbed the model from, and my scamps head is darker that it is suppose to be, which is odd because both the body and the head are using the same texture, just different locations, and using the original texture path, but with no texture, has the body shape but no texture, but as soon as i add my path just like the head, the body disappears, like it is invisible, and the scamps refuse to use the wander package i have for them, they just continue to follow the player, maybe i didnt set it up right(not experience with packages to know where i went wrong), the wander package is suppose to "Activate" when the player drops the staff, and wander close by so that the player can easily find it, similar to how the everscamp quest works, but i was think of doing something like moving a marker to where the player drops the staff, but i dont know if it will work, but for the container part, i dont know if there is a way to detect if it is in a container and not in the player's inventory, and for the teleport part, i just added a summon spell to move them to the player, so far it is working pretty fine, just wish the scamps didnt encase the player in between them -
Scamp Staff Item Script Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
ok while this may not be about the staff, but it does have something to do with the scamps, so i wanted them to have a custom model, so i grabbed one, and wanted to use it, it changes the body and the head(its important later), so when i implemented it like so Meshes\ModName\Creatures\scamp CS couldn't read the file, which confused me for a little bit, so i just moved Creatures folder out on modname, and it worked, so after renaming the filenames of the Meshes to my modnameScamp, the Head appears fine, the body is invisible, which i do not understand why its doing this, in NifSkope, they both are using the same texture path, and yet nothing, but if i use the original path textures\creatures\scamp it works, but all i did to change in the texture path was this Textures\ModName\Creatures\Scamp all i added was an additional folder for them to get the texture, mainly to remove incompatibility from any other mods that use the same texture, is there a reason it is happening to just the body and not the head, and can it be possible to use my original Meshes path somehow, to again remove incompatibility Edit: so i just tried to add a new thing for the scamps, in which when the staff is dropped, the scamps will wander around it, but even though i added the package they arent wandering around they will still follow the player. and i also wanted to add a way for the staff to know if it is in a container like a chest, it will disable the scamps, since they cant wander around a storage might as well have them be disabled -
Scamp Staff Item Script Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
ok so after an initial test, i ran into a few issues, first is that the item is behind a Teleport Spell area, and the scamps do not travel to the player after they use a teleport spell to leave the area, and my item script works, but i dont think the follow package is doing that great considering that they dont really follow the player that well, and if your not in combat, and ignore hits is there, are they suppose to attack you?, because the is that they dont attack you no matter what Edit: and apparently adding the item through the console just crashes the game -
Scamp Staff Item Script Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
this is what is in their normal script, i havent changed much in their script except changing resurrect to resurrect 1 -
Scamp Staff Item Script Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
so like this then? -
Scamp Staff Item Script Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
i am not using a quest, i am just using an item and the script for the creature itself and i think i can i just need to make it only run once so i could put in the gamemode block if (everscampRef.GetIgnoreFriendlyHits == 0) SetIgnoreFriendlyHits 1 endif just a basic concept for now, but the idea is that it will grab the persistent reference of the scamp, and check it if it isnt ignoring hits, and if it isnt ignoring hits, change it so that it is, and it doesnt have to be on the scamps itself, i could put it on the staff. and yes they are in the player faction