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bomo99

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Everything posted by bomo99

  1. the problem with that, is that i am terrible at placing items the way i want in the render window, so when i saw this temple with them, it looked perfect, and i thought it would be easy to do, but i guess not
  2. Hello, so i am currently making a player owned Cloud ruler Temple, using a cell to contain the Temple for now, and adding features that 3 mods add, slowly to the temple, pretty much i using the same X Y Z coords of each outside object like for instance lets say for the normal cloud ruler temple, the guard towers that are in the front(CRTGuardTowers) here are its coords and same is for my temple, the only difference is that instead of being in the worldspace, mine is in its own cell, so i looked at the mod 300 Akaviri, and loved how they placed the Skingrad Bridge Torches(didnt know what they were at the time), so i went to look into how they are placed based on the location they are in from the temple pieces, like for instance (CRTBaseRightMid) 300 Akaviri Normal Cloud Ruler Temple so since i had these numbers i thought i had what i needed, so i grabbed the torches position 300 Akaviri so i made all the numbers into positive so that i can get the changes in each area i needed these are the numbers i got so i made the adjustments and the results were not good, so for the X Position 104.625 is too low to get it in the right area where it looks like it would fit, just by eyeballing it, it looks like 12983.7656 looks close to what it should be, but that is a total of 628.3643, about 6x the number that i got from the other mod, and the same goes for the Y and Z Coords, i tried adding and subtracting the difference to not looking the same, but from me just eye balling it, this is what i got the rotation is perfect from what i see, its the position that is wrong, is there something i am doing wrong here?
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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?
  8. 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
  9. oh, so even though they have Both packages, i have to use EVP to have it change which one is active?
  10. 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
  11. 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
  12. 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
  13. 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
  14. this is what is in their normal script, i havent changed much in their script except changing resurrect to resurrect 1
  15. 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
  16. so since the scamps have a script they all share, just put SetIgnoreFriendlyHits 1 in the gamemode block, and that will prevent them from attacking the player?
  17. Hello, so i am trying to make an item that function similarly to what the Staff of the Everscamp does, but changing a few thing around to make it helpful rather than annoying after taking a look at how the Quest/Scamps i have a basic idea on how the scamps work, but its the item part that i am going to have issues with, Since the original script is just to progress the quest and not in a way affecting the scamps, its not very helpful for me, so here is the idea for what i thought the item could do; while the item is in the inventory, the scamps will follow the player, and attack enemies if they are attacking the player, and if the player accidentally hits them, they wont be aggressive to the player. so i already have an idea for the scamps being initially being disabled, and then when the player, grabs the staff from a container, the scamps get enabled and moved to them, but i just need help on two parts in particular, "while the item is in the inventory" and the "if the player accidentally hits them, they wont be aggressive to the player" parts, as i do not know how to go about doing this
  18. if i need to break it down into smaller pieces, i can do that in order to make it easier to understand
  19. Hello, so i combined 9 items scripts into one to make it easier to access the effects, and it worked but now i am running into another issue, i created a replica of a set of armor that this item was initially for and made it work with the replica but it seems that since i added the replica part the item isnt working as it was before, here is the script ScriptName 00AXMItemDKNebulaRiftRingScript Float Fame Float Infamy Float OldDay Float CurrentDay Float Modifier Float ACrime Float DarkKingsCrime Float CFatigue Float PFatigue Float CHealth Float PHealth Float CMagicka Float PMagicka Float HourTimer Float CurrentDay Float DayCheck Float Timer Int Battle Ref Dark_King Short Button Short Choice Short NightEyeToggle Short Equipped Short DoOnce Short Replica Short Switch Short Transfer Short SlowFRegen Short MediumFRegen Short FastFRegen Short Effect Short StartDay Short DaysPassed Short Update Short SlowHRegen Short MediumHRegen Short FastHRegen Short EmergencyRegen Short Owner Short SlowMRegen Short MediumMRegen Short FastMRegen Short NRegen Begin OnEquip Set Dark_King to GetContainer Set Owner to 1 if (GetStage AXMTheDarkKingQuest != 10) Dark_King.SetStage AXMTheDarkKingQuest 10 endif if (DarkKingsCrime > 0) Set DarkKingsCrime to 0 endif Dark_King.SetFactionRank 00AXMDarkKingsFaction 1 Set AXMTheDarkKingQuest.InFa to 1 Set Equipped to 1 Set OldDay to 0 Set DoOnce to 0 Set Switch to 0 if (DoOnce == 0) if (AXMRunSpeed == 0); && (Dark_King.IsRunning == 1) Set AXMRunSpeed to AXMRunSpeed + Dark_King.GetBaseAV Speed if (Dark_King.IsRunning == 0) Set Transfer to 1 Set DoOnce to 1 endif endif endif End Begin OnUnEquip Set Owner to 0 Set Replica to 0 if (Dark_King.IsRunning == 0) if (AXMRunSpeed > 0) Dark_King.SetAV Speed AXMRunSpeed Dark_King.ModAV Speed 55 endif endif Set AXMTheDarkKingQuest.InFa to 0 Set AXMTheDarkKingQuest.IFFlow to 0 Dark_King.SetCrimeGold 0 Set AXMRunSpeed to 0 Set AXMSoulLink to 0 Set AXMTheDarkKingQuest.DoOnce to 0 SetFactionRank 00AXMDarkKingsFaction -1 End Begin OnDrop Set Owner to 0 Set Replica to 0 if (Dark_King.IsRunning == 0) if (AXMRunSpeed > 0) Dark_King.SetAV Speed AXMRunSpeed Dark_King.ModAV Speed 55 endif endif Set AXMTheDarkKingQuest.InFa to 0 Set AXMTheDarkKingQuest.IFFlow to 0 Dark_King.SetCrimeGold 0 Set AXMRunSpeed to 0 Set AXMSoulLink to 0 Set AXMTheDarkKingQuest.DoOnce to 0 SetFactionRank 00AXMDarkKingsFaction -1 End Begin OnStartCombat Set SlowHRegen to 0 Set SlowMRegen to 0 Set SlowFRegen to 0 Set MediumHRegen to 0 Set MediumMRegen to 0 Set MediumFRegen to 0 Set FastHRegen to 0 Set FastMRegen to 0 Set FastFRegen to 0 End Begin Gamemode if (AXMSummonArmor == 1) || ((AXMTheDarkKingQuest.ReplicaA == 1) && (AXMTheDarkKingQuest.ReplicaH == 1)) if (Owner == 1) ;-------------------Combat------------------- if (Dark_King.IsInCombat == 1) Set CHealth to Dark_King.GetAV Health Set PHealth to ((CHealth / AXMMaxHealth) * 100) Set CMagicka to Dark_King.GetAV Magicka Set PMagicka to ((CMagicka / AXMMaxMagicka) * 100) Set CFatigue to Dark_King.GetAV Fatigue Set PFatigue to ((CFatigue / AXMMaxFatigue) * 100) if (Effect == 0) Set AXMEffect to GetRandomPercent if AXMEffect == 0 Set Effect to 1 Message "Increased Resistances" Dark_King.ModAV ResistDisease 50 Dark_King.ModAV ResistFire 10 Dark_King.ModAV ResistFrost 10 Dark_King.ModAV ResistShock 10 Dark_King.ModAV ResistMagic 10 Dark_King.ModAV ResistNormalWeapons 30 Dark_King.ModAV ResistParalysis 30 Dark_King.ModAV ResistPoison 30 Dark_King.ModAV ReflectDamage 20 Dark_King.ModAV SpellReflectChance 20 elseif AXMEffect > 1 && AXMEffect <= 10 Set Effect to 2 Message "Increased Resistance to Disease" Dark_King.ModAV ResistDisease 50 elseif AXMEffect > 11 && AXMEffect <= 20 Set Effect to 3 Message "Increased Resistance to Fire" Dark_King.ModAV ResistFire 20 elseif AXMEffect > 21 && AXMEffect <= 30 Set Effect to 4 Message "Increased Resistance to Frost" Dark_King.ModAV ResistFrost 20 elseif AXMEffect > 31 && AXMEffect <= 40 Set Effect to 5 Message "Increased Resistance to Shock" Dark_King.ModAV ResistShock 20 elseif AXMEffect > 41 && AXMEffect <= 50 Set Effect to 6 Message "Increased Resistance to Normal Weapons" Dark_King.ModAV ResistNormalWeapons 30 elseif AXMEffect > 51 && AXMEffect <= 60 Set Effect to 7 Message "Increased Resistance to Paralysis" Dark_King.ModAV ResistParalysis 30 elseif AXMEffect > 61 && AXMEffect <= 70 Set Effect to 8 Message "Increased Resistance to Poison" Dark_King.ModAV ResistPoison 30 elseif AXMEffect > 71 && AXMEffect <= 80 Set Effect to 9 Message "Reflecting some Physical Damage" Dark_King.ModAV ReflectDamage 30 elseif AXMEffect > 81 && AXMEffect <= 90 Set Effect to 10 Message "Reflecting some Magical Damage" Dark_King.ModAV SpellReflectChance 30 elseif AXMEffect > 91 && AXMEffect <= 99 Set Effect to 11 Message "Increased Resistance to Magic" Dark_King.ModAV ResistMagic 20 endif endif if (Battle == 0) Message " " Message " " Dark_King.AddSpell 00AXMSpatialAwareness Dark_King.ModAV DetectLifeRange 30 Set Battle to 1 endif if (PHealth >= 90) if SlowHRegen != 0 Dark_King.RemoveSpell 00AXMSlowHRegen Set SlowHRegen to 0 endif if MediumHRegen != 0 Dark_King.RemoveSpell 00AXMMediumHRegen Set MediumHRegen to 0 endif if FastHRegen != 0 Dark_King.RemoveSpell 00AXMFastHRegen Set FastHRegen to 0 endif elseif (PHealth < 90) && (PHealth >= 60) if FastHRegen != 0 Dark_King.RemoveSpell 00AXMFastHRegen Set FastHRegen to 0 endif if MediumHRegen != 0 Dark_King.RemoveSpell 00AXMMediumHRegen Set MediumHRegen to 0 endif if SlowHRegen == 0 Message " " Message " " Dark_King.AddSpell 00AXMSlowHRegen Set SlowHRegen to 1 endif elseif (PHealth < 60) && (PHealth >= 30) if FastHRegen != 0 Dark_King.RemoveSpell 00AXMFastHRegen Set FastHRegen to 0 endif if SlowHRegen != 0 Dark_King.RemoveSpell 00AXMSlowHRegen Set SlowHRegen to 0 endif if MediumHRegen == 0 Message " " Message " " Dark_King.AddSpell 00AXMMediumHRegen Set MediumHRegen to 1 endif elseif (PHealth < 30) if SlowHRegen != 0 Dark_King.RemoveSpell 00AXMSlowHRegen Set SlowHRegen to 0 endif if MediumHRegen != 0 Dark_King.RemoveSpell 00AXMMediumHRegen Set MediumHRegen to 0 endif if FastHRegen == 0 Message " " Message " " Dark_King.AddSpell 00AXMFastHRegen Set FastHRegen to 1 endif endif if (PHealth <= 10) if ( AXMRegenTimer.AXMRegenEmer == 0 ) Message " " Message " " Dark_King.AddSpell 00AXMDarkKingsLastStand Set AXMRegenTimer.AXMRegenEmer to 1 endif endif if AXMRegenTimer.AXMRegenEmer != 0 if AXMRegenTimer.AXMRegenEmer == 1 Set AXMRegenTimer.AXMRegenEmer to 2 endif if AXMRegenTimer.AXMRegenEmer == 2 Set Timer to 10 Set AXMRegenTimer.Update to 0 Set AXMRegenTimer.CurrentDay to GameDaysPassed Set AXMRegenTimer.DayCheck to GameDaysPassed Set AXMRegenTimer.AXMRegenEmer to 3 endif if AXMRegenTimer.AXMRegenEmer == 3 if Timer <= 0 Dark_King.RemoveSpell 00AXMDarkKingsLastStand Set AXMRegenTimer.AXMRegenEmer to 4 else Set Timer to Timer - GetSecondsPassed endif endif if AXMRegenTimer.AXMRegenEmer == 4 if AXMRegenTimer.DaysPassed >= 7 Set AXMRegenTimer.AXMRegenEmer to 0 Set AXMRegenTimer.DaysPassed to 0 Set AXMRegenTimer.CurrentDay to 0 Set AXMRegenTimer.DayCheck to 0 Set AXMRegenTimer.Update to 0 else if AXMRegenTimer.Update == 0 Set AXMRegenTimer.CurrentDay to GameDaysPassed Set AXMRegenTimer.Update to 1 endif endif endif endif if NRegen == 1 Dark_King.RemoveSpell 00AXMOffBattleMRegen Set NRegen to 0 endif if (PMagicka == 100) if SlowMRegen != 0 Dark_King.RemoveSpell 00AXMSlowMRegen Set SlowMRegen to 0 endif if MediumMRegen != 0 Dark_King.RemoveSpell 00AXMMediumMRegen Set MediumMRegen to 0 endif if FastMRegen != 0 Dark_King.RemoveSpell 00AXMFastMRegen Set FastMRegen to 0 endif elseif (PMagicka < 100) && (PMagicka >= 67) if FastMRegen != 0 Dark_King.RemoveSpell 00AXMFastMRegen Set FastMRegen to 0 endif if MediumMRegen != 0 Dark_King.RemoveSpell 00AXMMediumMRegen Set MediumMRegen to 0 endif if SlowMRegen == 0 Message " " Message " " Dark_King.AddSpell 00AXMSlowMRegen Set SlowMRegen to 1 endif elseif (PMagicka < 67) && (PMagicka >= 33) if FastMRegen != 0 Dark_King.RemoveSpell 00AXMFastMRegen Set FastMRegen to 0 endif if SlowMRegen != 0 Dark_King.RemoveSpell 00AXMSlowMRegen Set SlowMRegen to 0 endif if MediumMRegen == 0 Message " " Message " " Dark_King.AddSpell 00AXMMediumMRegen Set MediumMRegen to 1 endif elseif (PMagicka < 33) if SlowMRegen != 0 Dark_King.RemoveSpell 00AXMSlowMRegen Set SlowMRegen to 0 endif if MediumMRegen != 0 Dark_King.RemoveSpell 00AXMMediumMRegen Set MediumMRegen to 0 endif if FastMRegen == 0 Message " " Message " " Dark_King.AddSpell 00AXMFastMRegen Set FastMRegen to 1 endif endif if (PFatigue == 100) if SlowFRegen != 0 Dark_King.RemoveSpell 00AXMSlowFRegen Set SlowFRegen to 0 endif if MediumFRegen != 0 Dark_King.RemoveSpell 00AXMMediumFRegen Set MediumFRegen to 0 endif if FastFRegen != 0 Dark_King.RemoveSpell 00AXMFastFRegen Set FastFRegen to 0 endif elseif (PFatigue < 100) && (PFatigue >= 75) if FastFRegen != 0 Dark_King.RemoveSpell 00AXMFastFRegen Set FastFRegen to 0 endif if MediumFRegen != 0 Dark_King.RemoveSpell 00AXMMediumFRegen Set MediumFRegen to 0 endif if SlowFRegen == 0 Message " " Message " " Dark_King.AddSpell 00AXMSlowFRegen Set SlowFRegen to 1 endif elseif (PFatigue < 75) && (PFatigue >= 50) if FastFRegen != 0 Dark_King.RemoveSpell 00AXMFastFRegen Set FastFRegen to 0 endif if SlowFRegen != 0 Dark_King.RemoveSpell 00AXMSlowFRegen Set SlowFRegen to 0 endif if MediumFRegen == 0 Message " " Message " " Dark_King.AddSpell 00AXMMediumFRegen Set MediumFRegen to 1 endif elseif (PFatigue < 50) if SlowFRegen != 0 Dark_King.RemoveSpell 00AXMSlowFRegen Set SlowFRegen to 0 endif if MediumFRegen != 0 Dark_King.RemoveSpell 00AXMMediumFRegen Set MediumFRegen to 0 endif if FastFRegen == 0 Message " " Message " " Dark_King.AddSpell 00AXMFastFRegen Set FastFRegen to 1 endif endif elseif (Dark_King.IsInCombat == 0) Set CMagicka to Dark_King.GetAV Magicka if (Effect !=0) if (Effect == 1) Dark_King.ModAV ResistDisease -50 Dark_King.ModAV ResistFire -10 Dark_King.ModAV ResistFrost -10 Dark_King.ModAV ResistShock -10 Dark_King.ModAV ResistMagic -10 Dark_King.ModAV ResistNormalWeapons -30 Dark_King.ModAV ResistParalysis -30 Dark_King.ModAV ResistPoison -30 Dark_King.ModAV ReflectDamage -20 Dark_King.ModAV SpellReflectChance -20 Set Effect to 0 elseif (Effect == 2) Dark_King.ModAV ResistDisease -50 Set Effect to 0 elseif (Effect == 3) Dark_King.ModAV ResistFire -20 Set Effect to 0 elseif (Effect == 4) Dark_King.ModAV ResistFrost -20 Set Effect to 0 elseif (Effect == 5) Dark_King.ModAV ResistShock -20 Set Effect to 0 elseif (Effect == 6) Dark_King.ModAV ResistNormalWeapons -30 Set Effect to 0 elseif (Effect == 7) Dark_King.ModAV ResistParalysis -30 Set Effect to 0 elseif (Effect == 8) Dark_King.ModAV ResistPoison -30 Set Effect to 0 elseif (Effect == 9) Dark_King.ModAV ReflectDamage -30 Set Effect to 0 elseif (Effect == 10) Dark_King.ModAV SpellReflectChance -30 Set Effect to 0 elseif (Effect == 11) Dark_King.ModAV ResistMagic -20 Set Effect to 0 endif endif if (Battle == 1) Dark_King.RemoveSpell 00AXMSpatialAwareness Dark_King.ModAV DetectLifeRange -30 Set Battle to 0 endif if SlowHRegen == 1 Dark_King.RemoveSpell 00AXMSlowHRegen Set SlowHRegen to 0 endif if MediumHRegen == 1 Dark_King.RemoveSpell 00AXMMediumHRegen Set MediumHRegen to 0 endif if FastHRegen == 1 Dark_King.RemoveSpell 00AXMFastHRegen Set FastHRegen to 0 endif if SlowMRegen != 0 Dark_King.RemoveSpell 00AXMSlowMRegen Set SlowMRegen to 0 endif if MediumMRegen != 0 Dark_King.RemoveSpell 00AXMMediumMRegen Set MediumMRegen to 0 endif if FastMRegen != 0 Dark_King.RemoveSpell 00AXMFastMRegen Set FastMRegen to 0 endif if NRegen == 0 && CMagicka < 100 Message " " Message " " Dark_King.AddSpell 00AXMOffBattleMRegen Set NRegen to 1 endif if NRegen != 0 && CMagicka >= 100 Dark_King.RemoveSpell 00AXMOffBattleMRegen Set NRegen to 0 endif if SlowFRegen != 0 Dark_King.RemoveSpell 00AXMSlowFRegen Set SlowFRegen to 0 endif if MediumFRegen != 0 Dark_King.RemoveSpell 00AXMMediumFRegen Set MediumFRegen to 0 endif if FastFRegen != 0 Dark_King.RemoveSpell 00AXMFastFRegen Set FastFRegen to 0 endif endif ;-------------------Passive------------------- if (Dark_King.IsRunning == 0) && (AXMRunSpeed > 0) if (Switch == 0) Dark_King.SetAV Speed 50 if (AXMModPlay == 1) Dark_King.ModAV Speed -205 else (AXMModPlay == 0) Dark_King.ModAV Speed -55 endif Set Switch to 1 endif elseif (Dark_King.IsRunning == 1) && (AXMRunSpeed > 0) if (AXMRunSpeed > 0) if (Switch == 1) Dark_King.SetAV Speed AXMRunSpeed if (AXMModPlay == 1) Dark_King.ModAV Speed 205 else (AXMModPlay == 0) Dark_King.ModAV Speed 55 endif Set Switch to 0 endif endif endif if (Dark_King.IsInInterior == 1) && (AXMTheDarkKingQuest.LightItem == 0) if Choice == 0 MessageBox "Which Light would you like?", "Light", "Night Eye", "None" Set Button to -1 Set Choice to 1 endif if Choice == 1 Set Button to GetButtonPressed if (Button == 0) && (AXMTheDarkKingQuest.LightItem == 0) if AXMTheDarkKingQuest.MagicToken == 0 Message " " Message " " Dark_King.AddItem 00AXMMagicalLightToken 1 Set AXMTheDarkKingQuest.MagicToken to 1 endif if NightEyeToggle != 0 Dark_King.ModAV NightEyeBonus -1 Dark_King.RemoveSpell 00AXMNightEyeEff Set NightEyeToggle to 0 endif Set AXMTheDarkKingQuest.LightItem to 1 Set Choice to 0 endif if (Button == 1) && (AXMTheDarkKingQuest.LightItem == 0) if NightEyeToggle == 0 Message " " Message " " Dark_King.AddSpell 00AXMNightEyeEff Dark_King.ModAV NightEyeBonus 1 Set NightEyeToggle to 1 endif Set AXMTheDarkKingQuest.MagicToken to 0 Set AXMTheDarkKingQuest.LightItem to 1 Set Choice to 0 endif if (Button == 2) && (AXMTheDarkKingQuest.LightItem == 0) if NightEyeToggle != 0 Dark_King.ModAV NightEyeBonus -1 Dark_King.RemoveSpell 00AXMNightEyeEff Set NightEyeToggle to 0 endif Set AXMTheDarkKingQuest.MagicToken to 0 Set AXMTheDarkKingQuest.LightItem to 1 Set Choice to 0 endif endif Elseif (Dark_King.IsInInterior == 0) if NightEyeToggle != 0 Dark_King.ModAV NightEyeBonus -1 Dark_King.RemoveSpell 00AXMNightEyeEff Set NightEyeToggle to 0 endif if AXMTheDarkKingQuest.LightSpell!= 1 Set AXMTheDarkKingQuest.LightItem to 0 Set AXMTheDarkKingQuest.MagicToken to 0 endif Set Choice to 0 endif Set ACrime to Dark_King.GetCrimeGold if ( ACrime > 0 ) if (AXMThievesGuildChestRef.GetDisabled == 0) Dark_King.SetCrimeGold 0 elseif (AXMThievesGuildChestRef.GetDisabled == 1) Set DarkKingsCrime to Dark_King.GetCrimeGold endif endif if Equipped != AXMTheDarkKingQuest.InFa Set Equipped to AXMTheDarkKingQuest.InFa endif if Equipped != 0 if OldDay == 0 Set OldDay to GameDaysPassed endif Set CurrentDay to GameDaysPassed Set Modifier to 1 if OldDay != CurrentDay Set Fame to GetPCFame Set Infamy to GetPCinFamy if AXMTheDarkKingQuest.IFFlow == 0 if Fame > 0 && Infamy > 0 if Infamy > Fame Set AXMTheDarkKingQuest.IFFlow to 1 endif if Infamy < Fame Set AXMTheDarkKingQuest.IFFlow to 2 endif endif endif if Infamy == Fame Set Modifier to 0 endif if AXMTheDarkKingQuest.IFFlow == 1 && Infamy == 0 Set Modifier to 0 endif if AXMTheDarkKingQuest.IFFlow == 2 && Fame == 0 Set Modifier to 0 endif if AXMTheDarkKingQuest.IFFlow != 0 if Modifier != 0 if AXMTheDarkKingQuest.IFFlow == 1 Set AXMTheDarkKingQuest.IFFlow to 0 ModPCInfamy Modifier Set Modifier to 0 - Modifier ModPCFame Modifier endif if AXMTheDarkKingQuest.IFFlow == 2 Set AXMTheDarkKingQuest.IFFlow to 0 ModPCFame Modifier Set Modifier to 0 - Modifier ModPCInfamy Modifier endif else Set AXMTheDarkKingQuest.IFFlow to 0 endif Set OldDay to CurrentDay endif if OldDay != CurrentDay && AXMTheDarkKingQuest.IFFlow == 0 Set OldDay to CurrentDay endif endif endif endif endif; Armor Summoned End so i originally had it using a variable within called replica and set it up like this Set Replica to AXMTheDarkKingQuest.ReplicaA + AXMTheDarkKingQuest.ReplicaH if (AXMSummonArmor == 1) || (Replica == 2) of course this broke the script after a while, so i thought changing the requirement to this if (AXMSummonArmor == 1) || ((AXMTheDarkKingQuest.ReplicaA == 1) && (AXMTheDarkKingQuest.ReplicaH == 1)) thinking that it would crash because of this ((AXMTheDarkKingQuest.ReplicaA == 1) && (AXMTheDarkKingQuest.ReplicaH == 1)) but instead it works, but while testing them out, i found out that it might be breaking when the player is in combat, and even when they get out of combat, if i can get any help with is, i would be grateful
  20. ok so that works, thank you so much, now i have a question do i have to use the same thing for worldspaces? Edit: The NPC's are moving to where they arent placed still, even though there is a node at their feet, do i need to link them to the node? also these npcs have no packages or anything so they essentially have no ai right now
  21. ok i found the button on the toolbar now, and i see what you mean, it seems that the ai is "Hopping" to one of these Nodes, even if i put one under its feet, it still is in the air but stays in the area "(no need to use generate for a small cell)" well the 2 areas that have NPC's, are a cell with just chorrolhousemiddle07interior as the interior area, and a modded Cheydinhal sanctuary that is one cell seen here since those will be the areas that npcs are going to be located at for now
  22. i dont see that icon, but under the tab World there is a menu Called Path Grid Generation, no matter what i click in that menu; Generate Active Cell Generate Selected Cells Generate All BUT Selected Cells Generate Entire World i only used Active and selected but CS Crashes after i click, And i Selected the Cells that i have for my mod for the selected cells ottion, but again crash, am i not doing it right?
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