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bomo99

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Everything posted by bomo99

  1. if i need to break it down into smaller pieces, i can do that in order to make it easier to understand
  2. 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
  3. 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
  4. 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
  5. 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?
  6. Hello, i have made some npcs in the CS and want to use them later, just in the process to see if they are working before i start scripting them, but for some reason when i enter the cell they are located in they are not where i placed them in the Construction Set, it seems they like to hop in the air, even though i put them on the ground close to the floor so that they aren't clipping through it, and i have no idea why these npcs are doing this, if anyone can shed some light on this, i would be grateful. i can also take a screenshot of where the NPC is suppose to be, and make a video showing what is actually happening
  7. i finally found some time to check out EngineBugFixes, i had hopes that this may have solved the issue, but no same problem, im wondering if it's worldspaces in general that are the issue in the way the marker needs to be loaded back in after a save Edit: just Checked Unofficial Oblivion Patch and the error is gone, but now to find out what changed
  8. i'll try it, but i don't think it will change anything Edit: same result, going to try changing the model to actually SEE if its there or not Edit 2: ok i have changed the model to something we can see as you will see it is above Anvil Mages Guild and sort of clipping in the building but it doesnt affect anything, after the game is closed and loaded that save again not using the spell but coc'in again to get to anvil here is the result, i even loaded the save again to see if it returned to the same spot it was in, but i didn't find it, it seems that maybe when a persistent object moves maybe it loses it and the game purges it?
  9. so i can confirm that the Markers being static is not the issue, i changed them to activators to see if it changes anything, nope, same issue, it seems that maybe when the player saves, and closes the game or it crashes, and loads that save the worldspace purges any item that doesn't belong in it, but this doesn't make too much sense to me, because when i drop a weapon in anvil and repeat the steps here nothing happens, unless activators/Static items function differently on this
  10. i do have a quest i can attach variables to, i have one that gives the teleport spell itself after a certain quest stage, the only thing is, is that, that quest stage if the final stage/Complete Quest, and on the result script the final thing is Stopquest, i don't know if this hurts using it, i can change it but just want a little more clarification if this will still work, the only other thing i have a question about is this part right here QstVariables.StartX = Player.GetPos X would the player part in this part be the Marker? or the actual player and would it need to run before or after this? AXMPlayerRef.MoveTo player
  11. the reason is, is that i don't want the marker physically visable just usable, at 2:15 is same save i just went outside of benirus manor into anvil used the teleport spell, went to the house and let it autosave, closed the game, then loaded that autosave, and used the tele spell only for it to not do anything but the sound still works and to show what i was talking about. will update is the televar stays 1 after Edit: when that autosave loaded, AXMTeleportVar == 1, after the spell does nothing it reverts to 0 just for Reference 1 means to my worldspace/AXMTeleportRef and 0 means returning to AXMPlayerRef
  12. alright found some time here are the markers that i am using for the teleport and it in action i noticed something when making the video, when i used the teleport in benirus manor and teleported as in the video just as Roman says no issues even after closing the game after using it in the manor it worked which had me confused so i tried it again when out in anvil, the results are at 2:15 where it does what i have been trying to get help with, something that i want to test while i get this post up is that the Ref that moves to the player originates in the cell that i show at 2:15 so maybe that has something to do with it, ill test around and see if the results are the same Edit: tried a different cell in my mod that prompts an autosave after teleport in anvil and i got the same problem so my hypothesis of the save starting in the cell the moving marker originates is not the issue, but maybe that it is that it starts out in a worldspace? when you teleport in a cell and save, then close or CTD, then load that save, then use the spell it works fine.
  13. the bug only occurs when leaving my worldspace/cells when loading a save from those areas, if i have time, sometime later today i can take a screenshot of both of the markers and a video showing what happens
  14. alright here is the script i have been using ScriptName AXMTeleportToLodgeScript Begin ScriptEffectStart if (AXMTeleportVar == 0) AXMPlayerRef.MoveTo player endif End Begin ScriptEffectFinish PlaySound AXMTele if (AXMTeleportVar == 0) set AXMTeleportVar to 1 Player.MoveTo AXMTeleportRef else set AXMTeleportVar to 0 Player.MoveTo AXMPlayerRef endif End
  15. i prefer to not use messagebox for the teleport, as it would slow the spell a little, just want stable markers that wont break after a CTD, as i think static objects reset their positions, but i want to know if i were to change them to activators if it will be more reliable, as i have stated above, the spell works fine it is just after a CTD, the marker that moves to the player resets itself and traps in the area
  16. i don't like clogging up my spell book if i can help it, if its possible to do with one spell using a global variable that changes which direction it takes, then i am happy
  17. yes both markers are set to be persistent References
  18. i thought i already tried this and it didnt work then went to try what i put even added 1 at the end just in case, but ya it works, the only thing i have left to ask is which block is better to put it in OnLoad or OnDrop?
  19. Hello, i made and new weapon and thought of something interesting and was wonder if it is possible within normal CS i thought that adding any of these would work Begin OnLoad Player.Activate End Begin OnDrop Player.Activate End while testing out the weapon it got disarmed and clipped through the floor and nearly lost it till i eventually found it, and thought maybe there is a script way of doing it so i looked around to see if there is a IfDisarmed trigger somewhere but i didn't but i remember reading a little about Onload and thought that it might work, and i also tried OnDrop incase that might work and they did not, is there a way to make this work?
  20. Hello, i made a teleport spell about 4-6 years ago which works fine, but has a bug, but first i will detail what the teleport spell does then say what the bug is, here is what the spell does 1. on Spell cast move a marker to player 2. then move player to a different marker 3. change a Global Variable to 1(to switch between enter and exit states) 4. when player casts the spell again they move to the marker from point 1 sounds simple, and it works very well, but the bug here might be what i am using but i'm not sure, when you save/autosave in the area after point 2, and close the game/CTD then load the save, and use the spell to leave it doesnt do anything at first, but when casted again it will do point 2, i am wondering if this is because i am using the static XMarker as the Ref for the markers, would changing these to Activators be more reliable?
  21. ok, i have found the problem, since i copied the companion script/Quest Variables for the companion to my project it wouldn't load the dialogue like i wanted but removing them worked, i also would like to have certain choices to be removed when a topic is used just for the choices, for e.g. Follow Me -> when clicked the NPC will follow them and return to menu but after the click this will disappear and these will take its spot Wait Here -> waits in General Area Stand Guard -> will not move from spot i take it quest variables are needed for this so i have to take apart the script that i have and implement what i need/want for the companion, but for the follow/wait is it easy to do or is it going to be too difficult?
  22. i added a new dialogue to greeting that has Say Once Checked and has the result script to add all the topics but it still wont work, am i still missing something?
  23. ok got the greeting to work now, for some reason adding topics through the side area is not working as i cannot ask the companion to follow me or check storage, etc i added all the topics to the "Add Topics" area and put the ones i needed to test out on the Choices area, and its not working
  24. i just did this same issue, i keep getting "I Have No Greeting" this is what i put for the Dialogue right now did i enter anything wrong i already have the quest to have repeated topics and activated at start Edit: I forgot to actually check start game enabled for it, but i had a different one to start this quest, now it is working fine thank you
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