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bomo99

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Everything posted by bomo99

  1. I have been working on a companion mod for myself and for some reason when the companion is called/summoned there face is invisible, i checked CS and they are invisible, i also checked all Meshes and Textures used all are mapped and working properly, the only thing is, is that only thing the npc has is their hair only(other than body), if anyone can help me with this that would be great
  2. You are right, my spell gave the player Resist effects as well which caused the issue, once i removed them the spell worked perfectly. i tried this in different approaches; the spell itself, the spell giving an item which gives the spell, and through a quest My only question now is why did the quest part kinda work but the others didn't?
  3. so i tried as you said here is what i used ScriptName AXMGhostSpellEffectScript Begin ScriptEffectStart Player.AddSpell AbGhostNPC end Begin ScriptEffectUpdate End Begin ScriptEffectFinish Player.RemoveSpell AbGhostNPC End since i want it to last 30 secs i want the effect to be removed, but when i tried this it broke but after the duration the effect became permanent even though the spell was removed do i need to have two scripts? one that activates immediately and another that removes it after 30 secs?
  4. the script that it is using is this scn GhostEffectScript begin ScriptEffectStart saa 0.01 pms ghosteffect end begin ScriptEffectUpdate end begin ScriptEffectFinish end for the spell i was using was this scn AXMGhostSpellEffectScript begin ScriptEffectStart saa 0.01 pms ghosteffect end begin ScriptEffectUpdate end begin ScriptEffectFinish StopMagicShaderVisuals ghosteffect saa 1.0 end just added a few things at finish since this effect was only to last 30 secs here is what i put as the quest version ScriptName AXMGhostSpellEffectScript Begin ScriptEffectStart set AXMGhostQuest.Ghost to 1 End Begin ScriptEffectFinish set AXMGhostQuest.Ghost to 2 End that is the spell to activate it, here is what i put for the quest ScriptName AXMGhostQuestScript Short Ghost Begin Gamemode if Ghost == 1 Player.SetActorAlpha 0.01 Player.PlayMagicShaderVisuals GhostEffect elseif Ghost == 2 Player.SetActorAlpha 1.00 Player.StopMagicShaderVisuals GhostEffect set Ghost to 0 endif End this as i said in my previous post is "flickering in and out after the switch" and for the item i did this ScriptName AXMGhostSpellEffectScript Begin ScriptEffectStart Player.AddItem AXMGhostToken 1 Player.EquipItem AXMGhostToken End Begin ScriptEffectFinish Player.UnequipItem AXMGhostToken Player.RemoveItem AXMGhostToken 1 Player.SetActorAlpha 1.00 Player.StopMagicShaderVisuals GhostEffect End this is the spell that gives the item that gives the said effect ScriptName AXMGhostItemScript Short Timer Short Ghost Begin OnAdd Set AXMGToggle to 1 Set Ghost to 1 End Begin Gamemode if (AXMGToggle == 1) && (Ghost == 1) Player.SetActorAlpha 0.01 Player.PlayMagicShaderVisuals GhostEffect set Ghost to 2 End AXMGToggle is a global var to start/stop the script when needed, then i took what i saw in the other scripts and made this spell ScriptName AXMGhostSpellEffectScript Short Timer Short Ghost Begin ScriptEffectStart Set AXMGToggle to 1 Set Ghost to 1 End ;Begin Gamemode Begin ScriptEffectUpdate if (AXMGToggle == 1) && (Ghost == 1) Player.SetActorAlpha 0.01 Player.PlayMagicShaderVisuals GhostEffect Set Ghost to 2 set Timer to Timer + getsecondspassed endif if (Timer >= 2) && (Ghost == 2) Set Timer to 0 Set Ghost to 1 endif End Begin ScriptEffectFinish Player.SetActorAlpha 1.00 Player.StopMagicShaderVisuals GhostEffect Set AXMGToggle to 0 Set Ghost to 0 Set Timer to 0 End no changes still having the same issues, i tried adding a 2sec timer to reset the effect, but this did not work at all
  5. i have always wanted to use the ghost effect in oblivion for something, so i wanted to give a spell the effect of looking like a ghost i have tried several ways to do it, while they do work at their start none keep the appearance after a quick 3rd person to 1st person. tried the spell giving the effect itself, after a quick 3rd person to 1st person, broke. i tried having the spell give an item that gives the effect when added, the effect happens at start but same as above Tried using a quest script which to its credit keeps flickering in and out after the switch, close to what i want but not quite there is their any mod reference already made that has the solution or is their a quick thing to put in the script to do this?
  6. i have Fixed the issue without the need of change personality to 0 i had to create a quest that does this setfactionreaction BanditFaction PlayerFaction -100 setfactionreaction BlackBowFaction PlayerFaction -100 setfactionreaction ConjurerFaction PlayerFaction -100 setfactionreaction CreatureFaction PlayerFaction -100 setfactionreaction LichFaction PlayerFaction -100 setfactionreaction MarauderFaction PlayerFaction -100 setfactionreaction NecromancerDungeon PlayerFaction -100 setfactionreaction OblivionCeatures PlayerFaction -100 setfactionreaction UndeadFaction PlayerFaction -100 setfactionreaction VampireFaction PlayerFaction -100 and voila all enemies attack, even wolves attack on sight again Edit1: changed PlayerFaction, to mine as to not cause issues in the future as since the player is removed from said faction as the armor is recalled
  7. this might have been me being dumb a little, so i added my faction as an enemy to marauders from their end and not just from mine, and they attacked without hesitation even the dog did so... my bad
  8. even if i have both the MarauderFaction and BanditFaction -100 for disposition, that would mean that the dog has a disposition of 235+(30 is it aggression and 205 is the personality of the player at this state) or both the negative are canceling each other out because the personality level i am using is 275(50 is normal, 20 by Ability, 205 by enchant) but when the enchant is the only thing present all marauders/bandits/vampires attack like normal, but wolves is a bit weird as they don't attack right away, they wait until i unsheath my weapon or already have it out near them ill make another video showing this will edit this to show what i mean Edit1: here's the Video i went through fort sutch first to show the dog but didn't get one but showed that all marauders do attack now then went to bedrock break to show the wolf weirdness also before i hit record i changed the faction to be seen by the player(its meant to be hidden), i tmm 1'd to get bedrock break, and changed the personality to 0
  9. i am using a custom faction to do the -100 just to find a fix for this issue, i installed Refscope just to see if i might have added the player to any factions i wasn't suppose to through vortex and it asked me if i wanted to save changes to my mod and i said yes, so im going to go through again after this to see if this caused an issue but i did go through with personality 0 to 2 locations Fort Strand - 2 Bandits outside attacked and all marauders inside Attacked Bedrock Break - All Rats and Wolves Attacked i was shocked when i got this so i wanted to experiment further, so i change my personality back to normal and tried a few more Rockmilk Cave - All Bandits, Marauders, and Black Bow Bandits attacked Cursed Mine - All Bandits except for the dog attacked Barren Cave - Some Vampire didn't attack until i fought a skeleton in a room then all attacked Memorial Cave - Some Vampire didn't Attack until i fought a skeleton, also the wolf at the beginning didn't attack when i walked in or before leaving Edit1: okay after some tests i have these results if i have personality to 0 then back to normal it changes a little but not definite if i leave it at 0 all npcs attack but not all creatures, bandit/marauder dogs don't attack at all no matter what i try, but when i am near wolves they don't attack, but when i unsheath my sword they notice a threat
  10. never heard of this mod, and i don't have any other on, the only ones on are an armor mod which started this thread and a 3rd person animation replacer ill try increasing the value on all the factions that i have on this list BanditFaction -100 BlackBowFaction -100 ConjurerFaction -100 CreatureFaction -100 LichFaction -100 MarauderFaction -100 NecromancerDungeon -100 OblivionCeatures-100 UndeadFaction -100 VampireFaction -100 ill modify them to -1000 and will update on if this works Edit: i have modified the disposition to -1000, still getting the same issue also yes when not wearing the armor the enemies attack as normal Edit2: changed the disposition to -500 just in case oblivion cant read -1000 same issue but i have noticed the last couple times the marauders in different positions stopped attacking and at times the ones that didn't Attack in that video actually attacked Edit3: Changing Personality to 0 before armor is called helps a little bit but still not perfect, found a cave to do the test that has both rats and wolves for testing since rats always attacked regardless and wolves did not, while changing my personality setting next to a wolf looked like it sparked a battle it actually didn't, but when i actually did it next to one nothing happened and my speechcraft was 0 as well but being boosted by 125 by the armor Edit4: so changing personalty to 0 but only have the armor enchantment boosting it to 205 by enchant works for marauders but no their dogs appearently, but when i test it again against the wolves and rats when i start combat with the rats and finish it that is when the wolves close to the battle notice me and attack, but not the ones farther away(personality was 0 when i did this)
  11. i checked the NPCs that didn't attack and they are just normal marauders with 100 aggression and they are just in the MarauderFaction only, nothing else i disabled my faction before the video just to get the normal results that always happens
  12. it might not be high speed but it is annoying to see this, i have made a video showing what i am talking about at the start i show the stats of the NEW character with an armor i made during the whole dungeon everything works as intended until the end when 2 marauders don't attack me on sight i tried adding a Faction that has -100 disposition to marauders and i still get this issue Checked CS for something but cant see what the issue is, i thought that no low level processing was the issue but rat and wolf both have it ticked
  13. its not the fact that it would repeat(its supposed to), its just that under the hood so to speak i wanted each effect to be 1 in 8, instead its all over the place, i also finished what i wanted but if their is a way within CS to make each option exactly 12.5 i would love to hear it
  14. to put more context to the title, when i play oblivion with high speed i usually joke around when a creature doesn't detect me right away, i have noticed that for some reason a Rat will detect me right away, but a wolf won't is there a reason for this? is there a fix?
  15. i would agree, but i would know and thats the issue i just wanted all of them to be equal but use the whole range but if there is 4 left over i could do this 13: For just Fire 13: For just Frost 13: For just Shock 12: For Fire & Frost 12: For Frost & Shock 12: For Shock & Fire 12: For all 3 13: For none makes it more likely to get none or 1 element and making the 2 elements and all 3 of them a little bit more difficult
  16. is that similar to doing it like this? float rnd set rnd to 8.0/99 * Getrandompercent ; => 0.00 to 8.00 just did the calculations on all possible answers the above will spit out and i have a good idea of what will happen here are the results 0 = 12 1 = 12 2 = 13 3 = 12 4 = 12 5 = 13 6 = 12 7 = 12 8 = 2 this is all done by doing this (8/99*(1-100)) i just grabbed how many all equal 0.00 and just put it into a chart just to see that variables it appears to be not even like i wanted gonna try something else
  17. but then it wouldn't be 1 in 8 chance (12.5%): i was just going to leave the no effects 1 in 8 chance (12.5%): For none be blank, i guess no effect could be worse but would prefer it to be equal if possible, could this work? (Result < 0) && (Result >= 0.99) or am i still stuck with just whole numbers?
  18. to answer the first point, in my head it made more sense to divide the random number by the chance rather than the whole number(more accurate read as the final number ends at 8 itself) instead either way i would have to still deal with decimals also i take it rand is a CSE command, i would rather like it to stay as a CS command use if possible as i would like to use this enchantment without the use of OBSE
  19. Hello, i have this idea to take what Skyrim's enchantment of chaos damage was, "50% chance for each element of fire, frost, and shock to do X points of damage." and use as a enchantment on a weapon i have a few ideas but don't really know how oblivion will respond to it since it has to be able to do this 1 in 8 chance (12.5%): For just Fire 1 in 8 chance (12.5%): For just Frost 1 in 8 chance (12.5%): For just Shock 1 in 8 chance (12.5%): For Fire & Frost 1 in 8 chance (12.5%): For Frost & Shock 1 in 8 chance (12.5%): For Shock & Fire 1 in 8 chance (12.5%): For all 3 1 in 8 chance (12.5%): For none i have an idea to use GetRandomPercent to get the chance need to do any of the above^ but of course here is the problem that i am running into i want to take the number generated and divide that by 12.5 and whatever comes out is the effect used, but here is the issue let's say that the random number is 67 and we divide that by 12.5 we get 5.36 so how does oblivion take this? does it round up or down(for the decimals) or for the code since i use floats, decimals aren't a problem but if i put if chance == 5 ;enter code here endif will oblivion just remove the decimal to make it correct or do i need to add a range for the decimals. also for the effects i want to do it by spells, but if it can be done by scripting that would be awesome
  20. i know that, i was wondering if there was another way to do this, since i could've just got a replacer.
  21. i want the spell to work underwater like a normal light spell, so torches cannot be used. for the changing of the color is it possible to script a spell to act like a light spell with those colors? i dont want to change anything in the base game just add a new spell that is treated like a light spell
  22. i want to make a light spell that uses the light that comes from a torch as most mods usually recommend a torch for light, i have seen some retextures for the light spell but that changes the light spell and its temporary so long as i have it installed. i want a script that can be change within the cs and i wanted it to used in 2 ways, 1 was when the player walked in a cell to create an aura of light 2 in a standalone spell just for it and if possible to have the light in the same place as the torch when lit to create a similar effect if i can get any help for this i would be grateful.
  23. this actually worked Scn AXMHealthBattleRegenScript float chealth float phealth float hourtimer float currentday float daycheck float timer ;---------------------- short startday short dayspassed short update short slowregen short mediumregen short fastregen short emergencyregen Begin OnStartCombat Set slowregen to 0 Set mediumregen to 0 Set fastregen to 0 End Begin Gamemode if Player.IsInCombat == 1 Set chealth to Player.GetAV Health Set phealth to ((chealth / AXMMaxHealth) * 100) if phealth >= 90 Player.RemoveSpell AXMSlowHRegen Player.RemoveSpell AXMMediumHRegen Player.RemoveSpell AXMFastHRegen return elseif (phealth < 90) && (slowregen == 0) Set slowregen to 1 player.AddSpell AXMSlowHRegen if mediumregen == 1 player.RemoveSpell AXMMediumHRegen Set mediumregen to 0 endif return elseif (phealth < 60) && (mediumregen == 0) Set mediumregen to 1 player.AddSpell AXMMediumHRegen if fastregen == 1 player.RemoveSpell AXMFastHRegen Set fastregen to 0 endif return elseif (phealth < 30) && (fastregen == 0) Set fastregen to 1 player.AddSpell AXMFastHRegen return elseif phealth <= 10 if ( AXMRegenTimer.AXMRegenEmer == 0 ) player.AddSpell AXMDarkKingsSelfPwr02 set AXMRegenTimer.AXMRegenEmer to 1 ;first stage - adding spell return endif endif elseif Player.IsInCombat == 0 if slowregen == 1 Player.RemoveSpell AXMSlowHRegen Set slowregen to 0 elseif mediumregen == 1 Player.RemoveSpell AXMMediumHRegen Set mediumregen to 0 elseif fastregen == 1 Player.RemoveSpell AXMFastHRegen Set fastregen to 0 endif endif if AXMRegenTimer.AXMRegenEmer != 0 ;triggered emergency regen if AXMRegenTimer.AXMRegenEmer == 1 set AXMRegenTimer.AXMRegenEmer to 2 ;stage 2 - ability added and active endif if AXMRegenTimer.AXMRegenEmer == 2 set timer to 10 ;ability will be removed after 10s ;also this is a good place to init 7 day cooldown stuff set AXMRegenTimer.AXMRegenEmer to 3 ;stage 3 - counting down timer and removing ability endif if AXMRegenTimer.AXMRegenEmer == 3 if timer <= 0 player.RemoveSpell AXMDarkKingsSelfPwr02 set AXMRegenTimer.AXMRegenEmer to 4 ;stage 4 - ability removed, 7 day cooldown else set timer to timer - GetSecondsPassed endif endif if AXMRegenTimer.AXMRegenEmer == 4 ;7 day cooldown update and check if AXMRegenTimer.dayspassed >= 7 set AXMRegenTimer.AXMRegenEmer to 0 set AXMRegenTimer.dayspassed to 0 ;reseting all over stuff else ;place for updating variables etc. endif endif endif End just changed the time to 10s instead of 30s also a few questions ;also this is a good place to init 7 day cooldown stuff 1. is it the week stuff i had in? 2. is this already set for a week cooldown after activation
  24. to be honest i didnt know where else to put it in the script and even if the rest happens in combat is fine as it only ever works in combat anyway to so i dont think this is an issue. is this the part that confuses you? if ( AXMRegenTimer.dayspassed >= 1 ) && ( AXMRegenTimer.dayspassed < 7 ) if days passed is less than or equal to 1 and greater than 7 execute code
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