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bomo99

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Everything posted by bomo99

  1. i know that, i was wondering if there was another way to do this, since i could've just got a replacer.
  2. 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
  3. 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.
  4. 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
  5. 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
  6. the emergency regen gets triggered when the player's health falls to 10% or lower then gives a powerful regen for a set duration in a week cooldown timer(once activated the player will have to wait a week to be able to use the effect again) i reread the script once again when you put more than in your reply and checked it is less than or equal to and how does the all days check get ignored, also the week timer is in a quest script (if that is what the mages guild chest uses for it)?
  7. thanks but i am no longer having any issue with the AXMMaxHealth now the issue is the emergency regen, when i tested it now with the new script in my last post it doesnt trigger(new char died as a end result) but everything else does perfectly
  8. great News it now works in a way Scn AXMHealthBattleRegenScript float chealth float phealth float hourtimer float currentday float daycheck ;---------------------- 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 Set emergencyregen to 0 if ( AXMRegenTimer.AXMRegenEmer == 0 ) set AXMRegenTimer.currentday to GameDaysPassed set AXMRegenTimer.daycheck to GameDaysPassed set AXMRegenTimer.hourtimer to GameHour set AXMRegenTimer.AXMRegenEmer to 1 set AXMRegenTimer.update to 1 endif 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 == 1 ) if ( AXMRegenTimer.dayspassed >= 1 ) && ( AXMRegenTimer.dayspassed < 7 ) if ( emergencyregen == 0 ) player.AddSpell AXMDarkKingsSelfPwr02 Set emergencyregen to ( emergencyregen + 1 ) endif endif endif if ( emergencyregen > 1 ) set AXMRegenTimer.AXMRegenEmer to 0 set AXMRegenTimer.update to 0 set emergencyregen to 0 set AXMRegenTimer.dayspassed to 0 elseif ( emergencyregen == 1 ) set AXMRegenTimer.AXMRegenEmer to 2 endif if ( AXMRegenTimer.dayspassed >= 7 ) set AXMRegenTimer.AXMRegenEmer to 0 set AXMRegenTimer.update to 0 set emergencyregen to 0 set AXMRegenTimer.dayspassed to 0 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 End all but the emergency regen works and if the ingame duration timer doesnt work i may need help implementing one
  9. i will try that and will edit if anything happens Edit: i did what you said and this is what i got 0 before combat 0 at start of combat 0 after being hit in combat Edit2: just did a test to see if AXMMaxHealth is the issue(since its a global variable) no it isnt it reads the health just fine. so in here is the issue Set chealth to Player.GetAV Health Set phealth to ((chealth / AXMMaxHealth) * 100) since that debug, it leaves me to believe that chealth or the order of operations is backwards but i am leaning more towards chealth but that doesnt explain why its an issue as its in gamemode not onstartcombat and the way i understand it gamemode scripts update per frame so it should be constantly updating over and over again Edit3: Alright i changed chealth to a Global variable to see what is going on and it grabs what the players current health is before the enchants and doesn't change it at all or triggers when the health falls at all
  10. that might be why i have never heard of it... but i dont want to use obse for my script i would prefer to keep just using the CS
  11. i might be misinterpreting this but what is a "property" in this case, if you're refering to AXMMaxHealth that variable gets a value in 2 different scripts(originally Soul Link was the first to do it before the summon spell) if its CHealth(Current Health) or PHealth(Percent Health) then those get their values when in combat
  12. sorry i guess i did forget to add it Yes AXMMaxHealth is a global variable that is set to float and is naturally set to 0 is this actually a command? "player.GetMaxAV" never seen it before.
  13. Hello, i have been working on this script a little bit on and off again for almost 2 months now and finally got it finished until it doesnt work, allow me to explain how it is suppose to function; 1, only triggers when the player is in combat and when out of combat remove everything 2, at certain health percentages execute regen script for that percentage 3, if player health is in critical, use the emergency regen that has a 1 week cooldown so far i have the spell and script to do so, first off this script is meant to be attached to an equipped item, and be apart of the larger set of summon items, here is the script Scn AXMHealthBattleRegenScript float chealth float phealth float hourtimer float currentday float daycheck ;---------------------- 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 Set emergencyregen to 0 if ( AXMRegenTimer.AXMRegenEmer == 0 ) set AXMRegenTimer.currentday to GameDaysPassed set AXMRegenTimer.daycheck to GameDaysPassed set AXMRegenTimer.hourtimer to GameHour set AXMRegenTimer.AXMRegenEmer to 1 set AXMRegenTimer.update to 1 endif End Begin Gamemode Set chealth to Player.GetAV Health Set phealth to ((chealth / AXMMaxHealth) * 100) if Player.IsInCombat == 1 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 == 1 ) if ( AXMRegenTimer.dayspassed >= 1 ) && ( AXMRegenTimer.dayspassed < 7 ) if ( emergencyregen == 0 ) player.AddSpell AXMDarkKingsSelfPwr02 Set emergencyregen to ( emergencyregen + 1 ) endif endif endif if ( emergencyregen > 1 ) set AXMRegenTimer.AXMRegenEmer to 0 set AXMRegenTimer.update to 0 set emergencyregen to 0 set AXMRegenTimer.dayspassed to 0 elseif ( emergencyregen == 1 ) set AXMRegenTimer.AXMRegenEmer to 2 endif if ( AXMRegenTimer.dayspassed >= 7 ) set AXMRegenTimer.AXMRegenEmer to 0 set AXMRegenTimer.update to 0 set emergencyregen to 0 set AXMRegenTimer.dayspassed to 0 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 End i have done many troubleshooting things here after each issue and yet still having this error of it not executing, originally the regen spells were constantly being added at start of combat. Fixed: by moving the current health/max health calc to gamemode, now the issue is that it doesn't give the regen at all regardless if you go to that percentage in combat or start of combat (also emergency regen was a greater power and i changed its tag to ability to suit the script but kept its duration if i need a timer please say where) the calculation of AXMMaxHealth is done in 2 scripts(as a troubleshooting measure) but i can move it to one if someone can tell what is wrong with the order of where to put it, as the items in question have enchants and an active applied after the summon. the Summon Spell for said items scn AXMConjureArmorScript Short bChoosing Short Button Begin ScriptEffectStart Set bChoosing to 1 MessageBox "The Darkness Envelops Around You, and tries to Overwhelm You, What Will you Do?" "Embrace the Darkness" "Fight the Darkness" End Begin Gamemode If bChoosing == 1 Set Button to GetButtonPressed if Button == 0 Set AXMArmorSummonVar to AXMArmorSummonVar + 1 Set bChoosing to 0 message " " message " " Player.RemoveSpell AXMDreadedConjureArmor Player.Additem AXMConjuredClaymore 1 Player.Additem AXMConjuredRaiment 1 Player.Additem AXMConjuredHood 1 Player.Additem AXMDarkKingsFinesseOrb01 1 Player.Additem AXMDarkKingsFinesseOrb02 1 Player.Additem AXMDarkKingsFinesseOrb03 1 Player.Additem AXMDarkKingsMystOrb01 1 Player.Additem AXMDarkKingsMystOrb02 1 Player.Additem AXMDarkKingsMystOrb03 1 Player.Additem AXMDarkKingsPhysOrb01 1 Player.Additem AXMDarkKingsPhysOrb02 1 Player.Additem AXMDarkKingsPhysOrb03 1 Player.Equipitem AXMConjuredClaymore Player.Equipitem AXMConjuredRaiment Player.Equipitem AXMConjuredHood Player.Equipitem AXMDarkKingsFinesseOrb01 Player.Equipitem AXMDarkKingsFinesseOrb02 Player.Equipitem AXMDarkKingsFinesseOrb03 Player.Equipitem AXMDarkKingsMystOrb01 Player.Equipitem AXMDarkKingsMystOrb02 Player.Equipitem AXMDarkKingsMystOrb03 Player.Equipitem AXMDarkKingsPhysOrb01 Player.Equipitem AXMDarkKingsPhysOrb02 Player.Equipitem AXMDarkKingsPhysOrb03 Player.AddSpell AXMRevertClaymore Elseif Button == 1 Endif Endif End Begin ScriptEffectFinish Set AXMMaxHealth to Player.GetAV Health Set AXMMaxMagicka to Player.GetAV Magicka Set AXMMaxFatigue to Player.GetAV Fatigue End i added a script effect finish hoping that it goes through, in this order, (ScriptEffectStart -> Gamemode -> ScriptEffectFinish). this did not work The script that handles pretty much everything for the summonable set scn AXMSoulLinkScript short Link short bHasAbility Begin Gamemode Player set AXMArmorEquipCount to player.GetEquipped AXMConjuredRaiment set AXMArmorEquipCount to AXMArmorEquipCount + player.GetEquipped AXMConjuredHood If (AXMArmorSummonVar == 0) && (Link == 0) Player.AddSpell AXMDreadedConjureArmor if (AXMArmorEquipCount < 2) && (bHasAbility == 1) Player.RemoveSpell AXMDarkKingsCurseAb set bHasAbility to 0 set AXMMaxHealth to 0 set AXMMaxMagicka to 0 set AXMMaxFatigue to 0 endif set Link to 1 endif If (AXMArmorSummonVar == 1) && (Link == 1) if (AXMArmorEquipCount == 2) && (bHasAbility == 0) Player.AddSpell AXMDarkKingsCurseAb set bHasAbility to 1 Set AXMMaxHealth to Player.GetAV Health Set AXMMaxMagicka to Player.GetAV Magicka Set AXMMaxFatigue to Player.GetAV Fatigue endif set Link to 0 endif End the idea was that when the armor is summoned this script is to add an effect(which works) however the regen still doesnt trigger, btw the soul link is an Magic effect script as it is applied to an active effect to the player and for the 1 week cool down timer here it is Scn AXMRegenQuestScript short AXMRegenEmer short dayspassed short update float hourtimer float currentday float daycheck Begin Gamemode if ( update > 0 ) if ( currentday != GameDaysPassed ) set dayspassed to ( dayspassed + 1 ) set currentday to GameDaysPassed set daycheck to GameDaysPassed endif endif End Begin Menumode if ( update > 0 ) if ( currentday != GameDaysPassed ) set dayspassed to ( dayspassed + 1 ) set currentday to GameDaysPassed endif endif End this script is identical to the mages guild chest timer just changed a variable to suit my needs the only issues that are happening so far are 2 here is what the problem are 1. regens dont get applied at all at the percentage or even lower 2. emergency regen doesnt get added(this may work if 1 works but unsure) if anyone can help i would be grateful, also if anyone needs any help with understanding any part of the scripts please say, as i can simplify it.
  14. ty i used RefScope and it says that a mod i had installed Mannimarco Revisited added that spell but when i took the id ingame to look in CS i got nothing i look for the spell id and Script id nothing i looked at every spell and and script from that mod, but by typing player.removespell the spell id it gave it did get rid of it so thats the positive
  15. i was playing oblivion then when i looked at my spell page which started out on active effect i got this blank effect, is there any mod or any console command to fix this i tried using FormID Finder and the console code Save Savename 1 and nothing
  16. currently right now i am not using any scripts to modify the value all i was doing was double clicking the item in question and under value i put whatever i wanted on it right now the item has no value and here is everything about the item its under the clothing tab (so you dont have to repair it) it has no biped slots used(this is so it doesnt conflict with any other item and i can use whenever i want) its enchanted(if you need to know the base enchantments let me know but i have it set to not auto calc(though this was the problem originally)) has a script(all it does is add spells when you equip it and remove spells if you unequip it) i would appreciate any fix if it doesnt require OBSE as i want the mod to remain vanilla if worse comes to worse it will remain no value
  17. in the CS i set an item to have a value of 75000 and in the game it was about 300000 which in the game looks really bad since it looks like this 300- 000 is there a way to make it remain the total or close enough to what i want or at least set it to not jump so high (i had set it to 1 just to see what it would do and it showed 273,001). I would appreciate any help with this
  18. i have 2 Companions that i already made with the packages they need i just want them to load like they should. Like wait when i ask them to, and Follow when i want them to. i have found the base of what i want which is what Maglir has for FGC03Thieves(the Quest that activates the wait and follow Command) i have tried giving them the quest that allows them to follow/wait when character asks them to but to no avail(it doesnt display the prompts and how i want it to look like is this; Follow Me Wait Here "Repair Your Equipment"(Just incase their weapon breaks i guess give their weapon to the player so that they can repair it) Rumors), can anyone help me resolve this issue that i am running across(If it is because the player doesnt have the quest is their a way to give the player the quest but not have it load in quest menu and progress-able). i have also noticed that when combat starts they ignore it for a sec(1 does the other just jumps in automatically) then run away or start battling is there a package to force them to start battling when an enemy is present?
  19. fixed the quest i was now able to have topics on them but now when i add them on the npcs they don't display plus i cant use the follow and wait commands anymore(because they don't display) how come this is occurring?
  20. i have 2 Companions that i already made with the packages they need i just want them to load like they should. Like wait when i ask them to, and Follow when i want them to. i have found the base of what i want which is what Maglir has for FGC03Thieves(the Quest that activates the wait and follow Command) but everytime i try to add a topic to my quest for the npcs to interact with(This is the quest that will end up triggering the dialogue for the follow and wait command.) my CS crashes for no reason and i even tried to associated it with the 2 npcs(What i mean is through them i added it to dialogue and added it to View quests to see if it would register as that i have npc that will be using said quest i should add a topic for them to interact with)that i made and it still crashes, can anyone help me resolve this issue that i am running across. i have also noticed that when combat starts they ignore it for a sec then run away or start battling is there a package to force them to start battling when an enemy is present? and i have also found out that they still report crimes like a normal npc is there a way that they ignore it or is it because i put their Responsibility to 100 so they want to report it?
  21. "that weapon will never broken" is not the part that i wanted as i said i wanted the items 3rd option to be used like a repair hammer that unbreakable not the weapon its repairing.
  22. Now that i see how the Code Blocks work this isnt exactly what i wanted. what i wanted was for the items 3rd option to be used like a repair hammer with the repair menu just like how skeleton key acts like a lockpick that cant break i wanted the same for this item i am making so it can repair items without fear of it breaking.
  23. got it to work but now just wondering 2 things 1. is this right Elseif Button == 2 SetEventHandler "OnHit" player.getEquipmentSlot 16 2. will the mod require OBSE to load
  24. Elseif Button == 2 SetEventHandler "OnHit" player.getEquipmentSlot 16 just wondering if i am wrapping my head around it correctly plus cs said "script command not found for SetEventHandler"
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