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xGoReTHeRoNx

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  1. Hey! Yes, I have noticed that, and if I remember correctly, I put that at 50. The shrine spawn right in front of the player, which is good. Talking about this, I've published the mod, both for Oldrim and SSE, take a look if you like, here. I've gave you credit, as I've told you several days ago. Thanks for all of your help, you've been a life saver with those scripts. Thanks! Take care!
  2. Hello again Maxarturo! First, I have no doubt about your scripts or the ones of the other guy. I know that is a thing from my part, and thus, I've been investigating and testing some more. As a note, I've done all my testing working directly with coc qasmoke and coc whiterun, without loading any of my saves. I think that the thing that occurs with the shrine itself, it is caused by the .nif. See, I used the blacksmithing anvil as a base, which, it's static by nature, and not designed to be carriable or droppable. But I realized that if you jump onto the furniture (a table for example), the shrine will stay stable in front of you, but if you do it when you're on the floor, the shrine will be at the floor, ignoring the table. So, I guess there's no way to fix that since it takes as reference the Z and X axis where you are at the moment you put the shrine. I don't know I've explained correctly, but I hope it will be understandable. I suppose that the solution to put the shrine on a surface, is to be (the player) on the same suface as well. Your scripts definitely work so there's no problem with that, maybe it's me that I didn't explained myself well in the first place. Here are some pictures of it in qasmoke. I suppose that the shrine it's a bit to the left because it's a scalated object, but I'm not sure. It should be in the center, right?
  3. Well, I've been playing with the mod ingame for a while, and although it works as I wanted, isn't that perfect, haha. The thing is, that your codes (Maxarturo and the other guy/girl, I can't remember the name now), are working perfect. But there's a problem, because sometimes the shrine sinks into the ground (like if there's no collision), and disappears before me. Is there any way to fix that, in a way that if you are looking at some point, the shrine would stay over the place you put it? Let's say a workbench for example, or maybe a table. PS: Thanks for the info about CK, it's an impressive tool but tricky like no other, even more if you haven't enough knowledge about programming. As I mentioned earlier, my mods are simple. Like retextures, or maybe modified armors, but that's it, hehe.
  4. Sad then, since I think it's the second option. In the ck, it's the gizmo that determines the thing that you mentioned. I've investigated a bit while I was writing the previous post, and it seems to be a bug inside of the engine of Skyrim, unfixable, which is a shame. Either way, thanks for all of your help with this. I've never been an expert with ck and my mods are rather simple, that there's no need to use scripting most of the times. Cheers!
  5. Thanks, I've tried everything you both posted, I'll do the same with this. Btw, is there any way to fix the hitbox of the activator? I've scaled the .nif and now the box is huge. I can't find the correct property regarding this.
  6. Well, as I said, I did it by imitation, so I always knew that it wouldn't be perfect from my part. And if wouldn't be any comments, I'd be doomed because my knowledge about this is zero. I appreciate the directions tho, and thanks both for the help. And others will do, I'm sure. Cheers!
  7. Hey! I did the thing that you mentioned with NifSkope. Then, using your scripts and attaching properly the properties, it didn't work. The shrine keeps disappearing when I drop it. But, not all are bad news. Using your second script, and recycling the first part of my code (not mine, since I found it in another mod), it works smoothly. So, the thing ended like this in the Misc object, and its script: Scriptname ArtisanShrineMiscScript extends ObjectReference Activator Property ArtisanShrineActivator Auto Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) if (akOldContainer == Game.getPlayer()) ObjectReference shrine = placeAtMe(ArtisanShrineActivator, 1, false, true) shrine.setPosition(shrine.getPositionX(), shrine.getPositionY(), akOldContainer.getPositionZ()) shrine.setAngle(180, 180, akOldContainer.getAngleZ()) float px = shrine.getPositionX() float py = shrine.getPositionY() float pz = shrine.getPositionZ() float pA = shrine.getAngleZ() float distance = 50 distance = 60 shrine.enable() disable() delete() else disable() setPosition(getPositionX(), getPositionY(), akOldContainer.getPositionZ()) setAngle(180, 180, akOldContainer.getAngleZ()) enable() endIf endEvent And, inside of the Activator object it's your script: Scriptname ArtisanShrineActivatorScript extends ObjectReference MiscObject Property ArtisanShrineMisc Auto Spell Property ArtisanSpellFortAlchemy Auto Spell Property ArtisanSpellFortEnchanting Auto Spell Property ArtisanSpellFortSmithing Auto Message Property ArtisanShrineMenu Auto Message Property ArtisanShrineAddBlessMsg Auto Message Property ArtisanShrineRemoveBlessMsg Auto EVENT OnActivate(objectReference akActionRef) If ( akActionRef == Game.GetPlayer() ) Int iButton = ArtisanShrineMenu.show() If iButton == 0 ; Cast Shrine's spells and show messages ArtisanSpellFortAlchemy.Cast(akActionRef, akActionRef) ArtisanSpellFortEnchanting.Cast(akActionRef, akActionRef) ArtisanSpellFortSmithing.Cast(akActionRef, akActionRef) ArtisanShrineRemoveBlessMsg.Show() ArtisanShrineAddBlessMsg.Show() ElseIf iButton == 1 ; Add Misc Shrine to inventory an Delete this activator (akActionRef as Actor).AddItem(ArtisanShrineMisc, 1) Self.Disable() Self.Delete() ElseIf iButton == 2 Return ; Do Nothing EXIT Button EndIf EndIf ENDEVENT I'm curious to know why your first script isn't working as expected, but, as I said, I tried it with the old one and works perfectly along with your script. That being said, thanks so much for your time and help! I'll give you credit for this and the same thing goes for the other pal that created Your Market Stall. Take care! Cheers!
  8. Hey Maxarturo! Well, I made a new pair of scripts and I couldn't say if it works or not, since, sadly, when I go to the inventory and I drop the shrine, it stands in the air, I recover it, I drop it again and it disappears in front of me. What could be the problem? Your code seems correct. Oh, a stupid question that came to my mind earlier: the second script, is it mandatory that has to be inside of an activator type object or can be used a miscellaneous object instead? I tried both without luck, but I was curious.
  9. Don't worry buddy! Thanks so much for answering! I'll try it as soon as I'll be able to do it. And there's no need to apologize if there is any typo. If I have any problem understanding or whatever, I'll return here. Cheers!
  10. Hi Nexus community! I've been out of modding a lot of time by now, and I need some help scripting a menu, simple in terms of purpose, but complicated when I have to write the script of it. My knowledge about Papyrus and programming in general is zero and normally I avoid as much as possible the scripting thing. But in this case, I see myself forced to use it, since there's no other way to do it properly. I have an idea that is a custom placeable shrine that gives you some blessings all at a time. I want that shrine to be able to be dropped and picked up whenever I want. The thing that came to my mind was through a menu that, when you activate it, it'll show 3 options: Receive the custom blessing, pick up the shrine, or cancel. I've been using a mod that I know of, that does the thing I want partially. It's called Your Market Stall, but its programming seems a bit complicated. I've managed to drop the shrine from my inventory, and stays put the way I want, and when I click on it, the menu shows correctly, and it gives me the blessing, but it fails when has to pick up the shrine or simply, cancelling the action. This is the code I've got. I'm learning from imitation, and it is far from being finish, so don't be hursh please. Scriptname ArtisanShrineScript extends ObjectReference MiscObject Property ArtisanShrine Auto Spell Property ArtisanSpellFortAlchemy Auto Spell Property ArtisanSpellFortEnchanting Auto Spell Property ArtisanSpellFortSmithing Auto Message Property ArtisanShrineMenu Auto Message Property ArtisanShrineAddBlessMsg Auto Message Property ArtisanShrineRemoveBlessMsg Auto Message Property ArtisanShrineRemoveFailMsg Auto Bool Property isPlaced = false Auto Hidden Event onLoad() if (is3DLoaded()) blockActivation(true) endIf endEvent Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) if (akOldContainer == Game.getPlayer()) ObjectReference shrine = placeAtMe(ArtisanShrine, 1, false, true) shrine.setPosition(shrine.getPositionX(), shrine.getPositionY(), akOldContainer.getPositionZ()) shrine.setAngle(180, 180, akOldContainer.getAngleZ()) float px = shrine.getPositionX() float py = shrine.getPositionY() float pz = shrine.getPositionZ() float pA = shrine.getAngleZ() float distance = 50 distance = 60 shrine.enable() disable() delete() else disable() setPosition(getPositionX(), getPositionY(), akOldContainer.getPositionZ()) setAngle(180, 180, akOldContainer.getAngleZ()) enable() endIf endEvent int Button Event OnActivate(objectReference akActionRef) If akActionRef == Game.GetPlayer() Button = ArtisanShrineMenu.show() if Button == 0 ArtisanSpellFortAlchemy.Cast(akActionRef, akActionRef) ArtisanSpellFortEnchanting.Cast(akActionRef, akActionRef) ArtisanSpellFortSmithing.Cast(akActionRef, akActionRef) if akActionRef == Game.GetPlayer() ArtisanShrineRemoveBlessMsg.Show() ArtisanShrineAddBlessMsg.Show() elseif Button == 1 Event OnActivate(ObjectReference akActivator) if(isPlaced == FALSE) if akActivator.getItemCount(ArtisanShrine) >= 1 isPlaced = TRUE self.getLinkedRef().enable() (akActivator as actor).removeItem(ArtisanShrine, 1) else ArtisanShrineRemoveFailMsg.show() endif else isPlaced = FALSE self.getLinkedRef().disable() (akActivator as actor).addItem(ArtisanShrine, 1) endif endEvent As you can see it's a complete mess, but I know that someone with programming knowledge could help me. I've been with this several days with no luck at all. Any help would greatly appreciated.
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