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About OvadWolfeye

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1) doesn't seem like a solution as it would cause a change in the Total amount of Magicka a player can have either up or down, bypassing the Magicka recharge. unless it needs to be followed up by combining a timer, GetAV, and ModAv2 or ModAvMod or am I using this function incorrectly? 2) am still investigating 3) wouldn't work as shown here
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Yeah It is random, I have noticed that when this bug appears in my Ovad's Quicker Looting Mod, that the name gets stuck more often if I activate the Rings Looting Capabilities that use the moveto on dead bodies more often if I never opened the targets inventory before using. If I open the Targets inventory to see what's inside close it without taking anything and then using it the bug happens less often around 2/10 uses. this lead me to believe the issue was regarding time so I used it while not moving and was stopped for a second or two while the intended target was in my Crosshair, this also seemed to have a much lower bug chance. I have the ref variable named harvest in my script that has this bug at the very end of each use it sets harvest to 0, this does nothing to minimize or fix the said bug.
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1) I have not found anything that answers this question 2) I see plenty of stuff about using GetCrossHairRef but nothing on the bug I mentioned 3) I have Tried to make my sneak boots with the Activator item being invisible if the player opens there menu. I have not found anything yet. I made a pair of boots that cast a long lasting Chameleon spell on the player via a trigger and it works and dispels if the player is no longer sneaking, however once activated all future quests no longer move to the nest stage without sneaking and leaving sneak mode, so the best solution I could think of is have an item capable of being equipped but that would not appear in the players inventory should they check.
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Hi I hope this Post becomes a handy place to put up questions and find answers to some questions that seem to allude those who are still learning how to use CS scripting, or other modding questions for that matter dealing with there creation. That being said I have two questions that no trying a multitude of typing different ways into google I have yet to find something either matching or similar to what I am looking for, to suite my needs. 1) What's the proper function to set the players Current amount of remaining Magicka? I do not want to change the players overall Magicka limit just the amount they have at there current disposal ( without just changing a spell cost) I am looking for a scripting solution for various different scripts for the most part I would like my infinite ammo bow to require magic depending on the cost of the arrow 2) If I use the GetCrossHairRef to set a Ref in a script ( example Ref Target) and then have the script use the moveto function on that Ref the name of that ref becomes stuck on screen until the crosshair looks at something else within touch range. is there a workaround for this? 3) is there a way to make inventory item invisible while in menumode yet keep them equipped on the player?
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Separate inventory category for "new" items.
OvadWolfeye replied to Amessagetoyou's topic in Oblivion's Mod Ideas
This isn't a perfect match for what you want, but can help manage newly acquired inventory by automatically sending it to a portable vault. Let me know if it helps. Ovad's Quicker Looting at Oblivion Nexus - mods and community -
Ok Y'all Thanks for the help . I have published the working Bow along with, and added Bonus.https://www.nexusmods.com/oblivion/mods/50736/
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and another 3 frustrating hours later..................... Blender Shutsdown and gaming can begin. ( if your like me anyway)
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The way you feel about your 3D meshes is how I feel with scripting at times( mostly when I think I have a great idea, but find out my knowledge base is insufficient for the set task, to the point that I have to search 6 hours worth of reading material because not knowing how to ask the question the correct way) but then I break down and post a question here and Pellape ( and others your not unloved, thats right DrakeThe Dragon, Mixxa77, and QQuiz I am calling yall out for the awesome help ya'll have been giving me) and I start to make progress again. CS gets more action on my PC then the actual game does right now lol.
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Thanks Pellape :dance: I have done so, never stop helping folks like me, even if our questions seem dumb, for how else are we to learn.
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Ok I think I get what your wanting. How about a Magic script that sets a ref and a variable for each equipment slot Then set them each using the getequippedobject function in the Begin ScriptEffectStart Block In the Begin ScriptEffectUpdate Block use the isarmor on each ref to set the Variables to allow a toggle for the OnScriptEffectFinish Block Set up a timer for the spell and have it dispel at a set time
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Thanks Guys. My thoughts were broadened and I changed the script to this: scn OvadBowScript short active short Igot short Iwant short Ineed Ref OvadArrow Ref HadArrow Begin OnEquip set Ovadarrow to player.getequippedobject 17 set active to 1 End Begin OnUnEquip set active to 0 End Begin GameMode If Active == 0 Endif If active == 1 If onkeydown 256 set Ovadarrow to player.getequippedobject 17 If OvadArrow == 0 If Player.getItemCount Arrow1Iron < 1 Player.additemNS Arrow1Iron 1 Endif Player.equipitemsilent Arrow1Iron set Ovadarrow to player.getequippedobject 17 Endif endif set Igot to Player.GetItemCount OvadArrow set Iwant to 2 If Igot == 1 || Igot < 1 set Ineed to Iwant - Igot player.additemNS OvadArrow Ineed endif endif end Begin MenuMode If Active == 0 Endif End I will be tweaking this script more for perfection but minus a small arrow count bug( which I will be working on repairing) we now have a working bow that can shoot unlimited arrows regardless if vanilla or from a custom mod. as soon as I perfect this bow the stealth boots, and learn the dialog stuff I will upload my mod upon completing it.
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The AdditemNS adds the referenced object without haveing a message pop up on screen saying that said object has been added.
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scn OvadBowScript short active short Igot short Iwant short Ineed Ref OvadArrow Begin OnEquip set active to 1 End Begin OnUnEquip set active to 0 End Begin GameMode If Active == 0 Endif If active == 1 If onkeydown 256 set Ovadarrow to player.getequippedobject 17 Else Return endif set Igot to Player.GetItemCount OvadArrow set Iwant to 2 If Igot == 1 || Igot < 1 set Ineed to Iwant - Igot player.additemNS OvadArrow Ineed endif endif end Begin MenuMode If Active == 0 Endif End So I am attempting to make a Bow that will have unlimited arrows. The arrows will be whatever arrows the player has equipped, allowing the bow to use any arrow in game. This portion works well and I was able to fix my original issue I had ( and posted in a wrong Forum ) of the script freezing when the bow was unequipped. Is there a variable that can be used to determine if the ammo slot is empty, like using the equipment slot bit assignments?
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Ok I fixed the error of the bow being unequipped by changing script to this: scn OvadBowScript short active short Igot short Iwant short Ineed Ref OvadArrow Begin OnEquip set active to 1 End Begin OnUnEquip set active to 0 End Begin GameMode If Active == 0 set Ovadarrow to Arrow1Iron Endif If active == 1 If onkeydown 256 set Ovadarrow to player.getequippedobject 17 Else Return endif set Igot to Player.GetItemCount OvadArrow set Iwant to 2 If Igot == 1 || Igot < 1 set Ineed to Iwant - Igot player.additemNS OvadArrow Ineed endif endif end Begin MenuMode If Active == 0 set Ovadarrow to Arrow1Iron Endif End Now I need to determine how to prevent attacking if no arrow is equipped from freezing this script.
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scn OvadBowScript short active short Igot short Iwant short Ineed Ref OvadArrow Begin OnEquip set OvadArrow to Player.GetEquippedObject 17 set active to 1 End Begin OnUnEquip set active to 0 End Begin GameMode If OnKeyDown 256 && Active == 1 set OvadArrow to Player.GetEquippedObject 17 Else Return endif If active == 1 set Igot to Player.GetItemCount OvadArrow set Iwant to 2 If Igot == 1 || Igot < 1 set Ineed to Iwant - Igot Player.AddItemNS OvadArrow Ineed endif endif end Begin MenuMode End So My script if for a bow to have unlimited arrows for whatever arrow is currently equipped. It works well enough, but has a major flaw. When I unequip an arrow and change arrows the bow changes the reference to the new narrow and life goes on, however, if I mistakenly unequip the bow ( whether or not the currently associated arrow remains equipped or has already been unequipped) the script seems to stop functioning. Any advice on where to look for a remedy to this headache would be greatly appreciated. I also just realized that I am posting in the wrong section, sorry I am still a bit new to all this forum stuff. I will be posting scripting questions under the mod talk construction set forum in the future.