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OvadWolfeye

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Everything posted by OvadWolfeye

  1. 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
  2. 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.
  3. 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.
  4. 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?
  5. 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
  6. 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/
  7. and another 3 frustrating hours later..................... Blender Shutsdown and gaming can begin. ( if your like me anyway)
  8. 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.
  9. 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.
  10. 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
  11. 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.
  12. The AdditemNS adds the referenced object without haveing a message pop up on screen saying that said object has been added.
  13. 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?
  14. 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.
  15. 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.
  16. Hi I am tring to install Core COBL using wyre Bash. I have successfully used the wizerd and I am left with a esp named "Cobl Filter Late MERGE ONLY.esp" I have read a little on https://wiki.step-project.com/Guide:Merging_Plugins but honestly it is quite confusing to me. Could someone please help me Merge this esp with my Bashed Patch esp?
  17. Ok Almost there folks. Pellape was correct about the spell and DrakeTheDragon is correct on not needing a script to be placed on the activator. I still need to tinker with it a bit because my DoOnce to keep the spell from being cast a billion times back to back isn't working (Probably due to my being tired as having a million and one edits to what would probably be easier for you more experienced modders). So Thanks for getting me headed in the right direction I will finish later ( after much needed sleep). for the curious I am still using a trigger for my Activator heres the script on my boots thus far. scn OvadBootsScript Ref Trigger ref Home short DoOnce Begin OnEquip Player set trigger to OvadBootsTriggerRef set Home to OvadTriggerHomeRef End Begin GameMode If player.issneaking == 1 && player.getequippedobject 5 == OvadBoots If DoOnce == 0 trigger.moveto player 10,10,10 trigger.cast OvadBootsSpell player trigger.moveto home 100,100,100 Set DoOnce to 1 ElseIf DoOnce == 1 Endif Endif if player.issneaking == 0 player.dispel OvadBootsSpell set DoOnce to 0 Endif End
  18. Thanks I will look into activators I used a trigger box because its invisible. I believe I have misinterpreted what I read at Cast - The Elder Scrolls Construction Set Wiki The discussion page also led me to believe the script that uses the cast feature cant be part of an item in my inventory. I read somewhere that to get it to work the way I need to is to make an invisible object that still has the ability to collide with in order to use cast function but was not able to find anything on how to make an item or custom npc that would be invisible ( unless its as easy as choosing no nif file which I will test after this post.) with regards to the using the <> to add a script. I type 1 for what line to start on and selected the PHP/Auto/Generic Detect for code selection and I did use copy paste feature. I will try again and leave the 1 out using same code type. scn OvadBootsScript Ref Trigger Begin OnEquip Player set trigger to OvadBootsTriggerRef End Begin GameMode If player.issneaking == 1 && player.getequippedobject 5 == OvadBoots trigger.moveto player elseif player.issneaking == 0 player.dispel OvadBootsSpell endif End this is my code put on the boots I used Begin OnEquip Player to fix an issue I had with CM Mod follower equipping a pair of my boots and causing me to stay vanished after I used them.
  19. test runok hope that worked. thanks for info. I checked and my spell was set to Self. I changed this to Target. mag of chameleon on said spell is 30 and the duration is 5000. I reloaded game and tested the box popped up I clicked ok, then I hear the spell see a small green poof like my player farted ( no joke only the location of fart was not directly behind his rear) but no chameleon effect was put on player. I think its somewhere in my timing I have the cast function listed before the move to home. Do you think I need to ad a timer in-between these steps? Is the moveto function preventing the cast function to complete? as far you saying a similar one you done was that the player to far away from the trigger, I have move to without coords so it should be right on top of my player. Could this effect the outcome possibly need to change it to trigger.moveto player 10,10,10 as an exmple? bonus question if the blue <> didnt work correctly how do i get it to work correctly for future posts? Test run blue<> #2 Scn OvadBootsTriggerScript short triggered Ref Trigger Ref Home Begin OnTrigger Player set trigger to OvadBootsTriggerRef Set Home to OvadTriggerHomeRef if triggered == 0 set triggered to 1 endif end begin gameMode if triggered == 1 cast OvadBootsSpell Player messagebox" test if working thus far" set triggered to 2 endif If Triggered == 2 trigger.moveto home endif End
  20. Ok sorry guys for taking so long to reply this is what I am trying to do. I got a pair of boots that I want to have chameleon only while crouching. I made a working pair that adds a ring with chameleon enchantment without a specified equipment slot. when in crouch item is added and equipped when nor item is unequipped and removed. it works, but I want it to work with a spell instead so I made a trigger and placed in a test cell the boots now when entering crouch mode use the moveto function to move the trigger to the player and the trigger is scripted scn ovadbootstriggerscript ref trigger ref home short triggered float timer begin onTrigger set trigger to ovadbootstriggerref set home to ovadtriggerhomeref if triggered == 0 trigger.cast ovadbootsspell player set triggered to 1 set timer to 2 ;2 delay before reset endif end begin gameMode if triggered == 1 if timer <= 0 set triggered to 0 else set timer to timer - getSecondsPassed endif endif end I thought it might be a syntax error so I tinkered with it a bit to this : Scn OvadBootsTriggerScript short triggeredRef TriggerRef Home Begin OnTrigger Playerset trigger to OvadBootsTriggerRefSet Home to OvadTriggerHomeRefif triggered == 0set triggered to 1endifend begin gameMode if triggered == 1 cast OvadBootsSpell Playermessagebox" test if working thus far" set triggered to 2 endif If Triggered == 2trigger.moveto homeendifEnd so my player never gets the chameleon spell cast on him but the messagebox does appear. what am I doing Wrong?????also the boots script has the if issneaking == 1 && DoOnce == 0 so that the boots do not just cause the trigger to repeatedly cycle between moveto functions.
  21. QQuiz Thanks very much! That list of functions page is something I have been actively been looking for but never could find through google some reason. this will help out tons I am sure.
  22. So I am trying to make a script that when I try to pick up an object a spell effect (aka curse) is put on the player. I looked at the Alter of Arkay script and the syntax it appears to use to cause this to happen to the player is Cast AltarArkay Player. Am I missing something or is it impossible to have a spell effect be placed on a player via scripting?
  23. Hey I got it to work! I am playing GOG version so I have two ini files the ini in the game directory basically doesn't work for the game, For GOG gamers the ini in in C:\Users\Whateveryourusernameis\Documents\My Games\Oblivion
  24. So I would have to pick something like block or cast etc. to change something to the 4th and 5th mouse button in the ini file gotcha I think, an example to change block to my 4th mouse button only would be to open ini find block=line and change it to Block=FFFF03FF. You got me curious so I tried to change run mapping to test mouse buttons changed it to Run=002A03FF Always Run=003A04FF It didn't seem to work. It is interesting and I might have a use for this. If I can get it working correctly, would it be ok if I do use this feature in my mods to incorporate some from your The Collector to have the keybindings only work under certain conditions(like the number keys only work if Collector scroll is open) to minimize other mod interferences? By the way The Collector rocks, I think I will attempt to learn from that and your many other mods(geeking out, geeking out .... oh my I am geeking out)
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