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dizietemblesssma

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  1. I am trying to create a formlist of baseobjects from a formlist of refids. Function dz_move_armour(ObjectReference akref,Formlist akList,Bool keep, ObjectReference destination) debug.trace("DDHH: function dz_move_armour called") ;;;need to create formlist of items to move using formlist of baseobjects;;; FormList baselist = DbSKSEFunctions.CreateFormList() Int i = akList.getSize() While i > 0 i -= 1 baselist.AddForm((akList.GetAt(i) As ObjectReference).getbaseObject()) debug.trace("DDHH: akList("+i+") is "+akList.getAt(i)) debug.trace("DDHH: baselist("+i+") is "+baselist.getAt(i)) EndWhile ;RemoveListFromContainer(ObjectReference akRef, FormList akList, bool abNoEquipped = false, bool abNoFavorited = false, bool abNoQuestItem = false, ObjectReference akDestination = None) global native PO3_SKSEFunctions.RemoveListFromContainer(akRef,baselist,keep,keep,keep,PlayerRef) EndFunction But in papyrus.0.log I see: The baselist is created using dylbill's function but some of the refids in 'aklist' don't have baseobjects, the problem is that the formlist 'akList' is a CK created list and has 103 objectreferences in it. so shouldn't every refid in akList have a baseobject? diziet
  2. getWornForm is an SKSE function in the Actor script; try extending your script by Actor instead of ObjectReference diziet
  3. I understand what you mean when you say that forcerefto ignores conditions, so conditions only work when the quest fills an alias on start? But I don't know what you mean by "If you configure your optional aliases correctly for script filling, the CK will delete any conditions you have set." Is that something different to using forcerefto in a script? diziet
  4. I have a quest with multiple unfilled optional refaliases. They are filled by a script, I wanted the aliases to remain unique so I gave each alias the same keyword and then set a fill condition for all the aliases to match if the keyword is not present on the subject. However, multiple quest aliases are still getting filled with the same actor. Does this mean that the fill condition only checks for keywords on the CK actorbase or actor record but not keywords added by aliases? diziet
  5. Hmm, the drawing board beckons methinks:) Thankyou anyway! diziet
  6. Hmm, this is annoying:) Would there be mileage in having the ring script add a magiceffect to it's bearer and keep a copy of the script variable on that script? Don't NPC magic effects get reset on cell change or something? diziet
  7. Lets imagine I've given a ring to an NPC ,I know the base form of the ring. But the ring has a script attached with a property I need to access. This property is set when the ring is given using the OnContainerChanged event. How do I get the refid of the particular instance of the ring in the NPCs inventory? I wish to know this so that I can get the property from the script instance. diziet
  8. Thanks, I'll leave things as they are then:) diziet
  9. That works thankyou! There seems to be no 'OK' but your suggestion of 'Of Course' is perfect:) Is there a way to prevent the dialogue topic being grey when I use it on a different NPC? Totally minor and not really a problem:) diziet
  10. I know little about dialogue, so is this the case: There exists in the game voice files for generic dialogue like 'yes', or 'no' or 'OK'? Different files for the various voice types? Different localisations will use the same filenames, so as long as the localised game version ships with that version of the filename, other languages are covered? it seems to me that there must be for all voice types in the game generic replies like the above? Therefore I should be able to make my own dialogue for an NPC(s) that has such a simple response and use existing game resources to voice it? Only a) how to find such a sound file, and b) specify it in a dialogue? diziet
  11. My difficulty is that I don't know what the refs are that will be put into the aliases, I'm using conditions to find them in the first place. One of those conditions is membership in a mod added faction. That membership can change. I could start the quest fresh each time but then there is no guarantee that the refs will fill the same alias as before, and I am trying to use a script on the alias to hold a property relevant to that ref filling it. So I don't want to lose that info but still be able to 'top up' the remaining empty aliases. diziet
  12. It would seem that text replacement doesn't work for the buttons of a message e.g.: is the only way to show a list of names (which can change) and receive the selection to use something like SkyUi-Lib? diziet
  13. Say I have a quest with 16 refaliases filled on quest start using conditions, but some of them may not be filled; is there a simple way to get the quest to try filling the empty aliases (using those conditions) at a later time while leaving the existing ones alone? Will I need to write a papyrus function to mirror the conditions in the refalias tab and cycle through (after testing for) empty aliases? diziet
  14. Will changing the default outfit on an actor reference leave the actorbase default outfit as set in the CK, thus allowing me to 'reset' to the original default at a later stage, without having to store that info somewhere? diziet
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