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kieranh7

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Everything posted by kieranh7

  1. You could try putting your Actor references into an Array, then calling eg: MyActorArray.Resurrect(). Or just reference them one by one, Actor1.Resurrect(). etc. I haven't used it myself yet, but i'd imagine .Reset() reset's Activators, stages through the cells, traps and the like etc.
  2. Edit: NVM Found it -> Utility.SetIniFloat("fActorFadeOutLimit:Camera" Hey guys, I've wrote a script for a mod I'm working on for NPC Mind Control, to 'remote' control NPCs for a certain duration. I have it working, but ran into a problem regarding game mechanics, when you are controlling the NPC, the Actor Min-Distance Fade-Out is very high for some reason, this meaning you need to have the camera zoomed out to a ridiculous distance for the NPC actor to be visible on-screen. I have tried various things regarding my script to no avail, and have tried using the camera ini tweak fActorFadeOutLimit, but even at the lowest minus setting, they still fade with the camera a good distance away from the actor. Just wondering if anyone would know a possible work-around for this. I would be most grateful. Thanks for reading. Could be worth a mention that, this 'actor fade out' only seems to happen when I enable control of the Actor. For instance, if I swap the camera to pop onto the NPC with my script, but leave the NPC's AI off, I have no fading problems, but as soon as I enable the NPC AI to be able to control him/her the problem arises. Thanks. On Effect Start Event, Code snippet below, just to show the 'order' of functions used. in the opening event
  3. Make sure you have installed all of the textures to the correct location, generally: C:\Program Files (x86)\Steam\SteamApps\common\skyrim\Data\Textures\actors\character when running from steam. I don't use that mod myself, so I i'm only assuming the naked part is because you installed the mesh, and or esp.
  4. Try temporarily disabling Vampire Overhaul, and testing. I think that has been causing a few people CTDs with it's current version because of a feed script. Else try the above, turning them off one by one. Edit: The only real safe way of doing, is updating to new mods, one at the time, so if you're getting CTD's after getting new mods, you will know the culprit. In other words, try not to go get like 5 new esp's at once, it will make it very hard to determine the problem one.
  5. I think it's safe to say you're not running out of system memory. Are you running the latest version of skyrim? Steam->options->Beta participation->Skyrim. Also are you running skyrim via skse_loader.exe (script extender) it's been known to cause CTDs atm for some users. Difficult to diagnose CTDs as it could be countless things. For instance, do you have a lo of high-res texture mods installed. Or it could be esp's conflicting, although i doubt it would crash like clockwork with esp incompatiblity, unless it was during a specific event in one of those esps which is causing the crash. I would maybe turn off each esp one by one, and see which is causing the crash to desktop for you.
  6. If it's not happening while you're inside, it may be because you're running out of memory. Can you post your hardware specifications, and also test under the same circumstances with no esp's active. Make sure you have the most updated version of your mods aswell.
  7. I haven't actually had to try this for myself yet, but you could try checking This out. It may be what you're looking for
  8. Find the effects of the spell you're trying to toggle, and add them to the player, manually. This is generally a much more efficient way of doing the toggle spells imo. Try a variation of below, just a quick throw-together script, but it should lead you in the right direction. scriptName ToggleMagicScript extends ActiveMagicEffect {Scripted effect for the Spell} import GlobalVariable SPELL Property YOURSPELLGOESHERE Auto MagicEffect Property MFX Auto GlobalVariable Property MagicTransitionGlobal Auto Event OnEffectStart(Actor akTarget, Actor akCaster) ;Global set to 1 if (MagicTransitionGlobal.getValue() == 0.0) MagicTransitionGlobal.setValue(1.0) elseif (MagicTransitionGlobal.getValue() == 1.0) MagicTransitionGlobal.setValue(2.0) self.dispel() endif EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) if (MagicTransitionGlobal.getValue() == 2.0) MagicTransitionGlobal.setValue(0.0) endif if (Game.getPlayer().hasMagicEffect(MFX)!=1) MagicTransitionGlobal.setValue(0.0) endif EndEvent GL with your mod.
  9. You could try something alone the lines of: if (Game.GetPlayer().HasMagicEffect(ZZSharinganSlowTimeEff)) Game.GetPlayer().DispelSpell(ZZSharinganSlowTimeEff) elseif (!Game.GetPlayer().HasMagicEffect(ZZSharinganSlowTimeEff)) ;Add whatever spells etc endif You could also just use an alse, instead of elseif. In my opinion though, you'd be much batter of creating the effects of the spell you would like to use, instead of calling the predefined spell. Then adding those effects manually in the conditional statement, and removeing them if they're already present on the player.
  10. You could use something along the lines of below, but of course, switch out the quest property, to a custom property you made, if you didn't want to use that particular event type. scriptName SpawnHorrorsOnActivate extends objectReference Scene Property AmbushScene auto Quest Property C01 auto ReferenceAlias Property Observer auto Cell Property MyCell auto ACTORBASE PROPERTY spawnedEnemies AUTO INT PROPERTY numToPlace AUTO OBJECTREFERENCE enemy1 OBJECTREFERENCE enemy2 OBJECTREFERENCE enemy3 bool property doOnce = true auto {if true do this only once default == true} bool property placeAll = true auto {default == true if true place all things that have been set if false place the first thing that we find set} objectReference property placedObjectRef auto auto State Ready Event OnActivate(ObjectReference akActivator) (C01 as C01QuestScript).AmbushLeverPulled = true if (!(C01 as C01QuestScript).ObserverCloseBy) Observer.GetReference().MoveTo((C01 as C01QuestScript).ObserverCompensationPoint) if (Observer.GetReference().GetParentCell() != MyCell) return endif endif AmbushScene.Start() GoToState("Done") EndEvent EndState State Done EndState state DoNothing event onActivate(objectReference triggerRef) endEvent endState To be honest, I think it would be much more convenient, and easier to just have an activator script attached to gates. You could have gates around the lever location, and have enemies locked in these gates, then on activation, the gates open, releasing the 'horrors'. You're better off using the movto() function rather than the placeatme one. GL with your mod. Edit: If it's a trap-type event you're trying to create, it's more or less the same thing, just have a look at the trap scripts in the CK, but you'll have to adapt them of course.
  11. You could try manually adding some sort of custom glow map to the plants, but regarding the sound, I would think you need to place the sound activators regardless, to get them set off in the appropriate grids.
  12. Could be because the custom spell doesn't have a predefined reference. Have you tried manually adding the spell to the race you want, in the CK? Would be Races->'the race'->edit->Spell List->right click->new. and then add your spell.
  13. Hmm, you may be using effects that need to be triggered to activate. Look for a magic effect called abOnFire, or type OnFire in the search box, and try that effect. Its the magic shader used for setting ppl on fire with torches. Worked for me when I tested it there.
  14. Ahh, well at least now I know why I couldn't find it anywhere lol. Thanks again for your help mate. Didn't bother wait for the jump ability implementation anyway. Just released V1.0 of the mod. :) The Vampire Effects Project
  15. Hey EvilDead, What I would do is: 1: Make a custom magic Effect in the CK, that is: Effect Type: Script Casting Type: Constant Effect Delivery: Self Then add visual effects, and sounds to that magic effect, eg FireStormCastBodyFX, and Sound effect, Cast Loop, FXFireBody etc. Once you have that done, make a spell, and call it whatever, make it an ability, and make sure it has the same properties as above, ie casting type constant, delivery on self, and add your magic effect to it. 2: Find the Actor you want to attach the effects to, right click it, and go to 'Edit'. the editor dialog will open and scroll to 'Spell List' and add the spell you made. I haven't tried this personally, only added effects to pc characters etc, but If i was to do it. this would be the way, and it should hopefully solve your problem :) GL.
  16. No need to put me in credits, I didn't come up with it myself, I just followed this thread on bethsoft forums when it was active: http://forums.bethsoft.com/topic/1333531-ive-made-a-fortify-speed-spell-but-theres-a-bit-of-an-issue/page__hl__speed Even so, thanks a lot. Didn't want to make another thread just for this one question. Does anyone know the papyrus syntax for SetGS? ie 'Player.SetGS fJumpHeightMin 300' for example. I've tried various guesses at it, such as ofc Game.GetPlayer().SetGS("fJumpHeightMin", 500) which is not a defined function, tried modAV, SetGravityScale(which was a guess). Tried SetGameSetting, Can't find it on CK wiki either. If anyone knows, and can let me know it would be very much appreciated. Thanks a lot.
  17. Thanks very much for all replies fellas, Sorry about the rubbish script lines, I was throwing stuff in there randomly by the end, to see if it helped lol. Going to try all suggestions, very much appreciated. I'll report back if they work. @Jaysus, Its ok mate, tested it, works fine reverting to normal, as its Mod actor value, instead of 'Set', so it just modifies the speed val by 500, even though im using the speedmult, it doesn't alter the multiplier. Thanks for the help. Thanks a lot. Edit: Borgut1337 , your idea worked perfectly, great thinking there I must say. Will include your help on the credits of the mod, Thanks a lot guys for the help. Now, I just need to find out what the papyrus syntax is for 'player.SetGS fjumpheightmin' for a jump ability, tried the AV type of it which is jumpingBonus, but that doesn't work, can't seem to find it anywhere on the CK wiki.
  18. Hey fellas, Stuck on a small script, courtesy of game mechanics, and I was wondering if anyone knows of a possible work-around for it ? This specific script basically alters the speed mult for a set period in seconds for a sprint-type ability, but due to the restraint on pc running-speed updating it wont trigger unless the pc either sprints, or crouches (same as when used via console player.setav speedmult XX), but i'm trying to get it to dynamically update, based on the effect duration, ie effect kicks in, then runs out, aposed to having to manually sneak etc each time to trigger. Any help is greatly appreciated, code below. Thanks. bool bIsFinishing = False Event OnEffectStart(Actor Target, Actor Caster) RegisterForUpdate(1) Game.GetPlayer().ModActorValue("SpeedMult", 500) Game.GetPlayer().IsSprinting() Game.GetPlayer().IsRunning() EndEvent Event OnEffectFinish(Actor Target, Actor Caster) bIsFinishing = True RegisterForUpdate(1) Game.GetPlayer().ModActorValue("SpeedMult", -500) Game.GetPlayer().IsSprinting() Game.GetPlayer().IsRunning() endevent I added in the Update register, and isSprinting,Running as a bash to try get the game to update speedtype automatically, but it didn't work.
  19. Apparently, The last Skyrim patch has prevented people from forcing AA via the GPU control panel, I also have noticed this since the last patch. Only thing to do is use Skyrims' AA. I find 2x SSAA works best (visual:cost). Tested vs 8x MSAA.
  20. Other that general stuttering, and loading issues, from setting options too high for your systems potential etc. Try changing the graphics options to the lowest and test, to remove that from your possible causes. You can also try tick 'Object Detail Fade' in the skyrim launcher -> Advanced options to see if it makes a difference. Have you your GPUs' Fan set to auto? It may sound ridiculous but, that can cause that sort of problem on some systems, everytime the GPU temp changes it takes a processing slice and changes the fan speed accordingly. I would try set it to manual at a desired speed and retest.
  21. Try opening the console and typing: help <NPC-Name> 4 And look for the NPCs Id code, then type: player.placeatme That NPC's ID code goes here
  22. In your Program Files (x86)\Steam\SteamApps\common\skyrim\Data\Interface Try, Cutting The 'Translate_ENGLISH' document from the folder and pasting them somewhere else (eg: Desktop) and then verifying your games' cache via Steam to replace them, I've a feeling it was that Font mod floating around.
  23. It may not be the light that is causing the frame rate issues, but rather the shadows given off by the light? either way, maybe try tweaking these values in SkyrimPrefs.ini These are worth a try at least: (Use Ctrl+F to find them easily) Tinker with these and see if they affect your frame rate noticable. iMaxDesired iShadowMapResolution (This needs to be changed in both, SkyrimPrefs.ini & Skyrim.ini) iShadowMapResolutionSecondary iShadowMapResolutionPrimary iShadowMode=4 You could also try: [General] <- Section bUseThreadedParticleSystem=1 If your desperate, you could also try turning off the HDR (HighDynamicRange) Lighting. [blurShaderHDR] <- Section bDoHighDynamicRange=0
  24. Hey folks, Im wondering if anyone kindly has a list of FOV tweaks for the ini files please. Or, knows a way to disable/change the FOV switch(auto 'view' zoom-out) when sprinting, and/or in werewolf form. The reason for, I play a werewolf character, and the FOV change during 'Beast Form' is a bit nauseating, everytime you stop, and start moving the FOV keeps changing back and forth and its kind of ruining the gameplay for me. So, if anyone could be kind enough to lend a hand with this I would be very grateful. I also have an animation tweak on SkyrimNexus for werewolves, for running on all-fours (like the sprint animation) and it would also benefit this mod greatly, So anyone who finds the solution I will include in the mod description, and credit them completely for it. Thanks for taking the time to read this. I have tried: fFOV=xx fDefaultFOV=xx fDefaultWorldFOV=xx Regards, -Kieranh7-
  25. Yes, I've been using it @ 4k for the last week with no trouble so far, i'm not quite sure if Boris (the person who first suggested this tweak that i'm aware of) had the exe patched for large addressing, and is why he mentioned to keep it under 2gigs. The maximum i have seen skyrim use in memory to date for me, with more-or-less all high-res textures released so far, is approximately 3 GBs, this is including VRAM.
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