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Ryyz

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Everything posted by Ryyz

  1. So I'm trying to make some changes to shrines. I want to make it where if you use a shrine it adds a spell and if you interact with a different shrine it removes the previous spell and adds one from that shrine. I thought have a script that checks if the player has the spell for that shrine and if player doesn't add it but if it does remove it... the problem with that is if the player interacts with the same shrine again it removes the spell from that shrine. This is easy with magiceffects but I don't know how to do it with spells. I also thought have the script linked to that specific activator but that causes incompatibilities with mods that add new shrines to places. I'm not sure if there's a way to make it apply to every activator using that base rather than just an object reference.
  2. I'm trying to create a cloak spell that only damages undead. I had the idea to use conditions to check for the undead keyword like other spells that effect undead but that just prevents the spell working because the player isn't an undead. Kind of stumped. Any help would be appreciated.
  3. That's brilliant. It worked. Thanks a ton. I never would have considered that. I did have one more question question. Is it possible to display a global value with messages? Right now its displayed with debug.notification cause I don't know how to do it with messages.
  4. I don't want any magic effects cancelled though... I just want to prevent them from continuing to apply until the global variable goes below 100.
  5. It does the same thing. That script would check if its greater than or equal to 100.. as a result if its equal to 100 it cancels and the way I have it set up makes it impossible to go above 100. I want the effects to remain but not gain any more until the global variable goes down which it does every 60 seconds.
  6. Thats the condition I have set. remember the toxicity script you helped me with last year? I just got back to working on that mod. Basically what I want to happen is once the global variable reaches 100, when you drink a potion no effects apply. But the problem is that when the toxicity reaches 100, it doesn't allow more effects but it also cancels the currently applied effects. I don't want that. All the effects have the same condition. Edit: I messed up the image several times. Fixed now though.
  7. Is become king of skyrim the highking mod? if so I had massive problems from that. Its old and afaik hasn't been updated since like 2013. Try disabling that. LOOT is a must have. Its pretty much required. No one will be able to tell you what order your load order should be in. LOOT does that for you. Also does it happen on a brand new save? Did you uninstall any script mods on that save? if so that is likely the problem. Its a mistake to uninstall script mods unless there's an uninstallation method on the mod page. The way the engine works is that it saves the scripts on your save. When you remove the mod, the script is still there and the game tries to look for it but since it doesn't exist it overloads the engine and you get a crash. When you uninstall a script mod you have to start a new game or you'll likely get a lot of crashes. Its a general rule with bethesda games, don't uninstall mods midplaythrough. Armor and weapon mods are generally ok but not quest mods or any other type of script mod.
  8. You can't. The nif files are completely different. The only way you could do it is if you have the source files from the mod author. esps are also different. If you've seen a few its likely from the author or someone the author gave the files to.
  9. So I have a script that increases a global variable every time the player drinks a potion. I want the potions effects to stop applying once it gets to 100. I added the condition on the potion effects but once it reaches 100 the effects just stop. I tried everything I can think of. Can't get it to work.
  10. I am seriously about to give up. I have no idea why this doesn't work. I've done everything every guide I've seen says to do but it still doesn't work. This is such bs. I tried copying the weight of the preset into CK that didn't work. I even manually changed the texture paths of the exported nif in nifskope and that didn't work. I'm still stumped.
  11. I am completely and utterly stumped. Here's what's going on. I'm creating two followers with presets from racemenu. I export the head in the sculpt tab. I use CK to create the follower. Everything is just wonderful. I used ctrl + f4 on the actors. Here's where the problems start. With the textures from racemenu I get the dark face bug on one of my followers. The other followers face is fine but the rest of her skin is too dark. The skintone is set correctly in CK but it doesn't work in game. Everything about her is perfect except her body textures. The other follower is completely broken. Dark face, hair color is wrong. I just can't fix this. If I use the textures exported from CK it works great. But they both have overlays set in racemenu that won't show up without using the textures exported from racemenu. I've been struggling with this for eight hours. I'm just stumped. I'm not settling on the exported CK textures cause they look like crap without the overlays. Edit: Can anyone explain this: so I get one follower working perfectly and I dont change her while I work on the other. I fix the other then the follower that was working no longer works. Keep in mind I made no changes to her and she randomly breaks. Edit 2: There's something else that baffles me. The two followers use the exact same body but one of them has a neckgap while the other doesn't. I rebuilt one because of skin tone issues but it was an edited duplicate of the one that has no gap. They both have dark faces but only one has a neckgap. In fact they share the same bodytype inside CK. So there's no reason for one to have a neck gap and one not to. I have absolutely no idea what's going on. Completely baffled.
  12. Sorry I'm late getting back, been busy the last couple of days. It works beautifully. Thank you so much. Also, that quest script had a mistake in it. Its Utility.GetCurrentRealTime not Game.GetCurrentRealTime. When I first compiled it shot up a bunch of errors. Looked up the function on the CK wiki and fixed it. But again, thanks.
  13. Yeah. The OnInit thing slipped my mind. I wrote that code at 4AM. I make mistakes at that time. I haven't actually tested anything since 5AM. As for that code you put, I completely forgot about while. Also, the quest was a dummy quest. Just there to run the script. Tried a bunch of different things. Probably should have clarified that. My mistake. As for the "FYI" I knew that. I know ints can't have decimals. That's what floats are for. As you can tell I'm still learning papyrus. I learn better by doing. I'm also good at analyzing code and figuring out what does what. But thanks a lot for helping me out. I really appreciate it. PS: All my properties are manually added. I do nothing with the script in CK til after its done and ready to be assigned. I use Notepad++ with the papyrus plugin. Compiles, catches errors, and its easier for me to code in. I'll work on it tomorrow and get back to you.
  14. That might work in the short term. But will fail when waiting/sleeping for periods longer than the designated duration. The update event would only run once after the sleep/wait menus close. Thus storing the current time when the update is registered and comparing that to the new current time when the update fires and doing a bit of math to determine if multiple stages of toxicity need to be removed would be a necessary step. That's the reason I used Utility.Wait Idk how else to do it without that happening. So I made a little oninit script. I attached it to a blank quest and had the quest run on startup, the script runs but it doesn't actually work. Basically the debug message box I made telling me its running shows up, but when I drink the potion the debug box telling me that its working doesn't appear and the toxicity doesn't go down. ScriptName WA_ToxicityRemovalScript Extends Quest GlobalVariable Property ToxicityLevel Auto Event OnInit () Debug.MessageBox("Script running.") ;Checks if toxicity level is greater than zero. If it is, remove 25 toxicity every 60 seconds. If (ToxicityLevel.GetValue() > 0) Debug.MessageBox("Script working.") Utility.Wait(60) ToxicityLevel.Mod(-25) Debug.Notification("Toxicity level is now "+ToxicityLevel) EndIf ;Checks if toxicity level is 0. If it is do nothing. If (ToxicityLevel.GetValue() == 0) EndIf ;Checks if toxicity level is less than 0. If it is set the value to 0 If (ToxicityLevel.GetValue() < 0) ToxicityLevel.SetValue(0) EndIf EndEvent I also tried attaching it to a quest alias but the script didn't load at all. I set the reference to player. I don't really understand how quest aliases work anyway. I put the last one as a precaution in case the value ever goes below 0. In case you were wondering, yes I put the correct global property in CK. Also I was already planning on separating them before frank said that. I realized it wouldn't function properly as a magic effect.
  15. I'm sure I could.... but then you run into the problem of it being really OP... for example, one of the potions increases damage output. so if you stack those types of effects it would make the player ridiculously OP.
  16. Hmm. Good idea on the effect duration, but there's a problem with that. If you were to drink another potion before the effect ends, it would take it back down instantly. I feel I'd need a script that checks every 90 seconds or so if the toxicity is above 0, if it is then run the decrease system. Any ideas? Also, upon testing I realized something. The original script, the decrease thing would only do it once after every potion consumption which won't work.
  17. Ooooh. Thanks for the info. I didn't realize you could use .Value like that. Thanks!
  18. So, I thought the script should go like Int ToxicityLevelInt = (ToxicityLevelGlobal.GetValue() as Int) If (ToxicityLevelInt < 100) but it didn't work. Theres no compiler errors. When I test in game I still have the same problem. I also changed all the math to ToxicityLevelInt. I've never worked with globals like this so I'm kinda lost.
  19. That completely slipped my mind. But in order to actually compare the global variable I'd need to cast it as an integer. How exactly is that done with globals? Or is there another way to check the value without doing that? Edit: Never mind the above. How would I check for the global? Doesn't work the same as local integers.
  20. Okay, I'm making a witcher alchemy mod complete with a toxicity system. I want to be able to stop potion magic effects from applying when the toxicity reaches 100%. I'd like to make it where the potion itself becomes unusable but idk if thats possible. Anyway, this is the script I came up with: ScriptName WA_ToxicityScript Extends ActiveMagicEffect ;GlobalVariable that disallows potion. 0 is disallow. 1 is allow. disallow once toxicity is at 100. allow when below GlobalVariable Property DisallowPotion Auto ;Toxicity level integer. default 0. max 100. Int ToxicityLevel Event OnEffectStart (Actor akTarget, Actor akCaster) ;Check if toxicity level is less than 100. If it is add 25 to toxicityamount. If (ToxicityLevel < 100) DisallowPotion.SetValue(1) ToxicityLevel += 25 Debug.Notification("You drink the potion. Toxicity is now "+ToxicityLevel) EndIf ;Check is toxicitylevel is 100. if it is set globalvariable to 0. If (ToxicityLevel == 100) DisallowPotion.SetValue(0) Debug.Notification("Your toxicity amount is too high. Drinking another potion would kill you.") EndIf If (ToxicityLevel == 0) Else Utility.Wait(90) ToxicityLevel -= 25 Debug.Notification("Your toxicity amount is now "+ToxicityLevel) EndIf EndEvent Here's the problem I'm having. I drink the potion, script runs, applies 25 toxicity like it should. I drink another, but the toxicity doesn't increase and it stays at 25. Basically it only adds toxicity once. I can't test the global since it never reaches 100, it goes to 25 every potion consumption. I also tested the removing toxicity, it worked fine. It removes it properly. I originally had "Int ToxicityLevel = 0" I thought that's what was cuasing it so I removed the "= 0" since integers start at 0. Anyone have any ideas? I'm stumped. Also, if there's a way to stop the potion from being consumed at all, I'd like some info on that. If not, just helping me work through this problem would be fine.
  21. Let me start off by saying, I know I posted something similar to this in another subforum, but one, this one will have different information, two the reason I posted in the other subforum was because I forgot this one existed because I had the other one open when researching something, three, to the admins, can't you make it where users can delete their own posts... I know its possible as I've used IPB for my forums in the past. One last thing before the info, sorry if this against the rules. If it is feel free to delete it and we can all go on our merry way. Now that that's done. In the last post I asked if it was possible to add tiers to lesser powers. I did some research and turned up nothing. I'm still learning Papyrus. The other one I asked a few questions, but I'll only ask one that has two parts. Is it possible to make lesser powers act like shouts? What I mean is how they have basically tiers, three words of power and such. I don't HAVE to have this and it's not the end of the world if I don't, but basically what I want to do make it where you interact with an activator, gives one of three spells, lets say I used the tier 2 activator without tier 1 and instead of getting tier 2 you get 1. Theoretically its possible. In my mind it would be a script checking for a spell, which I know is an If statement, if it doesn't find it it switches to the else and you acquire that the spell that the else references. All well and good, I have a few theories of how the script would play out. I know how ifs and elses work since papyrus isn't the first programming language I've messed with. The problem I see with that theory is it would have to check for three different spells, then have multiple ifs and elses. I don't know if that's wise with papyrus. I will do my own research and try and formulate a script. I'll post it and see if it's safe to use. I'm scared that a script with that much going on will wreck people's games. Which obviously can't happen if I'm going to release it. I'm not really sure if it will or not given the fact it doesn't run constantly. Runs once to check the spells then shuts off until another activator is activated. The second part of that question, as I mentioned, if it is possible, which I imagine it is, what's the best way to do it? Forgot to say: I posted another question before and it turned into a drama queen war between two people, luckily one of them is banned now. Not naming any names. My point is, if you're posting just to start something, don't. It was a hassle that I kept getting notifications, I even had some perfectly logical reasons why they should stop and they never did. I finally had to get a mod to close the post. I don't wanna go through that again, I know it's a rule and I'm not trying to break the one rule about telling people its against the rules, just save me the hassle of doing that again.
  22. I'm an idiot. Happens when you're distracted by a headache. Could someone please move this to https://forums.nexusmods.com/index.php?/forum/3930-skyrim-creation-kit-and-modders/ I forgot about that subforum.
  23. I'm actually working on a wicher sign mod. I finished coding quen. Doesn't work just like the game sadly. Essentially what it does is, raises a barrier, its the same animation as the concentration healing spell, I think its called healing, that lasts for 45 seconds, unless you take 1000 damage. That's tier 1. I haven't messed with the other two. I'm making them similar to witcher 1 in terms of getting them. Circle of Elements hidden around skyrim. The best you can do with skyrim's engine is make it where it heals you every one second or so. There's a way to make you invulnerable in Creation Kit, but there's no way to add a way to make it disappear after damage. Also its a fire and forget which means you pres Z(default) then it does what I said. I was going to use witcher sounds, but I never got a response from CD Projekt Red. I already have everything I need. I'm using some rune spells from a spell mod for Yrden. It works as a lesser power. Lesser powers are just like powers, the racial ability for example, but they're usable more than once a day. I added a cooldown script but I don't know if it works. Haven't tested it yet. Quen works though. I recolored the yellowish healing effect to a blueish purple. Aard will likely be unrelenting force. Quen is what I said. Axii will work as Calm. I might make axii work as a mixture of the different witcher games. I have some problems I need to sort out. But I'll trying and get it working before long. Main problem I have it adding the tier system. I want to have it for realism and balance purposes. Also my plan is once you get one tier, then another, you keep both and it doesn't replace the first like it does in Witcher 1. Also, sorry, but there won't be the animations just yet. I don't know how to animate things so unless I get someone to animate the hand gestures there won't be there. Also I believe my friend told me, could be wrong, but there used to be a witcher sign mod but it was removed a while back. I'm also thinking about making a witcher based quest mod. My friend makes racemenu prestes modelled after witcher characters. He also has some custom witchers. The main ones are Kaine, which is Geralt. Jessica, married to Kaine which is Yennifer, and Morgan, child of Kaine and Yen, obviously Ciri. I've been trying to talk him into releasing them. They're a million times better than the crappy Witcher presets out now. Compared to his, the other ones are garbage. Anyway, if I make the quest mod they'd have those characters. I don't know if I will, but if I do it's a long time from now. Sorry for the long reply.
  24. So I'm making a mod. A witcher sign mod. For balance and realism problems I need a way to make three different tiers. I want them to be lesser powers. I want these lesser powers to work similar to word walls. So I have two questions. Is it possible to make a lesser power act like a word wall? What I mean is that like if the player were to activate the second tier of the spell without the first, they would get the first and not the second. Second question, is there a way to make a shout like spell but not have it appear in the shout screen? It'd be pretty stupid to have a non-shout in the shout screen. I'm still in the process of learning papyrus. I looked in the word wall script and managed to interpret the script well enough to know the word wall script won't work since it hooks into the shouts and not lesser powers. I posted a problem with this mod before. I know its hard but don't start a drama war. First post I made turned into a war between two people arguing over which script is right. So if you post a script, which I'm sure that's what this needs, one, make sure it's readable for me. When I look a code, I can learn what does what by studying it and doing a little research. Two, if someone else posts another script, don't go off on an off topic tangent saying "this script is wrong. mine is correct" or something around that. If something is wrong with it at least put why. Thanks in advance.
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