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ChewGun

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  1. By default, all doors are disabled with a perk overriding their default activation. Then, a power/spell/really anything is given to a player, that, when used, opens the nearest door. If that door is a loading screen door, then player should be placed where it leads to. Can I get a door marker of a door under crosshair/closest to a player? If yes - how?
  2. Could be either, really. OP'll need to clarify. The position check described looks like it's after *any* position shift, though. Yeah, I mean it like that - any position shift. And what about the doors? Is there any "script-way" at all to push player through loading screen doors? For ordinary doors, I can probably use a combination of FindClosestReferenceOfTypeFromRef and door_reference.SetOpen() By the way, can I even use the FindClosestReferenceOfTypeFromRef function on a generic doors (any object of type 'Door'), like in Condition Subject.GetIsObjectType(Door)? If not, is there an alternative? For jumping, I've seen in some mod how it was disabled at all - by messing with JumpRoot idle, but I'm not for completely disabling it... By the way, I don't understand what PeterMartyr is saying at all :huh: That's probably some knowledge internal to modding community?
  3. Hello. 1) Is there a way to reliably check whether the player has/was moved? I was comparing coordinates from the current and previous script update, but it works only in interiors (probably the script lag is too much while on the overmap). 2) Is it possible to replace default activation for a door in a perk, but still allow player through if condition X is met? Can I get the place where this door leads too (if thats a loading door) through a script and teleport there (not like when using coc command, but like actually going through that door)?Can I open/close doors (any doors, not just some custom door scripted for that in my mod) through a script?3) Is it possible to intercept key pressing (jump, for example) and execute some scripted actions instead of default one (let's say the character is drunk and "ragdolls" - collapses on the ground instead of jumping)?
  4. According to the info that I've googled, every item with an attached script is persistent by default. Isn't that so? I don't understand this, won't it just execute "whatever you need with any properties / functions on the armor script" part every time the player equips an item with that script? If so, that's not what I'm looking for... I've tried to put these different lines of code under OnEquip event with check whether the armor is equipped by the player (the check itself works, I've attached debug.notification to it) Scriptname myArmorScript extends ObjectReference ... SetFormValue(akActor, "myarmorscriptinstance", Self) Scriptname myArmorScript extends ObjectReference ... SetFormValue(akActor, "myarmorscriptinstance", Self as Form) But GetFormValue(akActor, "myarmorscriptinstance") When launched from other script after the armor was equipped returns 'none'. Can I manually check that value somehow? I was unable to locate it or any other values set by papyrusutils's SetFormValue (from other mods) in the save file by their name... Also Scriptname myArmorScript extends ObjectReference Debug.Notification(Self) Returns '[myArmorScript', is it normal? Also, maybe the GetLinkedRef() from SKSE is what I need? But, for some reason, the script won't compile because that function is unknown, do I have to manually include something in my script for it to work? SKSE's scripts 'source' folder contents is referenced in papyruscompilerplus already...
  5. Well, I have exactly that situation, but I do know one thing for sure: the script I'm interested in is attached to an armor worn by PC. How can I target exactly this instance of a script?
  6. So, the player has a piece of an armor equipped which has an attached script and some properties defined Scriptname myArmorScript extends ObjectReference Int Property armormod AutoIs it possible to alter those from another script and how if so? They're stored in save file and can be edited, but can it be done with papyrus scripting?
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