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sLoPpYdOtBiGhOlE

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Everything posted by sLoPpYdOtBiGhOlE

  1. TranslateTo can work on actor if you set motion type (4) before calling translateto You could probably use physics for the grab effect part, but I'd need to dissect another mod to have input on how to implement it.
  2. Yep, I'm old and tech dumb as well (half a century +) , probably why I'm always rude n grumpy :) That's my excuse and I'm sticking with it :P
  3. Dirty way, that isn't correct but works. I created an empty quest, added a script to it. In the script I register for a key event. When the key is pressed I get the player crosshair reference, if there's a reference, get the type and if it's 43 it's a NPC. From there I add the target to the player faction, set the player faction friend to itself and call StopCombatAlarm() and StopCombat(). That attacker becomes passive to me and anyone else that's a friend or in the player faction. If multiple of my followers are attacking something I don't want them to, then I target the thing they are attacking and they all stop instantly. Also what they were attacking now will attack anything that threatens me or my other followers. example snippet of the pacify code I use to stop nutcase attackers. if !akSpeaker.IsInFaction(PlayerFaction) akSpeaker.SetFactionRank(PlayerFaction, 0) PlayerFaction.SetAlly(PlayerFaction, True, True) akActor.StopCombatAlarm() akSpeaker.StopCombatAlarm() akSpeaker.StopCombat() endif In my current release of MHIYH 4.X I use a similar option but instead of the player faction I created a dummy faction I put the attacker in. I apply the same way as above without adding to player faction, but I also set ally for the Dummy Faction with player faction. As I don't like cramming everyone into the player faction as it can upset faction relations with other hostile and non hostile factions depending on what other factions the attacker is already in.
  4. As a guess (I could be wrong). An equipped bow is the same as having a bow in a container, scripts attached to non persistent objects in containers will fail to fire functions.
  5. That's not SKSE bug, it's Skyrim Online mod that's causing that. Simply uninstall the Skyrim Online mod. http://www.nexusmods.com/skyrim/mods/3592/?
  6. I was basing the above that your script is attached to the player side of things. I'd do it differently if your script is attached to the actual temp ref object that's being deleted.
  7. Couple of ways to work around it maybe. Maybe instead of OnUnload() do OnCellLoad() and check the TempRef cell against the player cell eg: Event OnCellLoad() If TempRef If (!TempRef.Is3DLoaded()) && (TempRef.GetParentCell() != Game.GetPlayer().GetParentCell()) TempRef.Delete() TempRef = none EndIf EndIf EndEventIf you need to cache those TempRef for deletion due to there may be more then one delete needed: ObjectReference[] Property TempRef Auto ;Set your array property to the size you think suites. Function YourFunction() Int i = TempRef.Find(none) If i >= 0 TempRef[i] = Game.GetPlayer().PlaceAtMe(SomeForm) Else Debug.Notification("Hit TempRef Cache Limit") EndIf EndFunction Event OnCellLoad() Int i = 0 While i < TempRef.Length If TempRef[i] If (!TempRef[i].Is3DLoaded()) && (TempRef[i].GetParentCell() != Game.GetPlayer().GetParentCell()) TempRef[i].Delete() TempRef[i] = none EndIf EndIf i += 1 EndWhile EndEvent
  8. I used "The Chill" cave as a base, it's not marked on the map, it's North of the College of Winterhold. I just befriend the 3 Frost Atronachs that spawn when you exit and they keep guard on the place for me. I use iWant (no longer around) to remove the cages, add a double bed for me and my follower and other furniture/crafting stations. You could use Jaxonz Posistioner to do the same thing. I also add a player camp map marker using iWant for quick travel. You could use My Home Is your Home instead to set a follower home there, this way you can quick travel there. Small, cozy and out of the way ice cave that's fun to decorate while in the game playing :)
  9. TempReference.DeleteWhenAble() http://www.creationkit.com/DeleteWhenAble_-_ObjectReference
  10. So what player/player faction should own the cell for it to be seen a player house. eg: Actor Player ? PlayerFaction? PlayerHouseFaction? Any of them or is there a specific one? My guess would be PlayerHouseFaction, but that's a pure guess as I don't know and would like to. Main reason is I added a cell ownership feature to a mod I'm working on, so the user can specify the cell ownership from an MCM option. Edit: Nvm, I should put my glasses on when reading the editor names of Factions in CK, there is no PlayerHouseFaction That's PlayerHorseFaction... doh So PlayerFaction it is then :)
  11. Without seing the esp and how your dialouge is set up it makes it hard to diagnose, even with your description of conditions etc. That SEQ needs to be regenerated if you add or edit any dialogue. That's not gospal, just what I find when playing with dialogue. For example: Created the dialogue and created a SEQ file and all works well. Added more dialogue and edited existing dialogue it still works well (didn't recreate the SEQ file). Added more dialogue and now my new options don't show or my original dialogue options are intermitant. If this is the case then regenerate the SEQ file again.
  12. Try My Home Is Your Home. I haven't used EFF, but from what I read of others MHIYH does override EFF home residence sandbox feature. For me MHIYH sleep works pretty well, maybe your mileage may vary. My Home Is Your Home lets you assign your followers a home and optional sleep, work, guard, eat duties. Basically after you assign the follower a home/duties when you dismiss your follower they will go there and hangout and do duties you assign them. Those duties you assign them eg: sleep, work, etc can be in different cells / world spaces and they will travel there to do them. MHIYH also has incorporated multi floor sandboxing, so tenants will travel up and down stairs to sandbox. MHIYH also offers for you to quick travel to any assigned home or duty (quick travel even to duties assigned inside houses). It also offers for you to call any tenant to you at any time. MHIYH is compatible with most follower managers out there as well as the vanilla skyrim follower system. Newest version of MHIYH 4.0 also has a follow/relax mode that only works on dismissed followers who are a tenant of MHIYH. MHIYH tenants that follow/relax do not go towards skyrim follower count, so it doesn't effect other follower managers limits. This option can be disabled. You can Assign, Call, Evict etc per page of tenants or do the same individually for each tenant. Page is when you look in MCM -> MHIYH 4.0 menu it displays your tenants in pages. Page of tenants can be viewed from 2 upto 20 tenants per page, user adjustable per page. MHIYH 4.0 http://www.nexusmods.com/skyrim/mods/64106/?
  13. Create a Formlist with the types of creatures that will follow. Add a script to your projectile for the spell. In your script fill global variables for x, y, z with the projectile position. In the script that fires the spell check where your spell hits via the global variables and using FindClosestReferenceOfAnyTypeInList(), if there is a creature in the radius then use: YourCreature.SetPlayerTeammate(). http://www.creationkit.com/FindClosestReferenceOfAnyTypeInList_-_Game http://www.creationkit.com/SetPlayerTeammate_-_Actor That's the basic idea of it, but it could be done other ways. Sorry not to more specific, but I didn't feel like writing an example plugin without seeing what you already have done.
  14. Hmm, well I had a look and tbh I don't see anything wrong. I don't have the bsa just the esp you pointed me to for what you've done with the fishery. Checked it in the CK and everthing looked linked correctly. As I'm not on my dev pc (using antique laptop with Nvidia 8600GT 256MB, 3GB Ram, 2GHZ centrino cpu), my mobile only has 100MB left for 2 days) So I thought what the hell, I load the esp without all the rest. Did console player.moveto xx7cfbbe to get to the hatchery. Activated the hatchery, gift menu oprens asking for fish. I changed nothing at all. http://nsae02.casimages.net/img/2015/03/30/15033009032467699.jpg http://nsae02.casimages.net/img/2015/03/30/150330084431967852.png I was under the impression the linkref wasn't working? I didn't actually check if the fish spawn. When I saw the Add Fish gift menu I new that the linkedref was working fine. So I exited and thought I'd ask.
  15. Hi again, got your pm. Here if you like, just dropped a custom hatchery like I mentioned when I posted. (Not on my Dev pc atm, so I just crudely dropped the spawners, npc and hatchery and hooked them up) Just so you can see what I meant about doing it from scratch. This is just the bare minimum, no collision boxes or extra fluff. Located at Whiterun Dragonseeach. Everything linked and worked just the same as when I did it for one of my own mods. The reason i had the hatchery as a parent to spawners was I had it as an option that the user could buy. The tester I'm posting is not parent enabled and as I said it's just the crude bare minimum to test the hatcherynpc reflink works as intended. (Hmm, maybe I should of tested it after cleaning it, ahh well I'll do it now) Edit: tested it after cleaning, yep linkref works.
  16. DirectX0 that comes with skyrim contains the runtimes with D3DX9_43.dll. Maybe go to your Skyrim\DirectX10\ directory and install the runtimes from there first and see if it fixes your problem.
  17. You could try Pocket Empire, it has mannequins that are male and female, also lets you change poses. Basically the mannequins are npc's with togled ai. (skin, not wood texture)
  18. Seems odd, I've only created a hatchery from scratch, but it shouldn't make a diffence if you copy it. I created a mini fish hatchery at whitrun in the water under the footbridge at the front of Dragonsreach. Added a HatcheryNPC to my own utility cell, gave him a unique editor id. Added a BYOHFishHatchery (gave it a unique editor ID) to the water and added a linkref from Hatchery to my HatcheryNPC. Added multiple critterSpawnPond_Shallow and critterSpawnPond_Small and linked to the Hatchery with Enable Parent. Then edited each of the critterSpawners critterspawn01 script properties for CritterTypes set each spawn fish type. Then edited the Hatchery FishHatcheryScript Under Fish References added the references to the the critterspawners I added earlier. Then I set up a collision boxes for the hatchery. Loaded my plugin and it works as intended in the brief I've tested of it. Off topic: Is this fishery for your Tel Nalta II project? Nice looking mod by the way, haven't tried it yet but I do intend to at some point in the near future. I'll try it with my revamp of MHIYH 4.0 when I get a chance. I was going to apply for your scripter position when you advertised, but thought you'd be better off with someone with more experience, known and reliable.
  19. What do you mean? I haven't seen any problems. I know that it removes unused states but I assume that's because the compiler optimizes those out and doesn't include them in the pex files. Yep exacly what I mean. I noticed it with some pex files that use states, it seem to drop the states, even though the script would recompile without those states. I noticed first when I decompiled some UFO scripts and also some of my own custom planter scripts where I used states for different cycles. The states where removed, but the decomiler did comment that it had removed redundant states. But the states in my own scripts were required and used. As you said though it's not a problem as it's easy enough to follow functions and see where and if states are required or not.
  20. After linking the duplicate BYOHHouse2FishHatcheryNPC001, are you starting a new game or at least loading a save that didn't have the original link to the BYOHHouse2FishHatcheryNPC001. eg: Duplicate the hatchery and link the duplicate BYOHHouse2FishHatcheryNPC001, then load a save that hasn't had it initiated already.
  21. The only thing it doesn't seem to keep intact is States.
  22. Myself I use a cmd line version: http://www.nexusmods.com/skyrim/mods/35307/? Works fine for me.
  23. The error isn't in your code. The error is: Unable to find flags file: TESV_Papyrus_Flags.flgIf your getting that error then it means you'd be getting that error anytime you compile anything. To be honest the only time I've seen that error was when I added papyrus compile option to my 3rd party text editor. I have a sneaking suspision that the recent Skyrim steam update has screwed with ck psc files. As I've seen recent posts with people with the same compile error and it turned out that after the update all their *.psc source files have been packed in a scripts.rar and removed from their Data\Scripts\Source\ directory. (I haven't let my Skyrim update. So I'm only going from what I've read from others recent posts about it). As for your Gold alias, it's not pointing to anything, are you forcing a reference to the Gold alias at a later time?
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