-
Posts
26 -
Joined
-
Last visited
Everything posted by TheWoodenplank
-
I'm having trouble getting the script to work/register in game. I think it might be an issue of me using Creation Kit through Mod Organizer (long story, but launching it the "vanilla" way caused errors). But I think that's a problem on my end only, w.r.t. folder and game structure. Thanks for all the help! I'll edit in when/if I get it working, but you've helped me a tonne, and the rest is up to me!
- 8 replies
-
- triggers
- enable static
-
(and 2 more)
Tagged with:
-
I'm still a little uncertain of how the script is put into Skyrim/Creation kit? When I attempt to edit my trigger box, I get the following (Creation kit screen caps) But when I attempt this, I just get a compilation error message. At which point do I actually input papyrus script language? Should I pop into my data folder and make a new .psc file myself, and then (re)start the Creation Kit before I can select it? -thanks for all the help!
- 8 replies
-
- triggers
- enable static
-
(and 2 more)
Tagged with:
-
Having it appear out of nowhere is odd, I realize. But it's sooort of supposed to be a secret, which is why. Thanks! Though which part of that script actually enables something? I feel like there should be some sort of getLinkedRef().enable in that if statement (I don't know the actual syntax, sorry. New to Papyrus, but familiar with prog. languages in general though)
- 8 replies
-
- triggers
- enable static
-
(and 2 more)
Tagged with:
-
I'm rather new to modding, to please forgive me if this is a "stupid question." Without further ado. I have a mod with three interior zones; A, B, and C. They are chain linked such that A<--> B <--> C through regular doors. But there is also a shortcut between A<-->C. However, to avoid players skipping zone B, that shortcut should only be enabled when the Player has reached zone C 'naturally' Basically, there's a ladder in zone C which links to an Initially Disabled trapdoor in zone A. I would like either the trapdoor is enabled when the Player passes a threshold (trigger box?) in zone C the trapdoor is enabled when the Player first uses the ladder from zone C Either way is fine by me, so if one is easier to explain/do than the other that's okay. Thanks for reading!
- 8 replies
-
- triggers
- enable static
-
(and 2 more)
Tagged with:
-
I've searched around a bit on various forums, but could find no proper replica or answer. I've recently designed my own Player Home in the Creation kit, but some of the light fixtures seem overly finicky and sensitive. The lights seem to switch on/off entirely with just a few steps or even just change of character facing (aiming). I've included a couple of pictures in the spoiler below to showcase the issue; even when standing in the same spot, tilting the camera a little bit will switch lights on off. When I was moving around in the house, I thought lights turning on or off was just a matter of the lighting radius, and I tried to scale them up. But the issue occurs even when standing in the same spot, so surely it can't be a matter of radii. I read on another thread - with an apparently similar issue - thread here - that the game hard-caps the number of simultaneous lights at 4; is this true? If so, any advice on dealing with it? By limiting the radius (scale) of lights to prevent overlap, I run back into the old problem of candles and campfires turning themselves on only when the Player approaches, or immediately fizzing out when you take a few steps away. And would you prevent lights from one room from dipping into the light-counter of another, say, on the other side of the wall? Kindly forgive my ignorance, I'm still a novice for interior decorating, but I hope you have a solution, or at least some advice to help me on my way. P.s. I am using ENB, hence why interiors get (very) dark when the light sources are flicked off.
-
So if I create a new quest, how would I run it? It still needs to coincide with the old mechanics (talking to Nocturnal, activating one of the moon crests in Twilight Sepulcher) And even if I did add all three powers to the player ("game().GetPlayer().AddSpell( Name of Spell)") I'd still have to modify the original mod script to prevent removing the powers again when player revisits the crests. i.e. When player first completes Darkness Returns they should get All three Power spells (I could add these to the original quest script; in whatever part comes after talking to Nocturnal, I guess).When player afterwards chooses a Crest (Half Moon, Full Moon, Crescent Moon) NOTHING HAPPENS TO THE POWERS (which would normally be (partially) removed), but they get one new passive.The player can then switch Moon Crest once per day (or week?), removing any previous passives and adding a new one. But retaining all the active power spells. Edit: I might just be in over my head here. I've never really tried scripting before (except for one, very simple mod where I had an On-Game-Start quest that added a bunch of perks to player permanently, but that was much simpler than this dynamic back and forth Nightingale system).
-
Ah, okay. I also found TG09ShadowScript, -strifescript, -subterfugescript. They look like this: I don't get when/where the game defines pTG09Spell though. I need the Cleanupspells (which I assume removes all three powers) to instead remove 3 custom buffs, and the new added ability should be a new custom ability that I made. However; I still want the player to get (and permanently keep) all three powers somehow. I'm guessing now: In TGNQuestScript I change the lines Function CleanUpSpells() Game.GetPlayer().RemoveSpell(pNightingaleShadowPerkSpell) Game.GetPlayer().RemoveSpell(pNightingaleSubterfuge) Game.GetPlayer().RemoveSpell(pNightingaleStrife)to Function CleanUpSpells() Game.GetPlayer().RemoveSpell(pShadowNewPassive) Game.GetPlayer().RemoveSpell(pSubterfugeNewPassive) Game.GetPlayer().RemoveSpell(pStrifeNewPassive) But how do I define these new objects? And how do I make the game also add the old powers (and not remove them again) I'm not sure which bits to edit where... -Also, sorry for the late reply.
-
Hi Nexus! I'm getting more confident with the Object Manager, but am still new to scripts. First off; I want to make it so that a player can have all three Nightingale Powers from the Thieves Guild Quest line at the same time, and instead switch between a trio of passives (like they switch between a selection of powers now). I can deduce that the powers are controlled through a quest: TGNightingalePowerHandler This quest has little info beyond two scripts, which I've copied below (inelegantly). And I've had a look at the TGNQuestScript It seems to be that the TGNQuestScript removes all the powers... ? But in that case how is the proper one added afterwards? To be concise How do I let players pick up all powers simultaneously, and never lose them. What would I have to change/replicate to let players switch between a (new) set of passives, but always keep all 3 active powers? If anyone can help me clear this up, it'd be much appreciated.
-
Set items are a pretty cool concept, but Skyrim only has a few. In fact, as far as I can tell, the base game has just two armor sets with "set bonuses"; The Dark Brotherhood and Nightingale sets both grant a little bonus armor, when wearing all four pieces. But I don't understand exactly how this works. In the Creation Kit, I can see the "Dbfullset" spell, and simply enough it checks if the player has 4x Keyword: Darkbrotherhood gear. And I can recreate this effect, by just putting an enchantment on an item with similar conditions, I could use the Wuuthrad script to add a perk which did the same. But what I'm trying to understand is how the Dark Brotherhood and Nightingale set bonuses work. They're spells with conditions, but when are the spells added to players? I can't tell, looking at any of the armor pieces, that they should add the spell. It seems to come out of nowhere and check if the player has the enough set pieces. When is this spell added to the player? What am I missing? Thanks for reading, and I hope you can elucidate the issue a bit. (And no, I don't strictly *need* to do it this way, there are several other methods. But I'd still like to understand it)
-
Hi Nexus I recently made a mod for changing racial passives. The mod adds a set of perks and abilities to the Player, and only enables some of them, based on conditions. It all works fine except for one bit; that one of the perks works for *all* races, not just the one conditioned. To elaborate... I add a perk called "Cat's Reflexes" to the Player, regardless of race. The Perk checks if the Player is Khajiit and, if they are, gives them the "Quick Reflexes" perk (Time slows down when blocking an enemy's power attack). But the game seems to entirely ignore the "GetRace == Khajiit" condition. I even added the condition twice! Does anyone have a clue why this, somehow, works for all races? My dunmer character, for example, still gets the Slow Time effect when blocking a power attack. (And no; it's not that he has the Quick Reflexes perk himself, blocking skill is only at 20). Any advice much appreciated, thank you.
- 1 reply
-
- perk
- quickreflexes
-
(and 4 more)
Tagged with:
-
[LE] Separate Racial Bonuses
TheWoodenplank replied to TheWoodenplank's topic in Skyrim's Creation Kit and Modders
Thanks a thousand for all your help! I managed to get the whole thing working smoothly now, and I'm just about ready to release my mod, now that I've tested everything works. You're swell! -
[LE] Separate Racial Bonuses
TheWoodenplank replied to TheWoodenplank's topic in Skyrim's Creation Kit and Modders
Okay, my code is now Scriptname RacialAddPerk extends ReferenceAlias {Documentation: This script is used for adding a perk.} Perk Property newPerk Auto Event OnInit() GetActorRef().AddPerk(newPerk) EndEvent And I can add a perk when editing properties. But, last question I swear, how do I add more than one perk? The script just has one property which picks one perk. But I have 10 or so I wish to add - and I can't add the script in multiple times. Please tell me it's not adding the same 4 lines of script nine times over? That seems... wrong. -
[LE] Separate Racial Bonuses
TheWoodenplank replied to TheWoodenplank's topic in Skyrim's Creation Kit and Modders
I managed to fix the first error (of not recognizing the Extends script) - apparently all scripts had been compiled into a .rar file?? And I had to extract it back into the data\scripts\source folder. Now, however, I run into a different issue. I copied the code snippet you gave me, but now the script fails to compile. I feel the GetRef() is the issue. I found an alternate script on the web which goes Actor Property PlayerRef Auto Perk Property newPerk Auto event OnInit() PlayerRef.AddPerk(newPerk) endEvent This seems to be independent of the "extends refenrecealias". But as for properties, there is both a "PlayerRef" and "newPerk" property. The latter is fairly simple, but I imagine the first arises from using PlayerRef instead of an "extends alias"? For the PlayerRef property... Could I leaveit as "Default Script Value" - as it seems to be made for "pointing" to the player? I feel that, with all your help, I'm so damn close. But just not quite there yet. -
[LE] Separate Racial Bonuses
TheWoodenplank replied to TheWoodenplank's topic in Skyrim's Creation Kit and Modders
Thanks a tonne for all this (very thorough!) explanation. I still have two questions/problems though: 1. Do I have to create a quest for every possible race? I.e. one quest checks if player is Redguard... adds perks/spells if they are, a second quest checks for dunmer... and so on. Is there any smart way to combine them all in one quest? Or do I just make 10 quests? (Not that it would be much of a problem... Duplicate!) 2. I seem to run into an error when trying to create a new script with Extends: ReferenceAlias -
[LE] Separate Racial Bonuses
TheWoodenplank replied to TheWoodenplank's topic in Skyrim's Creation Kit and Modders
Hi, sorry for the late reply. First time making a quest.Getting it to run on game start seems simple enough, but how does one "fill alias" and add perks based on race? Under "Quest Aliases" I can add a new quest alias, and get some reference to the player.. but I'm unsure what to do with the various menues. The QuestData seems simple enough But in this tab below, I don't know what to fill. I'm not even sure if adding "New Reference Alias" under "Quest Aliases" is the right thing to do... ? Or do I need to add a script, which somehow adds the "spell" to players? Any assistance much appreciated -
[LE] Script Effects
TheWoodenplank replied to TheWoodenplank's topic in Skyrim's Creation Kit and Modders
So if I wanted to make a script so that Bosmer had, say, a 50% chance to gain 1 extra hide from looted animals... I would have to create a new leveled list for every animal, apply that to their loot table. And then make a script which checks for GlobalBosmer"Luck" or whatever, and... Well this is a bit over my head, I'm afraid :( - really a "noob" when it comes to Skyrim modding. -
Hi Nexus I'm still relatively new to modding, and do not understand the nature of some "script effect" archetypes in the Creation Kit. For example; the Imperial Luck ability (chance to find extra gold). I can see the RaceImperial ability, which is inherent to imperials, and applies the RaceImperialLuckEffect (so far, so good) But in the effect, I don't see how it works. I see no perks to apply, no papyrus scripts, no magnitudes or anything. The only things to identify it is "Constant Effect - Self - and Effect Archetype: Script" So how does it work exactly? What's the script it activates, and how can I see it/Imitate it? (The end product here is I want to create a similar effect where Bosmer have a chance to harvest extra pelts from animals) P.s. The Dragonborn priest masks have a similar way of adding their Fire/Shock/Frost damage bonuses, where I can only see an empty, no-magtiude "script archetype" effect. Any help much appreciated, thank you.
-
[LE] Separate Racial Bonuses
TheWoodenplank replied to TheWoodenplank's topic in Skyrim's Creation Kit and Modders
So it wouldn't work on an already-started game, right? Also; player race is actually decided a while after the game starts, isn't it? - You have to go through race menu first.. -
[LE] Separate Racial Bonuses
TheWoodenplank replied to TheWoodenplank's topic in Skyrim's Creation Kit and Modders
Yikes I've never done any scripting with Skyrim's creation kit (exclusively just edited objects), so I might be in over my head here. I don't want to make a faulty mod, which leaves nasty bits of bad script somewhere in peoples' data folders. -
Hi Nexus In a mod I've made, I modify the attributes of various races*, but these changes, of course, also affect NPCs For example: My mod gives Nords the Unbreakable passive, granting +50 base health. But on legendary difficulty, this tranlates into +150 health for enemy Nords (which is most NPCs in the game...), and the mod inadvertedly makes the game a lot harder. My question: is there a way to only apply racial bonuses to Players, and not NPCs of the same race? Thanks for reading! ------------------------------------------------------------------------------------------------------------------------------------ *(I found it unfair that Altmer get +50 Magicka, and all other races start with standard 100/100/100)
-
Hi Nexus I want to create a mod to make the racist undertones of the game feel a bit more palpable. To do this I wanted to make Elda Early-Dawn (innkeeper in Windhelm's Candlehearth Hall) not offer to rent a room to elves or argonian characters. The thing is, I don't know how do limit who can rent a room from her... Is there a way to do this? I also want to add the ability to rent a room in the New Gnisis Cornerclub (so that elves have an alternate place to stay) and a new "innkeep" in the Argonian assemblage, where Argonians can rent a bed for the night. Thanks for reading
-
Hello I was rather disappointed with the Rueful Axe in Skyrim, so I decided to change it. Buffing it to be on par with other weapons is easy, but I'd like to do something special. I want to script it to deal bonus damage to Lycanthropes and Beasts (somewhat like a Silver Sword does, or Wuuthrad to elves). But I'm not sure how weapon scripts work; I can see that WuuthradScript is applied to Wuuthrad for instance, and I can tell that it applies the CS06BladeofYsgramor perk, which is a 20% damage modifier. But I do not understand how the script checks for enemy race - as the damage bonus only applies against elves. So how would I make a damage modifier perk, like Wuuthrad's, that specifically applies to werewolves and beasts? -Thanks for your attention
-
As the title implies; my game crashes whenever a creature/NPC attacks me. I can hit and bash enemies well enough, and also take damage from spells and dragon breath, but when enemies take a swing at me, the game crashes (just about when damage would normally be registered). I recently switched from using NNM to Mod Organizer (sorry Nexus, but the 0.6 versions really messed up my mods and installation setup). After much trouble I got the game working, and all mods work (at least when I launch the game through MO...) except for the combat CTD issue. The only mod I thought might be the culprit is "Duel - Combat Realism" but even after uninstalling it the problem persists. I know that updating to NMM 0.6, uninstalling and restalling everything, only to install/uninstall it on and off again a dozen times due to NMM mess - and then reinstalling everything again is not healthy for your game, and probably harbors a new character, but well.... I'd hate to lose my 3 characters and start over... again. Any advice? EDIT: After a series of disable/enable runs I managed to find that SPERG was behind the crashes - which is odd because it has worked perfectly well beforehand. I'll try to reinstall it. If I fixed it, this thread can be closed off.