Jump to content

Elathia

Account closed
  • Posts

    95
  • Joined

  • Last visited

Everything posted by Elathia

  1. Do any of you still have all the source scripts in your source folder? Mine all got wiped with the update.
  2. Hmm yeah, enable parent is much better for you considering your inexperience with papyrus. One single enable parent can control all of them, or you can use multiples, to enable/disable certain ones. If my array method is far too advanced(and I still don't know if it'll work) go with enable parents. Unlike what the guy above said, using arrays or even tons of elseifs aren't "less efficient" since this is just... enabling/disabling objects. All this is, is another way to do what you want.
  3. Arrays: http://www.creationkit.com/Arrays_%28Papyrus%29 No. They were meant to be used for the quest that contain your aliases. Since you don't want all of them enabled/disabled, it wont help you anyway. I haven't learned how to do different things to different elements while not messing with other elements. (Like changing element 5 while ignoring element 1)
  4. Safe, as long as you do not change your race. Doing that still resets your stats, I think. Cosmetic changes are fine.
  5. Easily done with an array. ReferenceAlias[] QuestAliases Function AddRefToArray() ; First we will add the alaises to an array. QuestAliases = new ReferenceAlias[100] ; change that to how many aliases you have. Int iRefIndex = self.GetNumAliases() ; Collecting all the aliases this quest has. Int iReference = 0 Int i While (i < iRefIndex) ReferenceAlias Ref = self.GetNthAlias(iRefIndex) as ReferenceAlias if !Ref QuestAliases[iReference] = Ref iReference += 1 endif EndWhile EndFunction Function EnableReference(bool abDisable = false) ; false by default. Change this to whatever depending on your needs. Int iReference = QuestAliases.Length if (abDisable == false) While (iReference) iReference -= 1 QuestAliases[iReference].GetReference().Enable() EndWhile elseif (abDisable == true) While (iReference) iReference -= 1 QuestAliases[iReference].GetReference().Disable() EndWhile Endif EndFunction Place these in your quest script. Function 1: So that you don't have to spend time manually adding the aliases to an array property in the CK. Also if you make changes to the property at run time, it will do unexpected things because the previous elements are baked in the save. Put this in a stage in your quest, and call that stage. Then test out function 2 in another stage. This is mainly experimental because GetNumAliases() is first time use for me.
  6. Note: This is VERY BASIC. The point of me sharing this link is for you to head straight to his UV mapping to get an idea how it is done for swords.
  7. I've tried to understand threading myself, and decided it's not too big of a deal, if what I want to do is going to be contained in a single script anyway. Other scripts aren't going to be calling my functions. This of course opens up the issue of scripts getting unlocked, but you have spin locks, booleans and STATES to handle those.
  8. Player pointed to nothing. Use the property or game.get player. It was OK to use player in oblivion but now you got ppoint it to the player directly.
  9. The magic effects for Kyne's Peace aren't set to be hostile.
  10. Here you go [link] (had to use mediafire since the files were to big to attach)The textures worked on the glasswarhammer as shown in one of the pictures, but when I switched the glasswarhammer model with my own hammer it stopped working :/ not at my PC right now but you can check a few things on your end. Reexport the mesh. If nothing has changed then reapply the UV and then collapse it onto the mesh againand export. I Don't know what 3d program you use. I'll also try this when I get home. Solved! turned out that the newest version of nifskope have problems with UV's or something, so I used an older version and everything worked perfectly ^^, thanks for all the help :smile: Excellent, but I did notice one little quirk when looking at the mesh in my 3d program. There is a vertex floating in the air by itself. It actually isn't one vertex. But 613 vertexes sitting on top of each other. You may wanna delete that. It's right above the handle. Hmm mmm newest version is no good for ob.j importing either. I use version 113 rc6 I think.
  11. And anything I say about that you'll dispute as well. I can prove it thoughbut nnot at my computer. Its one of those things the work for some but not for many others. The escort package though that's totallybroken.
  12. Here you go [link] (had to use mediafire since the files were to big to attach)The textures worked on the glasswarhammer as shown in one of the pictures, but when I switched the glasswarhammer model with my own hammer it stopped working :/ not at my PC right now but you can check a few things on your end. Reexport the mesh. If nothing has changed then reapply the UV and then collapse it onto the mesh againand export. I Don't know what 3d program you use. I'll also try this when I get home.
  13. If the alias is empty it will return none. You don't have to compare it to none either. Can simply do: if myAlias.GetReference() or to check if it's true if !myAlias.GetReference()
  14. attached the nif. file, do you need the textures too? Yes I think i need the textures. Though applying my own will either stay gray or all black. I even tried copying it to a past weapon I made and applying the textures there, and nothing changed. I think something went wrong during export. Texture information seems to be corrupted.
  15. This happens with all the packages that involve following someone else of some sort. Escort, etc. This is why when you see patrols in the world, that they always only appear in the cell you are in, and disappear if you leave and in the case of the wilderness, leave far enough to where they are unloaded.
  16. Ok this is a lame limitation of papyrus. In order to get this doing what I want, all arrays need to be the same length. This wouldn't be a problem if not for the fact that I don't care to create 128 reference aliases, when I'm only going to need 10. The whole procedure is totally unecessary. Also papyrus seems to be unable to handle elements that have the same values. You can't isolate them and then void out the values that are not the same and then pull out the remaining values and add them another array or whatever. The array.Find function works as intended, but the operations you perform after that do not coincide with array.Find, if that makes any sense. This isn't without a tiny light though: I learned a great deal about arrays because of all of this.
  17. By asking Jeir( I hope I spelled that correctly). Might be easier asking on the mod page.
  18. Not enough information for the hammer. Need to see the shader and texture set node settings. This is probably a problem with the shader flags as well.
  19. You have to apply an alpha map for transparency. What the alpha map is doing is adding transparency to the white spaces between the hairs. This gives the perception of loose hair in game, or whatever effect the texturer is trying to achieve. See wolves DDS files for examples. They will all have alpha maps for the parts of their hair that are loose.
  20. I see two issues actually. Is the first axe actually showing up like that? Because it means the UV has not been saved properly. As for the bottom weapon, it will show up gray because the texture path is only reading from the root texture folder. This is normal and the right way to do it. If you use the full path, like you have with the top weapon, it will show up properly in game(if memory serves me) but will not for others due to have different drive names, or paths, etc.
  21. That will allow a reference to be filled in the alias, correct.
×
×
  • Create New...