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tonycubed2

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  1. Hi, Using SPID I gave al npcs an ability to highlight them in red if enemy and hostile to player. Both a keyboard toggle and a magic spell is provided to player. Either way, when the magic effect ends event is called i would love to provide a visual cue that the spell ended. The ability uses a script so scripting something would probably be the easiest. Any suggestions on what to use would be most welcome. Hope you can follow my complex code, there are debug hints: Scriptname FoF extends ActiveMagicEffect EffectShader Property FOFmofxshader Auto ObjectReference Property Dude Auto Event OnEffectStart(Actor akTarget, Actor akCaster) ; Debug.Notification("STARTS") FOFmofxshader.play(akCaster) endEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) ;Debug.Notification("ends") FOFmofxshader.stop(akcaster) endEvent
  2. PeterMartyr, thank you! Tomorrow after my morning pitcher of coffee I will dive into this. This is an excellent guide, will hurt my head, but looking forward to it.
  3. Thanks gang! Made changes posted and a few more for proper key assignment and it works now! Mod is live now. "Friend or Foe" . I replaced the script above with the newest working version in case others can benefit. https://www.nexusmods.com/skyrimspecialedition/mods/124455/?tab=description IsharaMeradin, you are amazing, you help so many people in this forum, year after year. A much better person than me by far, as well as much better scripter. May I ask you a question? I use states in my bigger mods and I am comfortable with them, but in mcm scripting it does not seem to the same structure or requirements. There seems to be no empty state, no setting of states, default states. Commands to change states. How does it work with mcm ? If you have a link to this subject i would happily read it. Tried for along while and found nothing on the web. My daughter is having her first baby right now at the hospital, keeping my mind busy, I am a worrier.
  4. yup. just found that out. posting revised script with more changes above. I have F working so far in game, trying to get alt, shift and control to work: edit: working!!!!!!!! i can assign alt, shift, or control!!!! yes!! why don't more modders offer the combo? This sample script does not exist on the web. Took me 2 days to figure it out, after watching the only how to video on you tube for shift, alt, control. And that video was incomplete. Scriptname FriendorFoeMCM extends SKI_ConfigBase ; Keymap Value int AddKeyMapOptionST int Property CastSpellKeycode = 33 Auto bool RequireCtrlKey = True int KeyPressed = 29 bool RequireShiftKey = False bool RequireAltKey = False int AddToggleOptionCtrl int AddToggleOptionAlt int AddToggleOptionShift int inputGOkey int oid_KeyMapOption Event OnConfigInit() ModName = "Friend or Foe" Pages = new string [1] Pages[0] = "Settings" Registerforkey(CastSpellKeycode) EndEvent Event OnKeyDown(Int KeyCode) if KeyCode == CastSpellKeycode && Input.IsKeyPressed(KeyPressed) || KeyCode == CastSpellKeycode && KeyPressed == 0 if FoeToggle.GetValueInt() == 0 FoeToggle.SetValueInt(5) else FoeToggle.SetValueInt(0) endIf endIf EndEvent Event OnPageReset(string page) If (page == "Settings") SetCursorFillMode(TOP_TO_BOTTOM) ; we start menu on top inputGOkey=AddKeyMapOption("ToggleEnemyIdentify", CastSpellKeycode) AddToggleOptionCtrl = AddToggleOption("Ctrl", RequireCtrlKey) AddToggleOptionAlt = AddToggleOption("Alt", RequireAltKey) AddToggleOptionShift = AddToggleOption("Shift", RequireShiftKey) EndIf EndEvent event OnOptionKeyMapChange(int option, int a_keyCode, string a_conflictControl, string a_conflictName) bool continue = true if (a_conflictControl != "") string msg if (a_conflictName != "") msg = "This key is already mapped to:\n'" + a_conflictControl + "'\n(" + a_conflictName + ")\n\nAre you sure you want to continue?" else msg = "This key is already mapped to:\n'" + a_conflictControl + "'\n\nAre you sure you want to continue?" endIf continue = ShowMessage(msg, true, "$Yes", "$No") endIf if (continue) ; UnregisterForKey(CastSpellKeycode) CastSpellKeycode = a_keyCode Registerforkey(CastSpellKeycode) SetKeymapOptionValue(inputGOkey, a_keyCode) ForcePageReset() else debug.Notification("failed") endIf EndEvent ; Event OnHighlightST() ; SetInfoText("Keyboard key to toggle enemy highlighting - on and off") ; EndEvent Event OnOptionSelect(Int a_option) ; TOGGLE PROCESS SELECTION if a_option == AddToggleOptionCtrl RequireCtrlKey = !RequireCtrlKey SetToggleOptionValueST(RequireCtrlKey) if RequireCtrlKey == true RequireAltKey = False RequireShiftKey = False KeyPressed = 29 else KeyPressed = 0 endIf endIf if a_option == AddToggleOptionAlt RequireAltKey = !RequireAltKey SetToggleOptionValueST(RequireAltKey) if RequireAltKey == true RequireCtrlKey = False RequireShiftKey = False KeyPressed = 56 else KeyPressed = 0 endIf endIf if a_option == AddToggleOptionShift RequireShiftKey = !RequireShiftKey SetToggleOptionValueST(RequireShiftKey) if RequireShiftKey == true RequireCtrlKey = False RequireAltKey = False KeyPressed = 42 else KeyPressed = 0 endIf endIf ForcePageReset() EndEvent GlobalVariable Property FoeToggle Auto
  5. Found the youtube video that shows how to do this, but after two days figured out that some things were left out. I do not want to use states, unless i really have to. here is my script so far, any help appreciated. The whole purpose is for the player to pick a hotkey bind, and then use it in game to toggle a global variable from 0 to 5, then 5 to 0m on key press. This is for a mod I am almost done with that highlights enemies in red shader. In game the menu look ok but keypresses never take place...
  6. Hi Team On mod https://www.nexusmods.com/skyrimspecialedition/mods/97492?tab=files , uploaded today, no views or downloads are registered. Something is wrong.
  7. Hello fellow modders, The creation kit wiki says not to use in a script the command Delete unless it is used on uniques because it can delete spawn points, needed game references, etc. It says to use instead victim.SetCriticalStage(victim.CritStage_DisintegrateStart).Fair enough .But here is the weirdness. If use a mod like minimap that shows both dead and live bodies around you, I different results with both commands. With Delete, the markers for the npcs disappear instant. Also if I,use console command mark for delete. The form of the npc disappears from mini map. But is I use srtcriticalstage and set it at 4, the final stage, the npc visually disappears but still shows a a dead npc in the mini map. The whole purpose of my mod dead body remover is to quickly delete dead looted bodies and thus avoid save bloat when using spawning mods. If the npcs are going to remain in the world then what is the point? To add to confusion there is a cell in the game where dead deleted bodies are sent to. Do all deleted and setcriticalstage toons end up here regardless? If so then again what is the point of,the mod If the dead bodies are not forever and hard deleted? Any info,really appreciated.
  8. having this exact issue in oct 2021. let me try a new game to test.
  9. the mod has been around for a while, since 2020, and was just updated to boot https://www.nexusmods.com/skyrimspecialedition/mods/37889 you is welcome friends
  10. debug.SendAnimationEvent(NPCPlayer,"IdleStop_Loose") debug.SendAnimationEvent(NPCPlayer,"IdleForceDefaultState") where NPCPlayer is defined somewhere either as an actor npc or the player
  11. i tried closing and opening, still happening to me.,
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