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FireFlickerFlak

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Everything posted by FireFlickerFlak

  1. Oh, I see, thanks for the quick response! I'll maybe try moving them to another cell in that case.
  2. For example, if you run around whiterun disabling all the lavender, most of them (maybe 70%) will disable, but the rest ignore the command (or at least appear to since they are still there). Is there any way to determine which references will refuse the disable() command? Is there a reason why I should not mess with these references, like are they perhaps being run in a script somewhere as a reference for a bug or something? (I did not see any bugs near these references btw)
  3. This is a popular topic on youtube video tutorials, so I suggest you check them out. But to give you an idea, you need to attach a script to the object that has an event you trigger. When that event occurs, the script runs and teleports the player. Here is an example script: Scriptname zczTeleport00 extends activemagiceffect ObjectReference Property teleDest Auto Event OnEffectFinish(Actor akTarget, Actor akCaster) akTarget.MoveTo(teleDest) EndEvent In the ck, you would add this script to a magic effect (to make it an activator script, just change the event to onload() or some other event and change akTarget to game.GetPlayer() ). When you fill in the script properties, you would set teleDest to the object you want the player to teleport to (usually an xMarker).
  4. hmm don't know what to say to help other than that we have all been there and it is frustrating trying to get complicated mods to work for the first time. Maybe if you talk to someone that supports these mods and tell them the specific error you are getting and the specific process you are talking to run the mods they might able to help.
  5. Is there a way to get and set hotkeyed or favorited items in papyrus? Edit: I have a spell that changes forms (so it switches itself out for other spells that pretend they are the same spell) so I want to be able to get whether or not the PC has favorited this spell, and if so, make the PC favorite the replacement.
  6. I'm not a super experienced modder, but I think that your best bet would be to create a duplicate in the ck of the sword and then have a script replace specific objectreferences that are loaded in the game via a script. I do not think that the model or texture can be referenced as a property in a script right now. You could probably use skyProc to replace all steel swords with silver swords and vise versa without a ton of difficulty, and maybe even find a way to do it with an activator in game through skyProc somehow...
  7. Post in Skyrim Mod Talk notifying people about it with a download to the beta. Or ask them to PM you for the download. I'm probably still a week or two away, but when you say "with a download to the beta" do you mean by posting a mod on the nexus like usual but just naming it a beta?
  8. what is the normal process when you want to request beta testing for your mod?
  9. I have not done anything with dialogue or quest making, but this could help get you started until somebody more experienced helps you out: You could create a magic effect and attach that magic effect to an ability you give to sheogorath. You will need to place a marker where you want the player to be dropped from in game. On the magic effect, add this script event: actor property playerREF auto objectreference property sheogorathsMarkerOfDoom auto Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \ bool abBashAttack, bool abHitBlocked) if akAggressor == playerREF game.disableplayercontrols() DoSheogorathDeathDialogue() playerREF.MoveTo(sheogorathsMarkerOfDoom) ;probably best to move this part to a quest script attached to your dialogue but it could work here also game.enableplayercontrols() endif EndEvent function DoSheogorathDeathDialogue() ;Either use http://www.creationkit.com/Say_-_ObjectReference ;or use http://www.creationkit.com/Say_(Procedure) here to get the dialogue to process ;i haven't done anything with dialogue so I'm not sure which is best endFunction
  10. I am moving a script from a magic effect script to a quest script. Previously it used a global variable to communicate with my other scripts so I am tempted to be lazy and keep the code in that format (since otherwise I will need to go to every script and modify every reference to that global variable). I am curious if anyone knows if there is a significant performance trade off between the two options. I would be occasionally polling for this variable for 5 to 10 seconds on updates in magic effects.
  11. I would very much like to have some magic effect shaders like the ones on ironflesh and ebony flesh for a mod I am working on. The more textures the better, but I am most interested in having textures for each resource type, such as clay, orichalcum, corundum, gold, silver, malachite, moonstone, and quicksilver. Also, please pm me or let me know here if you know of any modder's resources for magic effect art, I am very interested!
  12. Like this? http://www.nexusmods.com/skyrim/mods/5604/?
  13. What is the name of the spell? Is it possibly a quest script disguised as a spell? As for checking abilities, that is easy: if playerREF.HasSpell(theAbility)
  14. I've been trying quick and dirty fixes all night and none of them worked, I think I will go with the custom mesh version option, thanks for walking me through that. That will require a lot of custom meshes though, I'd need one for every weapon base since it is a spell you cast on a weapon, and mod added weapons would still have sheathes unless I made compatibility patches. So I guess I will put that on the to-do list down the road.
  15. Is there any way to remove or hide the sheathes from specific actors/races? If not, are there any actor races in game that by default, can equip normal weapons and have them appear visually but have skeletons that do not equip the sheath? I want to have the weapons look like they are attacking as if animated magically. Invis NPC works well except that you can see the sheath floating around as well.... I am considering making the invis NPCs wear very bulky textureless armor, but I would prefer a cleaner solution...
  16. I made a spell that checks references for ownership, parent cell ownership, faction ownership, etc and prints it all out. If I cast while sneaking the spell instead sets ownership. I have only used it around whiterun (i need to make some saves in other areas, I only test in whiterun right now...) but almost nothing had any sort of specific ownership until I set it via the spell. I found some faction ownership, but not nearly as much as I expected. I have still only used the spell for about 15 minutes and I'll test more when I get to that part of my mod (rituals involving owned items). Also, I kinda threw the script together pretty quick as a test spell so there may be some holes. For one, it does not print out the faction names since I don't think factions have a name property. Here is the script: Scriptname zczTestGetInfoScript extends activemagiceffect Import Input Import Game Import Debug Actor Property playerREF Auto zczQuest Property QuestScript Auto ;maintenance zczQuest01 Property QuestScript01 Auto ;unused zczQuest02 Property QuestScript02 Auto ;crosshair zczQuest03 Property QuestScript03 Auto ;playerREF Event OnEffectStart(Actor akTarget, Actor akCaster) If akCaster == playerREF objectreference currentTarget = QuestScript02.GetCurrentTarget() string targetName = currentTarget.GetBaseObject().GetName() notification("Name: " + targetName) string targetType = QuestScript02.GetResultType() int intType = currentTarget.GetBaseObject().GetType() notification("Type: " + targetType + ", " + intType) string owner = "Nobody" if currentTarget.GetActorOwner() owner = currentTarget.GetActorOwner().GetName() endif If owner == "Nobody" && currentTarget.GetParentCell().GetActorOwner() owner = currentTarget.GetParentCell().GetActorOwner().getName() endif notification("Owner: " + owner ) if playerREF.isSneaking() currentTarget.SetActorOwner(FindRandomActorFromRef(currentTarget, 1000.0 ).GetActorBase()) endif if currentTarget.GetFactionOwner() notification("Faction: " + currentTarget.GetFactionOwner().GetName()) else notification("No faction... ") endif notification("Location: " + currentTarget.getCurrentLocation().GetName()) notification("ED Location: " + currentTarget.getEditorLocation().GetName()) EndIf EndEvent
  17. It is true, I've checked. Every source is unowned, even owned beds are not owned by specific references. If you then use a function to set the object to owned by an actor base, it will return as owned by that actor base. I have not tested to see if the ownership set be functions carries over between gamesaves, but I probably will soon.
  18. I have noticed that if you manually set an actor owner, the function GetActorOwner will work fine. The game may have been set to a simplified generally public vs generally private ownership scheme? Cells also have no specific owners. For a project I am working on I am tempted to add specific ownership back to the game in a degree. For your issue, you might want to try IsPlayerTeammate() and/or IsCommandedActor() if you are concerned specifically with actors being owned by the player. There is also a setactorcause, but does not seem to be a get actor cause method...
  19. I have not been able to find any magic texture or mesh resources. I have tried modifying meshes on the spells just to get different colors and that has proven very difficult. Are there any modder resources from people that have accomplished this on the nexus I am not seeing? I am interested in effect shader resources as well (particularly ones with custom made textures). Thanks!
  20. I have a spell that turns dead actors into goo piles. I have noticed that with some actors, if i use disable() and delete() afterwards, a replacement immediately spawns. Edit: even if I just diable() the replacement spawns. Any suggestion for how to clean up these targets? I don't mind them spawning, i would prefer for it to happen when the cell refreshes though.
  21. Since my script was named the same as the quest it was attached to I didn't realize that it was the quest I needed to attach instead of the individual scripts. I attached my quest to all four script properties and everything is working great now. :D Oh, that's interesting, I might try that, thanks!
  22. yeah, they are named: zczQuest, zczQuest01, zczQuest02, zczQuest03 Edit: Nevermind, working!
  23. I am trying to reference multiple quest scripts on a magic effect script. What am I doing wrong here? I start with this: Scriptname zczMainSpell extends activemagiceffect Import Input Import Game Import Debug Actor Property playerREF Auto zczQuest Property QuestScript Auto ;maintenance zczQuest01 Property QuestScript01 Auto ;unused zczQuest02 Property QuestScript02 Auto ;crosshair zczQuest03 Property QuestScript03 Auto ;playerREF The quest scripts themselves do not appear when I try to attach them. Only the first quest script (zczQuest) appears in the property drop down list. Edit: Solution: Since my script was named the same as the quest it was attached to I didn't realize that it was the quest I needed to attach instead of the individual scripts. (Or at least that is what seems to make it work. I attached zczQuest to all the script properties and now it is working! I'm psyched!)
  24. Thanks, this will make things work much more smoothly!
  25. If I have a function on a quest script that registers for an event, for example: Function registerForEvent() registerForSingleUpdate(0.5) EndFunction And I then call this function from another script, for example: Event OnLoad() myQuestScriptName.registerForEvent() EndEvent Which script is being registered for events by this function, the quest script holding the function or the script referencing the quest script? (The reason I ask is I would like to be able to register/unregister my quest script for events via other scripts and I am not sure how to do that.) Thanks
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