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jucoking

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Everything posted by jucoking

  1. Maybe this one? I'm going to dissect this mod and I will post what I find.
  2. Is this possible? If not, would it be possible to have the player decapitate a specific boss 100% of the time on their last hit? I'm trying to make a boss whose head comes off *somehow* on defeat. Ideally once the battle is over. I would like to be able to force this to happen via a script, but if I have to I can use a kill animation I guess. Thanks in advance.
  3. RESOLVED I visited Bethesda.net and then selected "game options" then "scan and repair files". I then checked my Skryim SE folder/PapyrusCompiler and it was filled with the necessary files. I also checked in the creation kit and, sure enough, I am once again able to compile and create new scripts. Will need to change the creation kit .ini to allow loading of multiple masters once again. Under [general] add: bAllowMultipleMasterLoads=1
  4. I'm positive that you can, I have recently done it but you don't use the ".kill" script. Instead you have to drain the player's health via "modactorvalue" or "setactorvalue" and then create a loop where it will drain the health "onupdate". EDIT: I just saw that you posted this same thing a little bit earlier in the discussion. This is the only way I know how to kill the player and I would use some "onenter" trigger.
  5. I have run into a very strange problem. Every time I attempt to make a new script, creation kit simply posts a message that says "unable to launch compiler". I have never run into this issue before even though I have compiled MANY scripts. The only two things I can think of that may have affected this are: 1. I downloaded papyrusutil (this was to get DynDOLOD to work) 2. I messed with terrain LOD settings in the skyrimprefs.ini file, but then subsequently changed them back to default. I didn't touch anything else in the .ini file. Also, I do not have a papyrus compiler folder in my skyrim se folder and I don't know if it was ever there. I was hoping someone could point me to a standalone papyruscompiler.exe and I could put it in the folder, but any suggestions are welcome.
  6. If you are simply buying a key, you could use this video from Darkfox127 that allows merchants to sell keys: It uses an "OnContainerChange" script which may be helpful to you.
  7. Fixed almost everything except the terrain LOD. It's not generating properly. I have used the Oscape method as well as the xLODGen method to try and get terrain LOD's but nothing is working.
  8. In this next shot you can see a couple of things. One is that the faraway terrain is BLACK, and my custom water isn't generating an LOD of it's own. (another is that water clipping through the ground...this is the only place where that happens though and could be fixed if added water layers generated LOD)
  9. Here are the screenshots of exactly what is going on. The cell clipping/bug seems to have been resolved after I went through each cell and smoothed out every edge in attempt to connect them. Here is a pic of the world map, which illustrates how there is apparently no ground or water anywhere.
  10. So I finally generated LOD and got almost everything working smoothly (my overworld is FINISHED! and ahead of schedule!), but I have run into a couple of problems that I can't find replicated anywhere. 1) My terrain is breaking up in the worst way possible. Some cells will have the terrain elevated almost 1000 units above or below adjacent cells and the borders that are supposed to be invisible sometimes have breaks in them where you can see all the way into the abyss below the terrain. This mostly happens within cells with flat terrain, but is happening in other places as well. 2) After generating LOD, the far away terrain doesn't have color, it is just completely black. 3) On the world map for my worldspace, there is no terrain or water visible at all, even though it is visible in-game. It only disappears on the map. I will put up some pics later to show exactly what I mean in each instance. Any help is appreciated.
  11. I finally got it working. I had to take out the pulse rate completely, which really wasn't needed to begin with. It makes more sense when only one projectile ricochets anyway. I also had to give it an "area" in the spell window. For anyone interested, here is the final script I used (this is placed on all actors that the effect should work on): Sorry, ReDragon, I did not use your clean version of the script because I wasn't sure how to manipulate it, but I really appreciate your help. If you want to take a look at my final version of the script and clean it up, I would definitely use it! Thank you all for your time.
  12. That did the trick! Thanks so much! Here is the final script: You all are the best!
  13. Gotcha ;) I'm a beginner at scripting, so I'm not exactly sure what it does but like I said before, I basically copied and pasted the already existing script. I think I'm just going to leave it as-is for now because everything works fine, the player will just have to realize that they need to enter my trigger while already in a sneaking position to get it to fire. Or I can add a little message somewhere in the game giving a hint that this is how they need to do it. Once I finish the big stuff I may revisit the topic and refine the details. The mod is probably 2-3 months away from being finished. I really appreciate your time and advice. Thank you.
  14. Hey foamyesque, thanks for the tip. Could you provide an example of how you accomplished this and attached it to a trigger box? I've been trying to get it working for days and can't seem to get it down. Thanks. I haven't done exactly what you're after. My use of those conditions has been involved in wardrobe management and/or avoiding interrupting a talking actor. From what you're saying it sounds like you want to do something when the player first sneaks, but only within a certain defined trigger volume, correct? My first cut at this problem would be to create a quest with an empty alias on it. That alias will add a single spell to whatever fills it: an ability, with a single effect. In the Spell window, open the effect list and add the IsSneaking condition to that effect.* Add a script to your triggerbox that, when entered by the player, forces them into that alias (and removes them from it when they leave). Add a script to the magic effect so that, when it becomes active, it calls home to whatever routines you're trying to run saying that the player is sneaking. You can then process that information however you like depending on if you care about multiple activations, etc. I can provide screenshots and code of how to do it if this is unclear. None of the individual scripts should be more than a handful of lines, though. *This is distinct from adding it directly to the effect in the MagicEffect window; conditions added through the Spell window evaluate more or less continuously, and so can toggle an effect on or off as long as the spell is still active, but ones added to the MagicEffect window are checked once, when the effect is first tried to be applied, and later changes that might alter the truth value of the conditions won't impact it. I think I may be on the right track to getting this to work, but my code isn't compiling. It's basically a hijacked version of an OnEnterTrigger. I'm doing something wrong with the "ForceRefTo" or the "Clear" because it says they don't exist, but they are definitely used elsewhere.
  15. This actually worked, even attaching it to my previous script (I was too afraid to experiment with ReDragon's script lol). However, my actors are still regaining their full health in lock-step with the pulse rate. It's so strange. The spell has no regenerative properties whatsoever. I will try attaching another MGEF to the spell which rids targets of all health regen. I also need to work on conditions so that it doesn't attack the player, only enemies. EDIT: Sorry, that was premature. It still isn't targeting other enemies. Even after tweaking the mgef's to reduce the actor healrate by -6000, they are still healing themselves every time the spell fires from them.
  16. Should I make separate form lists for every actor, which does not include the actor holding the script? I can definitely give that a shot! Thank you so much for this. I'm going to test it out today along with some recommendations from Rasikko and I will let you know what happens.
  17. I'm attempting to make a ricochet spell that, when it hits a hostile, the script attached to the hostile searches for any other targets nearby and fires again, this time from the hostile. It works in part but there are some mysterious things going on that should not be happening. First of all, whenever the "OnHit" script fires from the hostile actor they regain all of their health. Second, the spell fires fine but it doesn't fire towards the targets outlined in the formlist. Instead it just shoots out in front of the hostile actor towards whichever way they are facing (I'm using a "beam" projectile which I suspect is what is causing that...I don't think beam spell can follow x, y, z offsets). I have attached a screenshot of the magic effect screen for the spell And here is the script that is attached to enemies in order to "ricochet": Scriptname CV2_DiamondMGEFRicochet extends ObjectReference import utility Float Property xOffset Auto Float Property yOffset Auto Float Property zOffset Auto Float Property RandomOffsetx Auto Float Property RandomOffsety Auto Float Property RandomOffsetz Auto Float Property PulseRate = 3.0 Auto Float Property RandomRate Auto Activator Property TargetType Auto ObjectReference Property CurrentTarget Auto Bool Property SpawnNode Auto Spell Property CV2_Diamond Auto FormList Property TargetTypeList Auto Float Property SeekRange = 20.0 Auto Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \ bool abBashAttack, bool abHitBlocked) if aksource == CV2_Diamond if CurrentTarget elseif SpawnNode float newxoffset = xoffset + RandomFloat(-RandomOffsetX, RandomOffsetX) float newyoffset = yoffset + RandomFloat(-RandomOffsety, RandomOffsety) float newzoffset = zoffset + RandomFloat(-RandomOffsetz, RandomOffsetz) CurrentTarget = PlaceAtMe(Game.FindClosestReferenceOfAnyTypeInListfromRef(TargetTypeList, self, SeekRange)) CurrentTarget.MoveTo(self, newxoffset, newyoffset, newzoffset) endif RegisterForSingleUpdate(PulseRate) endif EndEvent Event OnUpdate() if !SpawnNode && !TargetTypeList && GetDistance(Game.FindClosestReferenceOfAnyTypeInListfromRef(TargetTypeList, self, SeekRange)) < SeekRange CurrentTarget = Game.FindClosestReferenceOfAnyTypeInListfromRef(TargetTypeList, self, SeekRange) elseif TargetTypeList CurrentTarget = Game.FindClosestReferenceOfAnyTypeInListfromRef(TargetTypeList, self, SeekRange) endif if CurrentTarget CV2_Diamond.Cast(self, Game.FindClosestReferenceOfAnyTypeInListfromRef(TargetTypeList, self, SeekRange)) endif RegisterForSingleUpdate(PulseRate + RandomFloat(0.0, RandomRate)) EndEventAny advice, comments, help is much appreciated, as always.
  18. Couldn't get it to work but I did find a solution. I duplicated the skin (ARMO), the "naked" skin (ARMA), and the actor of the witchlight and changed the nif files associated with those to the decapitated glenmoril witch head. The head now attacks like a witchlight and moves like one, but I'm still trying to get the witchlight itself to disappear and the head to float in mid-air.
  19. You read my mind :wink: I actually just went ahead and duplicated the flame cloak spell (and magic effect) to try and get it to work without altering the original files, but it's still unclear how the cloak spell itself is associated with the damage spell. Any thoughts?
  20. Great thought, I tried it out and my enemy NPC isn't casting it, even after I forced it via script. I'm wondering if this is because the NPC is just a floating head and has no body attached like traditional NPC's. I will keep trying because I think this is really the way to go. I also tried to attach the "trap" script that allows falling rocks to damage the player but that didn't work either.
  21. It wasn't a year ago, the last message before I replied was March 9th, 2018 (doesn't matter, even a YEAR isn't that long). If you don't want to contribute, see yourself out. Others obviously have this problem and have not found an acceptable solution. Please try to treat it accordingly and maturely. Really sorry to hear this. Vortex hates FNIS for some reason but I have posted my problem in other forums as well, if I see a solution I will be sure to post it here and try to help. Given standard internet and forum usage for the term "necroed," rmm200 was quite correct in saying you had necroed the post. And, your claim notwithstanding, he did make a substantive and mature contribution by recommending that you open a new thread. A good place for the new thread would be in the Vortex Support Forum, where there have been considerable discussions about FNIS and acceptable solutions offered for FNIS issues. As for Vortex hating FNIS, that is not the case. What is the case is that there are a lot of people botching their FNIS installations and blaming ensuing problems on Vortex. I myself started using Vortex with FNIS about a year ago while Vortex was still in alpha testing. Vortex and FNIS have played well together ever since then. I asked if he had found a solution to his problem. Since he was OP he could have simply answered rather than the response he gave. Just be a decent human for God's sake. I never had an issue installing/reinstalling FNIS many times with NMM before everything was switched over. It is definitely a problem with Vortex and this is easily verifiable for how many posts there are of people complaining about it. That being said, I will check the links provided to see if I can fix the issue. If and when I do I will be posting it here.
  22. It wasn't a year ago, the last message before I replied was March 9th, 2018 (doesn't matter, even a YEAR isn't that long). If you don't want to contribute, see yourself out. Others obviously have this problem and have not found an acceptable solution. Please try to treat it accordingly and maturely. Really sorry to hear this. Vortex hates FNIS for some reason but I have posted my problem in other forums as well, if I see a solution I will be sure to post it here and try to help.
  23. Did you ever solve this problem? FNIS doesn't like Vortex at all and I'm having serious issues getting it to work. I believe I am having the same problem as you. Please reply if you have found a solution to this problem. Thanks!
  24. Is there a way to make an NPC damage the player on collision? I've been trying to create an enemy that does this but I'm not sure how this works in ck. Is it a hitbox or collision layer or just simply hard-coded in the system? If all else fails, I think I can bypass this by making a damage trigger that follows the enemy movement, but I'd rather not have to Gerry-rig that up if there's an easier solution.
  25. Strange, I wonder how they accomplished the dragon/dragon priest animations while they float around. At this point I have a lot of work left to do and this seems like a lot to take on at the moment. I may revisit it sometime when I finish the mod to refine everything. My brother is becoming skilled at using different engines and has recently delved into animation, he is also creating my grim reaper character. I will just leave it to him in hopes that he can solve it and that everything he does can be imported.
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