Jump to content

ZeroCore

Members
  • Posts

    180
  • Joined

  • Last visited

Nexus Mods Profile

About ZeroCore

Profile Fields

  • Country
    None

ZeroCore's Achievements

Community Regular

Community Regular (8/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. To make a long story short, I made a custom weapon in the CK, made weapon modification parts for it as well as matching recipes, I made a association keyword for them as well and also gave this to the weapon in its information, but when I go in-game and give my character the weapon, the weapon will not show up in my weapons list when I go to a weapon crafting station to modify it. I want to know why it won't show up, and what I can do to remedy this. My character has the weapon in their inventory, but it does not show up when I try to modify it in the weapon workbench.
  2. Long and the short of it, I have blender 2.78c with its nifscript plugin. This usually works and I've been able to import and export static and movable static meshes without a problem. Now I'm trying to learn to make custom armor and reskin creatures for the older, 2011 version of Skyrim ("Oldrim" as I've heard it called) but Blender's not importing it correctly. I try to import the mesh, and depending on the settings I use, it either does not import at all, or if it does import, only the mesh's skeleton shows up, and not is geometry. If someone could please explain how to properly use Blender 2.78c to import an armor mesh from the old version of Skyrim, I'd greatly appreciate it, as I'm having a very hard time finding a tutorial on how to do this.
  3. To make a long story short; I made a custom mesh in blender, exported it with blender's nifscripts plugin, added collisions to it with NifUtilsSuite, and then tweaked it a bit in nifskope so I can get it in-game. The thing was made as a movable static that was meant to be moved around by scripts with its collisions staying with it and not remaining in the place where it originally was. This all works, but when you mouse over the mesh, it gives the player the option to pick it up, displaying the "take" option. Trying to pick the object up does nothing (thankfully) but can someone please tell me how to fix this, either in the CK, or in Nifskope (probably nifskope) so that it no longer displays this faulty option? The layer probably has something to do with it (in Nifskope, the thing is on the AnimStatic layer, when looking in its bhkCollision node). I've tried looking up tutorials on youtube to help, but they all seem to be using different versions of nifskope than me (I am using nifskope version 2.0 dev 7).
  4. and like Ghaunadaur mentioned, you should use GetCurrentLocation or IsInLocation.
  5. This might sound dumb at first, but I want to make sure that every last thing is set up before I try to pick apart the scripts. Firstly, did you make sure that the spells that uses these scripts are set up properly (that casting types match up, and so on)? Secondly, did you make sure (double check this) that the scripts' properties are filled out correctly (and that that file hasn't bugged up and "forgotten" them)?
  6. That didn't work; I tried doing that, but the result is the same. I still get a huge number that's way, way off target, and the thing still doesn't get new data with each update; it's like the number is just frozen. Nevermind; I got it working now. It turns out I'd loaded the wrong save. Your advice on disabling and then re-enabling did it. Thanks for the help :)
  7. I'm trying to make a script that gets the distance between two movable static objects for the sake of determining distance between a moving object and the other movable static which, for the most part, remains in one place throughout a translation. The basic idea is this: Spell is cast by the player. This spell has its own script that moves an XMarkerheading and the first movable static to a location that the player is looking at. The first movable static then moves to it. The player is standing on the bridge of an airship (like the one from TESA: Redguard that Cyrus fights the final boss fight atop) and the airship then starts translating via TranslateToRef to the XMarkerHeading. The second movable static moves with the airship via MoveTo. There is an update loop that goes on that moves the second movable static to the airship once every second. After this second movable static is moved, the script is supposed to get the distance between the two. If the distance is less than a certain value, the ship is supposed to stop. If not, the ship keeps moving until the distance is below a certain limit. In short: Player casts spell that moves XMarkerHeading to desired location --> same spell moves first movable static object as a marker and sets airship to update on update --> airship's script receives the update and update loop kicks off --> on each update the second movable static moves to the ship, "getDistance" is supposed to go off, the distance between the two movable statics is judged --> if the distance is less than a limit, the ship stops, if not, it keeps going --> if it keeps going, the loop updates and it repeats. Scriptname __0ShipDetection extends ObjectReference ObjectReference Property AirshipMarker Auto ObjectReference Property AirshipMarker2 Auto float DistanceToTarget Event OnTranslationStart() debug.notification("translation started") RegisterForSingleUpdate(0.1) EndEvent Event OnUpdate() AirshipMarker2.MoveTo(self as ObjectReference, abMatchRotation = false) DistanceToTarget = AirshipMarker2.getDistance(AirshipMarker) debug.notification("update " + DistanceToTarget) If (DistanceToTarget <= 1024.0) StopTranslation() UnregisterForUpdate() debug.notification("proximity warning") Else RegisterForSingleUpdate(1) debug.notification("in transit") Endif EndEvent Event OnTranslationComplete() debug.notification("translate done") UnregisterForUpdate() EndEvent The problem is this: GetDistance keeps returning wildly incorrect numbers, up to several quintillion digits off even though both the movable static objects, called AirshipMarker and AirshipMarker2, are both in the same cell and in the same worldspace at all times. On top of this, the variable "DistanceToTarget" is supposed to update and get new information with each cycle of the loop, and it does not; it refuses to update. I don't know what is causing this, especially as they are both movable statics and can be moved around with scripts, and neither one is being affected by "translateTo" or "translateToRef", so there shouldn't be any mid-translation issues with either one. I have observed AirshipMarker2 periodically moving, once per second, to the airship itself, so I know that they are being moved via "moveTo" properly. It seems to be "getDistance" that's the problem, and I really don't know why. For the purpose of testing, at the moment, the airship, its XMarkerHeading, and both indicators are in a custom-made interior cell, a sort of "test chamber" that's a part of a mod that I made a while ago. At any rate, the ship, its XMarkerHeading, and both of its indicators, as I've said, are in the same worldspace at all times. The Airship and both of its markers are of type movable static, and the only thing that isn't is the XMarkerHeading, but that does not have any translation issues either, and I have had it successfully move via "MoveTo" as well without issue. I don't know why "getDistance" is returning such wildly incorrect values. On top of this, with each cycle of the loop, "getDistance" does not update. Its value remains the same after the initial data acquisition. I'm not sure why this is either.
  8. I had a look through it, and thanks for the help. It kind of reminds me of the dragon wayfinder mod, to be honest (that one spawns an invisible, mesh-less goat that the dragon locks onto and orbits, and by re-aiming and moving said invisible goat, the dragon's flight path can be altered. Speaking of flight, that's the whole purpose behind this; I made an airship mod that I'm still working on, but am having one problem with; the thing keeps passing through objects, the reason being is that the thing moves by using "translateToRef", and seeks out an invisible XMarkerHeading to align itself to, not caring whether something is in the way or not. I'm trying to make a spell that causes the ship to abruptly halt if it happens to bump into something. My first thought was to have a projectile launched at the invisible XMarkerHeading by the airship itself, which would then hit anything inbetween and trigger an explosion. The explosion was supposed to then set off an enchantment attached to it. The enchantment would have a script on it that would go off and tell the airship to stop moving. This didn't work, as for some reason even though the projectile hit the ground, the effect did not trigger (am wondering if I didn't set up the explosion, spell, projectile, or any combination of the above correctly). I also tried making the explosion big enough to reach the airship and hit it, with a script on the airship using event OnHit to set off a "StopTranslate" function, but for some reason the airship (which is a type movable static) doesn't do anything when an explosion touches it, and will only trigger if hit by a projectile directly. I'd rather not have to have something spawn in, then get deleted, over and over again (to prevent lag and save file bloat) but I do want this ship to work properly. The only other thing that I can think of is to have the XMarkerHeading itself fire a projectile back at the airship and, if it hits, stop the translation. *Edit: The only other thing that I can think of is to copy and retrofit the Archimedes II Satellite Laser Cannon script from Fallout New Vegas. Shortly before firing, the Euclid's C-Finder calls down a large, 3-point targeting laser from the Archimedes II satellite in space. The sighting lasers follow your character's aim around for a moment before the actual weaponized laser beam burns anything in its path to literal piles of ash. I could re-install Fallout New Vegas and have a look at how it works, and see if I can reverse-engineer it for Skyrim (my personal thoughts are that it's probably just some basic trig). I wound up using your method after all. It works, and now just needs some tweeking to make sure it stops when I want the thing to stop.
  9. Hi, and I could really use some help with a problem I'm stuck on in the Skyrim CK. I'm trying to make a custom spell whose projectile triggers a script when the projectile hits anything (and I mean anything, be it an actor, a static object, a movable static, water, literally *anything that it can collide with*). In short, here's the tree of it: spell is cast --> projectile launched --> projectile hits literally anything it can hit --> script goes off. Can this be done, and if so, can someone please tell me how? Thanks for any help I can get.
  10. I already had about a 5 days of long conversation on this with others, in many different places across chatrooms, reddit, and other locations. It all comes down to this; no one has any real concrete answers. Is Anu the Godhead or is Anu an entity that came from the Godhead? Is the Godhead sentient and alive or just a source of energy that coalesced into Anu? Are Anu and Padomay brothers or is Padomay just an offshoot of Anu after he realized his limitations? Can one achieve CHIM and then AMARANTH and become just as real as Anu is, a powerful entity subsisting off of energy from the Godhead? The best answer I've gotten is "maybe" to everything. All else just dissolves into bickering back and forth.
  11. Long story short: this is gonna get lore-heavy. In case of TL;DR: In the Elder Scrolls Universe, all existence is described as being a "shared dream" between Anu and Padomay. Is this the case, and all of reality in the Elder Scrolls universe is just one huge dream being had by two people? In long: From what I understand, the "interplay between Anu and Padomay" is what "created" the Elder Scrolls universe, and all beings within said universe are in fact merely shards of consciousness of Anu or Padomay depending on whether one (anyone in particular from Daedric Prince to common beggar on the street) is Padomayic or Anuic in origin. My question now is this: does existence in the Elder Scrolls universe depend on Anu and Padomay's continued "dreaming" and if they happen to be "woken up" from said dream, would TES universe just end and everything in it die? It's a rather depressing thought to think that everything in The Elder Scrolls, even within the context of its own universe isn't even real. This seems more along the lines of Lovecraftian horror rather than an epic, sword-and-sorcery tale. If it was all just an illusion, then every endeavor, struggle, and tear shed by every being, from said peasant beggar on the street to the highest Daedric Prince, is pointless because it will eventually all end for EVERYONE and thus there will be no future for them. Unless their "reality" now exists independent of Anu and Padomay by some means, then what they know as existence isn't even real, and neither are they.
  12. Hi. I'm trying to essentially do the same thing that the J3X levitation script did; make two platforms move, one by one, beneath the player to create essentially a Morrowind-style levitation script. And I'm stuck on something. The script seems to have good logic, but it won't work and when the player tries to activate the greater power that uses the script in a spell effect, the platforms don't move. I've tried using static objects, activators, and movable static objects as platforms, but still nothing. If someone can help me with this, I'd appreciate it. I have the motion type set to keyframed because currently I'm trying to use a pair of movable static objects as the platforms. Originally I was trying to use a pair of static objects, namely two of the circular rugs you find in some homes in Skyrim (both of which had reference ID's given to them). When that didn't work I went to a pair of activators, a pair of disk-shaped plates that form the middle of the blood seal at Skyhaven Temple (also given reference ID's), and then finally this, a pair of movable static objects (namely a pair of scaled-up golden dining plates from Sovngarde, which are plates that move like plates, but cannot be picked up by the player). Here is the script in a spoiler menu: It didn't work. And I don't know why. I've had some other modders look over it, and they couldn't figure it out either. If anyone can offer some help with this, I'd appreciate it.
  13. Hi. I have a script that's essentially a flight mod for morrowind-style levitation that uses a pair of invisible "stepping stones" as a means of making an invisible floating bridge beneath the player that essentially lets them "walk on air" or at least appear to. I have 2 static objects, a pair of re-textured (or rather un-textured, via the null texture set) circular rugs. The script is supposed to call them, one by one, to the player and set their rotation and angle local to the player's. When the player crouches, the script stops its "update" loop and the rugs should be disabled. Here's the script: Scriptname _YetAnotherFlightAttempt extends activemagiceffect ObjectReference Property FlyingCarpetA Auto ;these two contain the invisible rugs (round rugs with the null texture set put on their meshes; they are static objects) ObjectReference Property FlyingCarpetB Auto ObjectReference Property LoadedCarpet Auto ;the carpet that is currently set to be moved and tilted by the script Actor Property ThePlayer Auto ;the Player int SwitchInt ;This int is for a sort of switch that lets you move the two rugs/platforms independantly of one another when used in conjunction with an update and a conditional statement (an "if" statement) float space ;distance between the player and the loaded rug. Function SetLocalAngle(Float LocalX, Float LocalY, Float LocalZ) float AngleX = LocalX * Math.Cos(LocalZ) + LocalY * Math.Sin(LocalZ) float AngleY = LocalY * Math.Cos(LocalZ) - LocalX * Math.Sin(LocalZ) LoadedCarpet.SetAngle(AngleX, AngleY, LocalZ) EndFunction ;THIS FUNCTION IS VERY IMPORTANT. It sets the rug's heading local to the players. EVENT onEffectStart(Actor akTarget, Actor akCaster) SwitchInt = 1 ;sets the switch to one, so it has something to start at FlyingCarpetA.enable() FlyingCarpetB.enable() ;turns the rugs on LoadedCarpet = FlyingCarpetA ;setting this before everything else as a sort of "fail safe" when it comes to which rug is the current one. RegisterForUpdate(0.1) ;starts the loop EndEvent EVENT onUpdate() space = LoadedCarpet.getDistance(ThePlayer) ;shows the distance between the player and the loaded rug if (!ThePlayer.isSneaking()) ;makes sure you're not sneaking if (space < 80 && space > 70) ;checks distance if (SwitchInt == 1) ;the switch LoadedCarpet = FlyingCarpetA ;a bit redundant, I suppose, but it might help a confused script LoadedCarpet.moveto(ThePlayer) ;SHOULD move it to the player SetLocalAngle(0.0, 0.0, 0.0) ;levels it out in case it's angles are weird LoadedCarpet.SetPosition(ThePlayer.GetPositionX(), ThePlayer.GetPositionY(), ThePlayer.GetPositionZ() - 15) ;sets position to the player SetLocalAngle(ThePlayer.GetAngleX(), 0, ThePlayer.GetAngleZ()) ;sets the angle local to the player SwitchInt = 2 ;DID YOU. JUST FLIP. MY SWITCH? RegisterForUpdate(0.1) ;loop elseIf (SwitchInt == 2) ;see the stuff above. LoadedCarpet = FlyingCarpetB LoadedCarpet.moveto(ThePlayer) SetLocalAngle(0.0, 0.0, 0.0) LoadedCarpet.SetPosition(ThePlayer.GetPositionX(), ThePlayer.GetPositionY(), ThePlayer.GetPositionZ() - 15) SetLocalAngle(ThePlayer.GetAngleX(), 0, ThePlayer.GetAngleZ()) SwitchInt = 1 RegisterForUpdate(0.1) endIf elseIf (ThePlayer.isSneaking()) FlyingCarpetA.disable() FlyingCarpetB.disable() endif endif EndEvent The issue is this: the rugs won't move. At all. Even when the player is in the same cell as them. I even added their old, regular textures back (making them visible again) to see if they were even moving at all. They're not. Also, all the properties are filled out; I've checked, and both the rugs have a unique reference ID, namely FlyingCarpetA and FlyingCarpetB, and I did manually fill the properties, all of the ones that needed filling (the carpets, and the player), in the magic effect's properties window. If anyone can offer some help here, I'd appreciate it.
  14. Point, cast, fire-and-forget. The summoning spell summons the creature where you're pointing. You then are moved to it, or perhaps directly above it.
  15. There is no havok impulse in this situation. The creature is summoned with a summon spell. The player is then moved, via a spell with a script that is cast by the creature (via translateToRef, with the "ref" part filled out as the caster of the spell in this case, the summoned creature) to the creature's location. It won't allow the player to move between walls and such as the creature's summoning spell won't be able to pass through them, like any projectile spell. In short: Summon creature creature casts spell on you spell uses "translateToRef" to move you to the creature, the "ref" part being filled by the creature who casts the spell you move to creature summoning spell wears off and the creature vanishes like all summonings Rinse and repeat. A summon creature spell won't go through walls. If there's something there with a collision script
×
×
  • Create New...