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ZeroCore

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  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
  16. Is it possible then to summon a mesh-less, invisible creature (that isn't affected by gravity) via a custom summoning spell that then moves the player to it via a spell it then casts and then de-summons itself (banish effect)? Ugh... this is complicated. So help me, if I can get this working I'll see if I can make a mod that turns you into a flying mudcrab. XD
  17. I still have not given up on using dragon flight AI packages to get other creatures to fly. I know that these packages can be added to other NPC's, and I know they can be triggered by a script (as in the Dragon wayfinder mod which lets you cast a spell that controls where the dragon you're riding, with Dragonborn's "Bend Will" shout, by setting waypoints that the dragon will fly to). If they can be manipulated, and induced, then it's really only a matter of finding a way to stick these AI packages to a creature/character/player that they don't usually go onto and then having them executed, while enabling the character to fly via the "isAllowedToFly" Boolean. Anyway, I just had a thought as to how this could work, the levitation script, and STILL have it use "translateToRef". It'd involve reverse-engineering a few old scripts I saw for Oblivion and Fallout 3, but it could probably be done with Papyrus. The idea is this; have an object appear at a spot the player is looking. It's also possible to have an object move to the spot the player is looking at, without passing through the ground. The one thing that I saw this used in for Oblivion and Fallout 3 was a sort of holographic target "target reticule" that would follow the player's cursor around on the ground until a certain spell/weapon was used. In Oblivion, I saw this used in a mod that included a Dwemer Airship, which would then launch a cannon salvo against whatever you had inside the target reticule. In Fallout 3, it was relatively the same thing, only instead of an airship firing cannons, it was a stationary artillery gun on the ground firing shells half-way across the Capital Wasteland, or a Vertibird that would do a flyby of the area and drop bombs on the way out. As goes the distance thing; there was a conditional statement in the scripts for this thing that would prevent the target from going a certain distance away from the player (for a maximum range limitation). I don't know if this was intentional or not, but, as I found out by using these mods, if one looked straight up, the target reticule would also appear in the air above the player's head, but not travel beyond a certain distance away. At the same time though, the rest of the script did not let the reticule pass through the ground, or anything else with a collision mesh. A similar thing can be seen in Fallout New Vegas with the Archimedes II satellite laser cannon (which was buggy but still worked in terms of its targeting system). So, I make something like that which moves a marker (visible or invisible) to a distance away from the player without letting pass through terrain. To allow for other NPC's to use this, I could instead use an activator which WOULD be spawnned in, used, disabled, and deleted after it's used, which would have a script attached to it. Said script would use a "translateTo" script to move its caster to it. Then it would disable and delete itself. This would allow for the player, and NPC's, to use it.
  18. I know about Saidenstorm; he made the dragon mount mod for Oblivion, which used the invisible stepping stone method. My attempts at reverse-engineering that mod led me to a semi-stable stepping stone method of my own, but I stress the "semi" part of "semi-stable". As goes "setVehicle", I'm not sure how that actually works. I've never used it before. Also, how does one then get said object to move? Without custom animations, I don't see how it's possible to allow for flight along any controlled axis (axes), and custom animations is something I do not know how to do, and is something I'm trying to avoid anyway as I'd prefer to do this WITHOUT SKSE functions (they're more trouble than they're worth, crash a lot, and I just personally prefer to make mods that do not require anything than just the base, vanilla Skyrim to work). Also, applyHavokImpulse doesn't work on actors unless the actor is ragdolled. That's not the situation that I'm looking to do. The only other alternative is to just use "pushActorAway" which automatically ragdolls the actor and then applies a havok force to them, but again since ragdolling the actor isn't an option, that won't do. Flinging a small object with said command also won't work as the small object will just bounce around when it hits something. If it can't stay in one spot, and not bounce at all, when moved, it won't work. As goes using a long series of "translateTo" commands, the custom-built collision system on those rarely works correctly for me; even on a clean, vanilla install with the proper version of SKSE, I keep clipping through terrain with those mods. The collision system ALWAYS fails. To make a long story short: using havok force is out of the question at this point unless I can figure out a way to use it without ragdolling the actor. translateToRef being used on the caster has the issue of clipping through terrain, so that's also out, as is ANYTHING that uses SKSE functions (I don't want to use SKSE, please do not try to convince me otherwise), as SKSE requires, well, SKSE as a third-party program and I prefer to keep mods vanilla (for those out there who don't have anything else for Skyrim and either don't know how, or don't want to use it) and all the custom collision data that exists for flight mods rarely every works correctly all the time (if it works at all). So, no havok forces, translateToRef, SKSE, or custom animations, please. Half of them (custom animations and SKSE) are things I don't even know how to make, in the case of animations, or use effectively (in the case of SKSE, which I am not only unsure of how to use, but am completely unwilling to use). The only other thing that I can think of, at this point, is the stepping stone trick, but I don't know how to make this work effectively unless the only character I plan on having flying is the player and that's not the case, as I want to be able to teach this spell to NPC's as well, but I don't want to have to spawn in a limited set of invisible platforms for them to walk on. The Vehicle method has me intrigued, but I don't know a thing about it, and after reading your post I did try to look up tutorials on it but to no avail. If you could provide more information as to how that can be used, and how the vehicle can be moved, I'd appreciate it, but a "translateToRef" method really isn't ideal because of collision issues and the seemingly ever-present requirement of SKSE (both of which I'm trying to avoid).
  19. Hi. I am at it again when it comes to essentially flying. I'm still trying to learn about AI packages to see if the packages that let dragons fly can be given and executed on non-dragon NPC's and the player. I'm getting skeptical again of it though given that dragons have specific flight animations, and even if the movement packages work, I'm worried that if I try to execute it that it'll cause a crash-to-desktop considering how only dragons have an actual set of flight animations, and other races of NPCS, and the character, do not. In the mean time, I'm trying to once again consider merely increasing the player's jump height, or the "invisible stepping stone" method of spawning in a pair of invisible platforms that move, one at a time, underneath the player/NPC that allow for the caster to walk over them, effectively creating an ever-moving pair of stepping stones that continuously follow the caster around until the spell stops or is cancelled. I'm not sure exactly how jump height works in Skyrim though. I know that in Oblivion, increasing your jump height was merely a matter of fortifying your acrobatics skill. In Skyrim, however, jump height seems to fixed throughout the game. If there is a way to modify jump height, I'd like to hear it. As goes the stepping stones, what I've found is this; it CAN be done, but it's not terribly stable, especially when in an exterior cell. The one issue that I occasionally have is the "stepping stone" not wanting to move from its source, and then even if the spell is re-cast, and a new one is summoned, its position stays, effectively, locked. And I'm not sure why, even though I use the "moveTo" command instead of the "setPosition" command, as "moveTo" should move the called refence to the target regardless of what cell it's in. The thing is that I wanted this to be a spell that other NPC's could use as well, not just the player, and to that extent I didn't want to have only a limited number of these "invisible stepping stones" pre-set into the game. To that end, I made the game spawn in a new "stepping stone", which is an inivisible activator, whenever the spell is cast, and then disable and delete it whenever the spell ends, namely when the player/caster NPC crouches. It sort of works, but is prone to bugging up. I imagine this is because of the rather complex script attached to it, and the constant spawning in/deleting of an activator reference probably doesn't sit too well with the game either. That said, what I would like to see go on is that ANYONE who casts the spell has 2 invisible platforms spawn in, PERMANENTLY, for them, which are then enabled, moved, and then disabled as the spell is cast, used, and then ended, respectively. What I want to know is this; can a static object or activator be spawned in, given essentially "ownership" to an NPC/The player, or at least an original name or something of the like, and then, from that point on, be called to the NPC/Player that they are "assigned to" whenever the spell is used? The only other thing that I can think of besides this to make a flight/levitation-style spell is to, essentially, have a way to make the game think the player is swimming underwater without actually having them swim underwater. The swimming animations would still play, I know, but at the very least, the player would, functionally, be able to move in 3 dimensions of space (up-down, left-right, forward-backward) as if they were swimming underwater. Other than that, perhaps water currents. I know that these only work when the player is in water, and is swimming, but if there's a way to push the player through the air using something similar to current markers, that would work too. Is there a way to make the character "swim" without being actually in water, or make a water current that still pushes the player in a given direction even if they're not submerged in water? Apply havok impulse might work, if you don't mind the comedic effect of being ragdolled and watching your character fly haplessly through the air like a discarded toy thrown across a room by a spoiled child, but this is not the effect that I'm going for. If there's a way to keep the player from being ragdolled whilst a havok impulse is applied to them, I'd like to hear it. I thought about making them undergo an animation first, and then seeing about using a havok impulse, but I don't know if havok impulses automatically override any animations that the affected character may be doing. If anyone could offer any help on this matter, I'd greatly appreciate it, as personally I still think that Morrowind-style levitation magic should be something that Bethesda had kept in the Elder Scrolls series, and not discarded back during the days of Oblivion just for the sake of having closed cities in different cells to save on world space data.
  20. Is there a way to have the spell's script create a new property in the quest script? The idea is that the spell could be taught to many individuals, or possibly every single NPC in the game that could cast spells, and then afterward give that NPC, and/or the player, their own property that the spell's script would reference from that point onward. I know that variables can be declared and filled mid-script, such as during a conditional statement. Is the same true for properties in a quest script, even if the script that's trying to add the property is another script that's attached to a spell rather than part of the quest script itself?
  21. What I'm trying to do is this; I'm trying to write a spell script that gets a character's race and then stores it in something, be it a quest script/alias, form list, or something else that will persist between game sessions, which can then be accessed by another script later on to pull the race data out of it. I recently read over a tutorial that shows how werewolf transformations work in this game, but I'm trying to streamline it so that it doesn't require the Companion's quest to be active. The current mods that I've seen that let you transform into other races only work if the Companion's quest storyline is active, and will fail if it's not. I'm trying to find a work-around to this that's not as complex. It works like this; turning into a werewolf stores your character's race in a quest alias. The transformation spells just change your character's race using the "setRace" command. When the spell wears off, in the case of the werewolf, or when you choose to transform back as in the case of the Vampire Lord (which has its own quest), the "return to normal" part of the script (werewolf) or spell (vampire lord), just pulls that stored race data from the quest alias and sets your character's race to it, only that in the case of the Vampire Lord, when you transform back, it makes sure to give your character the Vampirism ability, as if you had just turned into a Vampire for the first time, which makes sure that your character still looks like a Vampire when you turn back to your usual form. What I'm trying to do here can be summed up as this: I'm trying to make a public variable that can store a character's race, and this variable MUST be able to persist between game sessions. I know quest aliases DO persist between game sessions. Form lists, I think, can store data about characters, including a character's race if you're using the data pulled from the actor base, but I don't know if they can persist between game sessions. That said, does anyone here happen to know exactly how to do this? I'm hoping that it's possible to make a persistent public variable that can store race that does not involve a quest alias, in case I decide to give this spell to someone else besides the player, like a follower.
  22. What I'd like to know is this: How do transformation spells work in Skyrim, and how does one go about making their own? I've seen mods that allow the player to transform into various other creatures (liches, wolves, Spriggans, and so on) but have had no luck when it comes to contacting the creators of these mods. Also, the scripts for these mods are in that blasted .pex file format, and I can't figure out how to open them to view how they work as a result (and I've been told about decompilers for them, but the only one that actually makes the .pex into a useful, readable script runs through the command line, and I do not know how to use command lines for the life of me, so decompiling the .pex files that contain these scripts is, currently, out of the question unless someone tells me how to do so effectively, and the readme for said decompilers doesn't make sense to me as I really do not know anything about how to work a command line. As a result, I haven't even tried to open the .pex files). So, in short, two questions: 1: does anyone know how transformation spells work in Skyrim and 2: if so, would those who know be willing to tell me, please? Thanks for any info that anyone can provide on this subject.
  23. I've seen mods such as "Wrath of Nature: Path of the Druid" and other such things that include custom transformation spells, Path of the Druid in particular allows you to transform into an ice wolf, a tiger (reskinned saber cat), a bear, and a Spriggan. I want to know how transformation spells work in Skyrim and how to make my own in the CK, whether it involves SKSE or not. I tried to look at the script for "Path of the Druid", but they're in that .pex file format and cannot be opened by the CK, and I was unable to contact that mod's author. If I could replicate, say, the Spriggan transformation spell, I'd really like to be able to.
  24. So, how do I make a new quest in the CK that starts up when the game starts up as well as has the packages, and give it aliases in its alias tab? I've always found the CK's info on quest making on the CK wiki to be vague at best, from what I've read, and the youtube tutorials are, from what I've found and watched, either also too vague or assume that you already know EXACTLY what you're doing except for one or two things (and the only help they give aside from the either ultra-simple or ultra-complex is a link to the CK wiki and assume that that's somehow enough even when it isn't). The other things I'd have to know besides that is how to make a script that can assign the player, or an NPC, to the alias, have them be given the packages, execute them, and then later (after they land or cast a landing spell or something) clear them from the alias. Having an assignment loop that could check which aliases are clear to use would be useful too (something that could measure exactly how many aliases there are and then put the spell's most recent caster into the first available one). Do you know of any other way to assign AI packages to a creature? It must be possible, given that I've seen more than half a dozen dragons flying around at once at the summit of the Throat of the World once the main quest is done and Paarthurnax talks to you about how you just defeated Alduin (either that or the quest that controls dragon flight has a ton of aliases and each dragon is assigned a certain alias and no more than one dragon of each type is allowed to be in the game at any one moment, which also can't be right since I've fought multiple frost dragons at once and they were all simultaneously flying).
  25. Hi. Here's the basis of what I'm trying to do: A: add AI packages to a creature that wouldn't normally have said packages, and then execute said packages with a script attached to a spell/lesser power. I only know a very little bit about AI packages, and not many people seem knowledgeable on them, or at least there seems to be few who do know how to make them, add them to something, and then run them via a script who are willing to help others learn how to do it themselves. Nevertheless I consider AI packages to be a potential option. and/or B: make a spell that goes a certain distance away from the player and then runs a script when it gets to that distance, or hits an object. It should go like this: Player casts spell ---> Spell fires projectile ---> Projectile flies away ---> Projectile either travels a certain distance away from the player or hits something---> spell/spell's projectile goes off and runs a script. I know that spells can have scripts attached to them and I know how to do that. What I want know is this; can you have a projectile spell whose projectile travels a certain distance and then automatically goes off regardless of whether it hits something or not? The intention is this: Again, I'm trying to make a flight spell after my previous attempts didn't work right or didn't work well enough. I've tried the invisible stepping stone trick (having invisible activators that are scripted to appear, one by one, in front of the player and when the player moves to the edge of one, the other one moves in front of the player) but this didn't work since the invisible activators would sometimes bug up and not want to move anymore, rendering the spell useless. I've tried messing around with dragon flight packaging, but I could never find anyone who had decent know-how on how dragon flight scripting and AI packages worked who was willing to help me figure it out (I know that dragon flight works because the dragons have the AI packages for flight, namely take off, orbit, hover, and land, that control how the dragon's flight works, and they have the "isAllowedToFly" condition checked, but I don't know how to assign those packages to another type of creature in the creation kit, and don't know how to write a script that can go onto a spell, or rather trio of spells, to activate them, so unless someone can, thoroughly, explain AI packages to me, I don't know what to do). My latest attempt is this: A spell that goes out a certain distance and then stops. How does this help? Easy: the spell goes a certain distance and then stops after a certain point, or when the projectile hits something. When the projectile hits something a script goes off that places an invisible platform below the player that deactivates itself and marks itself for deletion when the player leaves it (the idea is that NPC's could also use this spell and I don't want to have an invisible platform for every NPC that I plan on teaching this to). After the invisible platform spawns, a "translateToRef" script triggers. This script "paralyzes" the player to keep them from moving, and then translates the player, at a moderate speed, to the invisible platform, which they are then standing upon. Then, once there, the player's controls would be restored, and they'd be allowed to move again. I know how to make a "translateToRef" script, at least mostly (I've done it before, and it sort of works most of the time). I know that "translateToRef" can be called on actors, since I've seen mods that have the player "moved" via this command. I know that spells can hold scripts and spawn items into the game world, as I've written spell scripts in the creation kit before that have worked, fully as intended too. Now I just need to know; can a spell "auto-detonate" when its projectile gets a certain distance away from its caster? The reason why I want to do this is because I don't the spell to travel through a solid object, so instead of just spawning a platform a certain distance ahead of where the player is looking and then sending the player to it, which would allow for the player to pass through solid objects, such as, well, walls inside a building, I want to have a spell that will "go off" when it hits something, or, if it does not hit anything, will still go off after it hits a certain distance. So, does anyone know the answer to this? Is it possible to have a spell that goes off automatically if it doesn't hit anything after traveling a certain distance from the player? Are there any resources and/or people out there who know this stuff and are willing to help someone learn Skyrim's AI packages and how to use them that anyone can put a link to (other than the CK wiki; I find that to be lacking the detail that I need). I'd appreciate any help that anyone can provide.
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