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Maleagant

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  1. Can anyone tell me how to get an NPC to hover in place? I tried using the AI package but it doesn't work. Maybe I'm doing something wrong. Any help would be appreciated. Thanks.
  2. So, I wanted to create an NPC (Human) that would hover. For the life of me I can not figure out how to do this, even the AI hover package does not work. Trying to use the Nocturnal hover action item doesn't work either. Maybe I am just doing it wrong. If anyone can give me a step by step I'd appreciate it, or simply tell me what I am doing wrong. I would think doing this would be relatively simple... But maybe not. Thanks in Advance. ~Mal.
  3. So basically, as I add terain, textures etc, it will Automatically create the world map for me of my new Contienent? Or do I need to do something specific? I already know how to create LOD. What I need to know is why there is no world map to go along with my New Continent and how to go about making it, and getting it to show when someone hits the map key. I will watch the video to see if it explains the world map specifically, but if anyone knows of a tutorial, or can just tell me specifically how to do it (Create the world map), I'd appreciate it. Thanks for the reply and again any further help would be great.
  4. So I created an "Exterior" world zone for a mod I am working on, But unfortunately I can find no information and no tutorials on how to create the actual "World map" for my zone.. I thought that as you created a zone the map would simply develop automatically, but apparently I must create one. I am completely unsure of how to go about this. I have seen other mods with custom exterior world maps, so it must be possible. Any help would be appreciated. Thanks Oh and um.... I should mention that this map is and will probably be larger then the Skyrim one when the content is finished and it is one of the smaller continents I plan on making in the future for this Mod series.... Massive... Is an understatement....
  5. Yea the spell was just for testing, Well definitely go with whatever is easiest and works like its supposed to :D. If Id known the spell would be so much trouble would have started with simply a race change or something. Lesson learned I guess lol. Script seems to work like a charm, awesome guys, and thanks a lot, Putting your names int he script itself as well as on the Mod page at steam, If you want to check out the mod after I update it tomorrow with the new stuff, it's called Shadowsong Mannor
  6. Tried this several ways: *** 1st one compiles, Same issue though she wont change back. *** 2nd one wont compile gives this error (Maybe I did something wrong copy and pasted the script to test it for you) Error: Compiling "Kythira01"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\Kythira01.psc(12,20): variable Busy is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\Kythira01.psc(12,25): cannot compare a none to a bool (cast missing or types unrelated) No output generated for Kythira01, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on Kythira01 ***** 3rd attempt I slammed them both together into one script, it compiles just fine, however She changes immediately (Weather on combat or not if in the presence of another npc) and then back (Or rather seems to change then Change back (Pulls out a bow? Even though no bow is in her inventory... weird lol) Then changes back into a werewolf and stays that way even after combat. (Think I fixed the Bow issue, deleted her inside the zone and re-spawned her)
  7. Maybe something like this? Scriptname Kythira01 extends Actor SPELL Property WerewolfChange Auto Race Property actorRace Auto ;leave empty Race Function StoreRace(Actor actorRef) actorRace = actorRef.GetActorBase().GetRace() EndFunction Function RestoreRace(Actor actorRef) actorRef.SetRace(actorRace) EndFunction Event OnCombatStateChanged(Actor actorRef, int combatState) actorRef = Self if (combatState == 1) ;started combat StoreRace(actorRef) WerewolfChange.Cast(Self) endif EndEvent if (combatState == 0) ;left combat Self.DispelSpell(WerewolfChange) RestoreRace(actorRef) endif EndEvent The Problem seems to be with when it tells her to change back, or rather when it calls the function to restore her race, (And then of coarse not immediately turn her back into a werewolf until she again enters combat) Almost have the answer I think keep them coming :D
  8. I tested it, she will now change back, but there's still an issue: She changes when combat begins and immediately reverts back to human, and repeats about 3 times before permanently staying as a werewolf.
  9. Its an actual spell already in the game. its the Power you get when you turn into a werewolf. (Its called WerewolfChange)
  10. I can't figure out the exact Code but it should look something like this maybe: Race OriginalSelfRace Function GetSelfRace() OriginalSelfRace = (Self).GetRace() EndFunction Event OnCombatStateChanged(Actor actorRef, int combatState) if (combatState == 1) ;started combat WerewolfChange.Cast(Self) elseif (combatState == 0) ;left combat endif EndEvent Race WerewolfRace Function GetwerewolfRace() GetRace (Self) = WerewolfRace() SetRace(OriginalSelfRace) EndFunction Although I am not sure how to get it to understand not to change her back till she is out of combat.....
  11. It looks like she actually dispels it, but she remains a werewolf race, May need to somehow add a function that saves her race before the transformation and then sets her race back to herself after combat ends. (Like Douge does with his Skeever Fevor quest on youtube only he uses a single shot quest, whereas were trying to make this continuous every time thing.) And unfortunately the papyrus script commands work differently on NPC's Vs Quest Alias's (Tried just modifying his set race script but to no avail) :(
  12. It compiles, but she still wont change back :(
  13. I tried this out, it works, but there is a slight issue, She will change into a werewolf when she enters combat, But she will not change back after leaving it. Any ideas? (By the way I will be giveing you full credit for this in the Mod since you've helped me solve the issue if we can actually get this to work).
  14. My second attempt: ScriptName activateSelfOnCombatBegin extends Actor {Script that lives on an actor that simply activates itself on Combat Begin} import game import debug auto State waiting Event OnCombatStateChanged(Actor actorRef, int combatState) if combatState != 0 ; 0 = not in combat, so if the state isn't 0, they entered combat gotoState("allDone") activate(Self) endIf endEvent endState State allDone ;do nothing endState SPELL Property WerewolfChange Auto Event OncombatStateChanged(sskythiraamanan akTarget, 0 aeCombatState) if (akTarget == Game.GetPlayer()) if (aeCombatState == 1) Werewolfchange.Cast(Kythiraamanan()) endif endif EndEvent Gives this error: Compiling "activateSelfOnCombatBegin"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\activateSelfOnCombatBegin.psc(22,53): no viable alternative at input '0' No output generated for activateSelfOnCombatBegin, compilation failed.
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