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casma164

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Everything posted by casma164

  1. Is there a console command to re-center the body triangle?
  2. Bumping this thread to confirm that I did have the same problem and that disabiling the more travelers.esm/.esp plugins removed the bug.
  3. As far as the camera/skeleton issue, I knew that those glitches could not be fixed by what we are trying to accomplish. It was more for the benefit of other people who happen in on this thread. About your request, I'll try to get to it today.
  4. Alright, I did what you asked and made another spell which had a delivery of self. It mostly worked, so I cast the spell in first person view. It unequipped everything, but the player actor never "grew" in size. When I switched to third person, the player actor then changed in size. After the spell expired, the size shrank as expected and *almost* everything was re-equipped. The enchanted ring I was wearing before was not re-equipped, instead another ring I had in my inventory was equipped in its place. On a side note I have ImmersiveFP installed and the camera changed position with the change in size. It wasn't *quite* right in position, it appeared that the camera was inside the head. I also have a BBP skeleton installed and after shrinking, the breasts were distorted. It seems like they were being pulled upward. I saved the game and exited to desktop, came back and it was fixed. This glitch also applies to NPCs as well.
  5. Your script does work, however I have the mod series populated cities, towns, etc. and the mod doesn't remove their armor. It removes the weapon, enlarges them, then shrinks and equips the weapon.
  6. I worked on this script a little bit more. This is where I am now.. Scriptname enlargementray extends ActiveMagicEffect int Property kSlotMask30 = 0x00000001 AutoReadOnly ; HEAD int Property kSlotMask31 = 0x00000002 AutoReadOnly ; Hair int Property kSlotMask32 = 0x00000004 AutoReadOnly ; BODY int Property kSlotMask33 = 0x00000008 AutoReadOnly ; Hands int Property kSlotMask34 = 0x00000010 AutoReadOnly ; Forearms int Property kSlotMask35 = 0x00000020 AutoReadOnly ; Amulet int Property kSlotMask36 = 0x00000040 AutoReadOnly ; Ring int Property kSlotMask37 = 0x00000080 AutoReadOnly ; Feet int Property kSlotMask38 = 0x00000100 AutoReadOnly ; Calves int Property kSlotMask39 = 0x00000200 AutoReadOnly ; SHIELD int Property kSlotMask40 = 0x00000400 AutoReadOnly ; TAIL int Property kSlotMask41 = 0x00000800 AutoReadOnly ; LongHair int Property kSlotMask42 = 0x00001000 AutoReadOnly ; Circlet int Property kSlotMask43 = 0x00002000 AutoReadOnly ; Ears int Property kSlotMask44 = 0x00004000 AutoReadOnly ; Unnamed int Property kSlotMask45 = 0x00008000 AutoReadOnly ; Unnamed int Property kSlotMask46 = 0x00010000 AutoReadOnly ; Unnamed int Property kSlotMask47 = 0x00020000 AutoReadOnly ; Unnamed int Property kSlotMask48 = 0x00040000 AutoReadOnly ; Unnamed int Property kSlotMask49 = 0x00080000 AutoReadOnly ; Unnamed int Property kSlotMask50 = 0x00100000 AutoReadOnly ; DecapitateHead int Property kSlotMask51 = 0x00200000 AutoReadOnly ; Decapitate int Property kSlotMask52 = 0x00400000 AutoReadOnly ; Unnamed int Property kSlotMask53 = 0x00800000 AutoReadOnly ; Unnamed int Property kSlotMask54 = 0x01000000 AutoReadOnly ; Unnamed int Property kSlotMask55 = 0x02000000 AutoReadOnly ; Unnamed int Property kSlotMask56 = 0x04000000 AutoReadOnly ; Unnamed int Property kSlotMask57 = 0x08000000 AutoReadOnly ; Unnamed int Property kSlotMask58 = 0x10000000 AutoReadOnly ; Unnamed int Property kSlotMask59 = 0x20000000 AutoReadOnly ; Unnamed int Property kSlotMask60 = 0x40000000 AutoReadOnly ; Unnamed int Property kSlotMask61 = 0x80000000 AutoReadOnly ; FX01 Event OnEffectStart(Actor akTarget, Actor akCaster) akTarget.GetEquippedObject(kSlotMask32) akTarget.Unequipall() akTarget.SetScale(2.0) akTarget.SetScale(3.0) akTarget.SetScale(4.0) akTarget.SetScale(5.0) akTarget.SetScale(6.0) akTarget.SetScale(7.0) akTarget.SetScale(8.0) akTarget.SetScale(9.0) akTarget.SetScale(10.0) EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) akTarget.SetScale(9.0) akTarget.SetScale(8.0) akTarget.SetScale(7.0) akTarget.SetScale(6.0) akTarget.SetScale(5.0) akTarget.SetScale(4.0) akTarget.SetScale(3.0) akTarget.SetScale(2.0) akTarget.SetScale(1.0) akTarget.EquipItem(kSlotMask32) EndEvent Yes, I realize I have GetEquippedObject for slot32 only, I'm only testing right now to see if the code will work correctly. Now, the wall I'm hitting now is how to get the EquipItem function working without using an ObjectID. Is there a way by using a Property to allow the EquipItem function to use a different parameter(IE not an ObjectID)? BTW, the script compiles successfully until it hits the EquipItem function, the error is "type mismatch on parameter 1 (did you forget a cast?)"
  7. Is it safe to assume that all functions are done in a first in, first out basis?
  8. OK, next question. Following up on the enlargement ray script, when the spell ends, I want the NPC to equip all armor/weapons that was on him before the unequipall function ran. Would I need to use a GetEquippedObject function for each Biped Object slot(slots 30-43) then use EquipItem function to equip said items?
  9. I'm almost certain that I've seen a mod that does this. It used mannequins IIRC. Is this what you want? http://www.nexusmods.com/skyrim/mods/33902/?
  10. ok, here's the script in question... Scriptname enlargementray extends ActiveMagicEffect Event OnEffectStart(Actor akTarget, Actor akCaster) akTarget.Unequipall akTarget.SetScale(2.0) akTarget.SetScale(3.0) akTarget.SetScale(4.0) akTarget.SetScale(5.0) akTarget.SetScale(6.0) akTarget.SetScale(7.0) akTarget.SetScale(8.0) akTarget.SetScale(9.0) akTarget.SetScale(10.0) EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) akTarget.SetScale(9.0) akTarget.SetScale(8.0) akTarget.SetScale(7.0) akTarget.SetScale(6.0) akTarget.SetScale(5.0) akTarget.SetScale(4.0) akTarget.SetScale(3.0) akTarget.SetScale(2.0) akTarget.SetScale(1.0) EndEvent Like I mentioned in my first post, I'm just looking at other peoples scripts to figure out how things work.
  11. First off, I have little experience scripting. I've completed several tutorials, notably editing items, creating and applying enchantments, and construction templates. I've looked at some .psc files and tried making my own spell, spell effect and scripts using these other scripts as reference material. I've got a spell and activemagiceffect script that enlarges actors via setscale using an oneffectstart event, then after 30 seconds reduces them back to normal size. Now, I want the script to also unequip all of the actors weapons/armor, then when the spell expires, re-equip everything. Browsing thru this list http://mod.gib.me/skyrim/functions.html , I find the unequipall function. The script fails to compile and gives this reason "Unequipall is not a property on script actor or one of its parents". Does this mean that I have to declare a property before I'm able to use the Unequipall function?
  12. I DL'd a mod which uses a spell to change the scale of the target by using a script. I also want to change the speed of the target using the same spell/script by using forceactorvalue("speedmult", XX), however the targets speed never changes. Would creating a new Event with just the forceAV("speedmult, XX) in it be enough?
  13. I've been experimenting with GIMP and painting body art directly onto the texture. I've doodled on the chest without problems but when I try to paint on the leg, problems start showing up. Typically, the texture moves up on the mesh, forming gaps at the ankles. Is there any program that will allow me to paint the texture while on the mesh?
  14. Or more specifically, some horns. Now to the question, Do I need to make 2 separate .nifs, horn_0.nif and an horn_1.nif? Despite the fact its going on the head and not the body. Mind you the the mesh will just be horns, there is no actual helmut/hat.
  15. That can change the camera height while in first person mode, this is strictly for experimenting. I found a list of SKSEs .nif node in the NetImmerse.psc file, but I'm not quite sure they will work in the console and If they do, how to execute the commands. Any help is appreciated.
  16. What programs would be required to create and import tattoos? And if someones already made a tutorial, can you please point me there.
  17. Cool, thanks for replying, what you did tell me was way more then I knew before. I'll look thru the CK, clik on seemingly related things and maybe get lucky. Chances are though that a specific perk(ie savage strike) will have properties that will point out where to get the specific idle anim. Maybe..
  18. I did read up on the 4 basic tutorials listed on the CK wiki and browsed the papyrus primer. Tons of stuff for me to read and understand. As far as clarifying by "on the fly"... I was thinking more of kill cam animations(KCA) rather then sitting, walking, running etc. For example, the players has a standard set of KCA using a particular weapon related to a specific perk tree. Then the player acquires a specific perk from said perk tree, then either a number of KCA(whether 1, 2 or all of them) are replaced with new KCAs. I'll eventually spend more hours exploring the CK and possibly finding the answer to my questions, but I'm certain only more questions will arise.
  19. Thank you for replying, but can scripting be used to accomplish my example, even with a plugin?
  20. I see Gian9er is in the spirit of halloween by resurrecting this thread, but in all seriousness, you normally can not open up .pex files, however, if the corresponding .psc is available, you can use the programs which acidzebra listed to view them.
  21. Hello, I'm extremely new to modding and wanted to know what can a script do AND what they can't do. And can SKSE make a script do something which it would normally be not able to do. For example.... Can a script replace an animation on the fly, ie in game(assuming the actor/s are not performing the animation thats being replaced).
  22. I am aware of TCM and ANIMCAM, however I'm more interested in being able to change the camera focus point and level of zoom(exactly like TCM and rotate like ANIMCAM) while still moving the character.
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