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maxarturo

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Everything posted by maxarturo

  1. "How is radius/area calculated in SAE?" Unfortunately I can't help you here, I would need to check CK to remember again those things, but I don't have installed the game and neither its tools. "but has started dealing damage despite no damage on the MGEF" Remove the damage applied by the explosion itself, it should be the first or second option in the explosion editor menu.
  2. Magic Effect are hard coded to respond ONLY when they "Touch" an actor, with the exception of a few, which again they are hard coded to work only inside their parameters. What you want to do and what Ishara tried to explain you is that: - In order to have a spell's projectile to have an 'Area' of influence, you need to: a) Create a magic effect and the enchantment holding the damage b) Create an explosion and insert the enchantment into the explosion's parametrs c) According with the radius of the area impact effect of the explosion that is what your actual enchantment's 'area of damage effect' will be. But again your magic effect will ONLY respond to actors, if you want to respond to object, then you will need to extend your set up, plus your script to a point that it becomes a little bit more complicated than having just 2 lines of code. EDIT: It should be 'Enchantment' and not spell in my post. Replaced all.
  3. In my case was one corrupted 'face gen' nif of an npc that was placed right at the center of the worldspce, and I could only move at the perimeter of the worldspace before ctd if that cell with the npc got loaded.
  4. I haven't touched CK in years, but I don't remember CK having such function. But in the other hand I could be wrong.
  5. First select the object or objects, and then hit plain '1' (no shift) 1 time makes the object semi-visible 2 times hides the object completely * Press F5 to refresh window and to reveal the hidden objects.
  6. Check if the Navmesh is 'finalize' in both load doors, if they aren't then you will need to use 'MoveTo()' to move the follower in and out of the embassy. * Do not finalize the NavMesh, it will be a dirty edit.
  7. Checked one of my scripts and the actual name is: IdleVampireTransformation But just as a note, the animation does not actually transforms the actor, the 'IdleVampireTransformation' is to be played on the humanoid actor, then a secondary IDLE is played on the Vampire lord that takes the place of the first humanoid actor.
  8. You can't paly an IDLE that point towards the hkx behavior graph: actors/vampirelord/animations/mt_transform.hkx The function 'PlayIdle()' should use the animation's actual name, for example, and not an acurate animation name, I'm using the one you are which I don't know if it's a valid one: akTarget.PlayIdle(mt_transform)
  9. 'Finalize' the NavMesh between the two connected cells. In the NavMesh tool there is a button calles "Finalize Current Cell's Navmeshes". How to, got to "Creating a Load Door": https://www.creationkit.com/index.php?title=Bethesda_Tutorial_World_Hookup
  10. While you don't need to see if the object is 3dLoaded, you do need to check if the cell is attached, otherwise none of the translation functions will fire.
  11. I never noticed any issues with not disabling the object before moving it (but it doesn't harm to do it). The only issue I remember encountering is that the angle gets messed up when you move an object to an actor, and needs to be adjusted with 'SetAngle()' because adding the flag 'MatchRotation' on 'MoveTo()' some times does not fires.
  12. 1) You can make your 'mouvablestatics' into 'activators', and yes the collision will still move as long as the nif is set up correctly. 2) You don't need to use 'PlaceAtMe()' to spawn every time different meshes, simplify your idea's exacution. a- Create a cell, it doesn't has to have anything in it or to be connected to the world (basically you don't want to connect it to anything), just an empty cell that belongs to your mod. b- Place in that cell 4 xMarkers, 1 can do the trick, but we will use 4 to keep things in order. Give the xMarkers unique 'Reference Editor's IDs' c- Place in that cell all your 4 different boat models, either if they are mouvablestatics or activators, at this point it dosen't really matters. d- Now use 'MoveTo()' to place the desire boat to position. From the 'ghost cell' to your cavin, and from your cavin to the 'ghost cell'.
  13. Just use 'ObjectReference', I use objectreference for all mouvablestatics. A MouvableStatis is an ObjectReference.
  14. To create a compatibility patch for your mod, you don't require to get permission from anyone, in the end it still is an asset provided by your mod for your mod. If you want to post it in the original mods page or create a new one just for the patch, this is entirely up to you.
  15. Sirgallyhave I didn't say to use a 'Busy' state, I said to "create your script using 'States', each 'State' for each sequence" If you want to know what I mean send me a DM and I'll explain it with scripts examples. PS: I haven't read your wall of text, but I'll read it later.
  16. I didn't used the verb 'need', and I've no idea what 'your' script does or how it does it. And just to be clear: I'm just providing alternatives and workarounds for the OP's issue with the data provided, so she/he can work on with.
  17. You will have to create your script using 'States', each 'State' for each sequence.
  18. 1) Create a 'Global Variable' with initial value of '0' 2) In your recipe add the condition: GetGlobalValue > Your Add Here Your Global = 1 3) On your book you add this simple script: GlobalVariable Property MyGlobal Auto EVENT OnRead() MyGlobal.SetValue( 1 ) GoToState("AllDone") ENDEVENT STATE AllDone ENDSTATE And You Are Done. * Don't forget to fill in the property's of the script, you need to assign in the script the 'Global Variavle' you created in step '1'
  19. I'm not telling you to add all those conditions yourself, I was just referring to what I did, for example: There are a few lines that the droid will randomly say while following the player and they are running, like "your butt bounces a lot when you run" They were just some examples of the conditions I used for every different circustance while the droid is following. As for the function 'Say()': If the npc is forced to say a line with 'Say()' and at the same time one of its default dialogue line fires, whatever type of dialogue topic it may be, the game will immediately CTD. * By default I mean any random dialogue line your npc could have, either if it's idle or combat, etc... So, unless you are completely sure that when you use 'Say()' none of the npc's dialogue lines could fire, don't use it
  20. I've run into this issue while creating a very talkative droid follower, with around 2500 lines to cover almost all possible circumstances. 'Hello topics' fire only when the player approach the npc after he has been away from the npc for some time. If I remember correctly from my testings, it was after 30 seconds and after a distance of 1024 from the npc. What I did, again if I remember correctly since to check it I must install Skyrim and the mod to see what I actually did back then, was to set those dialogue lines as 'IDLE' and add conditions to the desired lines like: IsWalking - IsRunning - GetDisctance > Player - GetGlobal = Follow Package After this she was able to say all the lines I wanted while she was in 'Follow Player' mode. Also do not use the function 'Say()', this is a recipe for CTDs.
  21. You didn't specify that there is another script trying to manipulate the same Obj, your post 'insinuates' that the same script is trying to 'Translate' and 'MoveTo' the same object. * Which I do remember encountering an issue of some sort in the past with one 'translate' function and 'moveto', or was 'SetAngle'...??? But yes, when 2 scripts, each one living in different references try to manipulate the same object, they need to set the function called on the manipulated object to = NONE There is only a few Papyrus functions that don't require this, but don't ask me which ones because I can't remember right now.
  22. I think that's the case, if I remember correctly since I haven't played with Papyrus and CK for quite some time. But I do recall encountering an issue like this. In any case, if this is the case then try something like this: - Link ref the activator to the translated object, and then in your script do something like this, this is just an example that I'm writting from the top of my head while hunging out on a beach surrounded by mosquitos: ObjectReference ObjRef = ParentObj.GetLinkedRef() ObjRef.TranslateToRef() ;;;; Here you either add a 'wait' function ;;;; Or Event OnTranslationComplete() ObjRef = NONE ;;; Object is no longer persistence on the activator's script EndEvent ;;;; Now you can use the 'MoveTo()' function
  23. You are adding extra lines to an existing game's default vanilla script? If this is the case, then do not do that!! But create your own script from scratch.
  24. I'm not telling you that this is the cause of your issue, since to pointpoint it one needs to see in person your mod. But, I'm providing insights of the particular function not documented on the creationkit website. I had used this function for a kind of similar application in one quest mod, and after testing and playing the game for some time, since testing this particular mod requires time due to its size, I encounter a plethora of problems which all were generated from the moment that particular function fired. After some heavy and extensive testing of that function it resulted as non safe function to be used, under any circumstance. * I just provide an insight for what's going on under the hood on an non commercial program developed only up to the point that it served the company's need to develop the particular game, and not to create a safe modding tool for the modder. What you will do with this data, it's up to you.
  25. You have edited and place objects that are outside or overlapping the the cell's 'Roombounds'.
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