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DaylenTheMaleficar

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Everything posted by DaylenTheMaleficar

  1. I I used to use an awesome font replacer based on the dragon script, but I can't seem to find it anymore. Anyone remember anything like that?
  2. Hmm, that's probably way better than what I was planning on doing, though obviously I'd have to change it to an onActorAction(shoutfire) or the stamina cost would always be 0 ;). This method would be quite preferable to the mess of updates and states I had in mind, if I can get it to work properly. Also, don't worry about that staminarate thing. Was gonna make it so stamina doesn't regen while charging a shout but I have since removed that feature.
  3. Ah, thank you both for clearing that up, but getting the cooldown value is exactly what I want to do, as the stamina cost of shouts was to be a function of shout cooldowns. I'd hoped I could avoid rewriting every shout in the game as to maintain compatibility with other shout mods and possibly even new shout mods. So, with this in mind, I guess this leaves me with the issue of detecting the currently equipped shout so I can keep the script dynamic. Any thoughts? Or, you know I could just search the wiki and find getequippedshout lol.
  4. So I'm trying to see if I can get shouts to cost stamina but I'm having trouble getting this function to compile. The error I'm getting: "cannot call the member function GetNthRecoveryTime alone or on a type, must call it on a variable" Relevant code: Import Shout ;stuff Event OnKeyDown(Int Keycode) if Keycode == ShoutKey staminacost1 = 2 * Shout.GetNthRecoveryTime(0) as int staminarate = playerref.getav("StaminaRate") as int playerref.setav("StaminaRate", 0) endif EndEvent Also, while I'm here, does anyone know of a way to detect the currently equipped shout? Can't find anything on shouts beyond skse's 6 little functions.
  5. Yes. EDIT: OH! I just forgot to define the quest as a property. Should be in order now. Thank you for being such a consistently helpful person!
  6. Well, the While thing I got from a CK wiki page. Guess the guy who wrote that got it from Oblivion. I've been testing this mod using a vanilla save made just before the racesex menu opens.
  7. Nope ;) Fixed The double message box thing hours ago, but still have no Idea what's going on with the <Global=MyGlobal> not displaying a number...
  8. Okay, for testing purposes, I've simplified the code a great deal, yet the message continues to display multiple times even though I've set up a While that should end as soon as an input is returned. Can anyone tell what I'm doing wrong? Event OnInit() RegisterForMenu("LevelUp Menu") UpdateCurrentInstanceGlobal(ssEndInc) UpdateCurrentInstanceGlobal(ssWilInc) EndEvent Event OnMenuOpen(String MenuName) if MenuName == "LevelUp Menu" HasLeveled = True endif endEvent Event OnMenuClose(String MenuName) if MenuName == "LevelUp Menu" While HasLeveled == True Utility.Wait(1) Menu() Utility.Wait(1) CalcStats() HasLeveled = False endWhile endif endEvent Function Menu(Bool abMenu = True, Int aiButton = 0) While abMenu If aiButton != -1 aiButton = LevelUp.show() abMenu = False ; End the function if aiButton == 0 Endurance.mod(1 + ssEndInc.GetValueInt()) ssEndInc.SetValue(0) ssEndIncUsed.SetValue(1) elseif aiButton == 1 Agility.mod(1 + ssAgiInc.GetValueInt()) ssAgiInc.SetValue(0) ssAgiIncUsed.SetValue(1) elseif aiButton == 2 Strength.mod(1 + ssStrInc.GetValueInt()) ssStrInc.SetValue(0) ssStrIncUsed.SetValue(1) elseif aiButton == 3 Speed.mod(1 + ssSpeInc.GetValueInt()) ssSpeInc.SetValue(0) ssSpeIncUsed.SetValue(1) elseif aiButton == 4 Intelligence.mod(1 + ssIntInc.GetValueInt()) ssIntInc.SetValue(0) ssIntIncUsed.SetValue(1) elseif aiButton == 5 Personality.mod(1 + ssPerInc.GetValueInt()) ssPerInc.SetValue(0) ssPerIncUsed.SetValue(1) elseif aiButton == 6 Willpower.mod(1 + ssWilInc.GetValueInt()) ssWilInc.SetValue(0) ssWilIncUsed.SetValue(1) endif EndIf EndWhile Debug.Notification("While Ended") EndFunction
  9. I'm have a couple of issues getting some message boxes to work. The first issue is with getting a GlobalVariable to display in the box. I've put the <Global=MyGlobal> into the message field, added them to the list on the Quest Data tab, and put UpdateCurrentInstanceGlobal() for the globals at the start of the script, yet the message box always displays [...] where the numbers should be. My second problem is that each message box pops up at least once immediately after I make a selection, which really screws me over given that the selections make permanent changes to the script and stack. Here's the gist of my menu script: Function SpendPoints(int aiButton = 0, int abMenu = 0) While abMenu == 0 if aiButton != -1 aiButton = LevelUp.show() if (aiButton == 0 && Endurance.GetValueInt() < 100) Endurance.mod(1 + ssEndInc.GetValueInt()) ssEndInc.SetValue(0) ssEndIncUsed.SetValue(1) abMenu = 1 elseif (aiButton == 1 && Agility.GetValueInt() < 100) Agility.mod(1 + ssAgiInc.GetValueInt()) ssAgiInc.SetValue(0) ssAgiIncUsed.SetValue(1) abMenu = 1 ; . ; . ; . And so on... ; . elseif (aiButton == 6 && Willpower.GetValueInt() < 100) Willpower.mod(1 + ssWilInc.GetValueInt()) ssWilInc.SetValue(0) ssWilIncUsed.SetValue(1) abMenu = 1 endif endif endWhile While abMenu == 1 if aiButton != -1 aiButton = LevelUp2.show() if (aiButton == 0 && Endurance.GetValueInt() < 100) Endurance.mod(1 + ssEndInc.GetValueInt()) ssEndInc.SetValue(0) ssEndIncUsed.SetValue(1) abMenu = 2 ; . ; . ; . And so on... ; . elseif (aiButton == 6 && Willpower.GetValueInt() < 100) Willpower.mod(1 + ssWilInc.GetValueInt()) ssWilInc.SetValue(0) ssWilIncUsed.SetValue(1) abMenu = 2 endif endif endWhile endFunction What causes these menus to pop up twice, and how do I stop it? (They're triggered when the Level Up menu opens, if that helps)
  10. Ah! That's what I was forgetting to do. Thank you! Works now.
  11. As a personal project to learn Papyrus, I've been re-writing the Third Era Attributes mod from scratch and have gotten everything from the level up messages to the MCM working, but I still can't seem to get the skill tracking to work. I've made a quest that triggers on Skill Increase, attached the script and all that jazz, but nothing happens in game and I don't know why. Is there something wrong with this code? Or is The quest somehow breaking? Scriptname ssAttribSkill extends Quest GlobalVariable property ssStrInc auto GlobalVariable property ssEndInc auto GlobalVariable property ssIntInc auto GlobalVariable property ssWilInc auto GlobalVariable property ssAgiInc auto GlobalVariable property ssSpeInc auto GlobalVariable property ssPerInc auto Event OnStoryIncreaseSkill(string asSkill) if asSkill == "OneHanded" || asSkill == "TwoHanded" ssStrInc.SetValue(ssStrInc.GetValueInt() + 1) elseif asSkill == "Block" || asSkill == "HeavyArmor" || asSkill == "Smithing" ssEndInc.SetValue(ssEndInc.GetValueInt() + 1) elseif asSkill == "Alchemy" || asSkill == "Enchanting" || asSkill == "Conjuration" ssIntInc.SetValue(ssIntInc.GetValueInt() + 1) elseif asSkill == "Alteration" || asSkill == "Destruction" || asSkill == "Restoration" ssWilInc.SetValue(ssWilInc.GetValueInt() + 1) elseif asSkill == "Archery" || asSkill == "Lockpicking" || asSkill == "Pickpocket" || asSkill == "Sneak" ssAgiInc.SetValue(ssAgiInc.GetValueInt() + 1) elseif asSkill == "LightArmor" ssSpeInc.SetValue(ssSpeInc.GetValueInt() + 1) elseif asSkill == "Speechcraft" || asSkill == "Illusion" ssPerInc.SetValue(ssPerInc.GetValueInt() + 1) endif Debug.Notification("Skill Tracked.") self.stop() endevent
  12. Thank you! The script has compiled successfully, although, for some reason it doesn't seem to want to run. The Papyrus log says: What does that even mean? It means I suck at parents and can't even do basic and obvious s#*&#33;. Ignore this post.
  13. Oh wow I didn't even look to the left after reading your post. God, I feel stupid. But there's still the problem with Game.GetPlayer().SetAV("health", Endurance). Compiler is returning "type mismatch on parameter 2 (did you forget a cast?)", but I can't cast a globalvalue as an int or float.
  14. I'm not quite sure what that means, does or how to do it (again, complete noob). Is there a way to associate a value to Endurance so I can do math to it? The setAV isn't working.
  15. Well, what I'm ultimately trying to do is see if I can add stats back into the game. I'm only using endurance and one modified race so I can get my methods straight before diving in with the rest of the stats. Here's what I've got so far: int property Endurance auto race property NordRace auto int NordMod = 20 Event OnPlayerLoadGame() Event OnPlayerLoadGame() Race PlayerRace = Game.GetPlayer().GetRace() if (PlayerRace == NordRace) Endurance.Mod(NordMod) endif int x = Game.GetPlayer().GetLevel() Return Endurance int sum = x + Endurance Game.GetPlayer().SetAV("health", sum) endEventI don't know why, but NordRace isn't showing up as a property in the dialogue window, but Endurance is. I'm also getting these errors from the compiler: Do I need to retern enduranceafter it's modified? How is int undefined?
  16. Hey, I'm working on this scripted perk and I want certain values to change for the races, but I can't figure out how to use the raceID's effectively or mod the intiger I'm working with. This is the first time I've ever tried to script anything so sorry if I'm missing obvious things. Here's the relevant bid of code. Event OnPlayerLoadGame() int x = Game.GetPlayer().GetLevel() Race PlayerRace = Game.GetPlayer().GetRace() if (PlayerRace == 00013740) MyInterger().Mod(0) MyInterger() += 0 Return MyInterger() elseif (PlayerRace == 00013746) MyInterger().Mod(20) MyInterger() += 20 Return MyInterger() endif
  17. Yeah, Steam did need to replace about 60mb of data, but the game still crashes while fighting dragons and the same error is all over the place in the log. I'd contact the Deadly Dragons author, since it stands to reason that a script effecting dragons would be...effecting dragons, but he's turned off comments due to something to do with Dragonborn, so I'll just keep slapping my logs here in the hopes that some mysterious stranger can recognize the issue or direct me in the right path.
  18. That is, if FXDragonBloodDamageScript.psc is from a mod and not from the vanilla game. This script seems to be causing some crashing while fighting dragons. I've got Deadly dragons installed, but I had been using Realistic Dragons before that, so I'm worried that it left behind some scripts when I uninstalled it. I did start a new game, but the dragons still seem to be using the flame wall/Fire Breath from RD. Here's the full papyrus log:
  19. Well, the new character works just fine so far, but I'll need to sort this load order out because it's obviously bad news. Here's how BOSS set the mods up, if anyone can see any glaring issues in their order: [EDIT] Oh, I did notice those compatibility patch notifications right after I posted this comment and have installed those, but those are mods I've been using for months, so I doubt those alone are what caused this issue.
  20. I was having some issues with some miner bugs (skating mobs, etc.) when I decided to finally get around to using BOSS to see if rearranging my load order might help. It did not. In fact, it made the game unplayable. Every time I tried to open an in-game menu such as player inventory, my game CTDed. I thought it was probably a mod conflict, so I turned off all my mods, checked to see if the vanilla game ran (which it did), and started adding mods and checking stability. The game ran fine up until I had about 95 mods active, but then the inventory CTDs started up again. I've been trying for hours to find which mods are conflicting, but there appears to be no specific combination that causes this. I can add one mod to the list, recreate the problem, and then remove one or two completely unrelated mod(s) and the game works just fine. Has anyone heard of a similar problem before?
  21. That one file that is always different is your prefs.ini. Changing the game's controls or graphics options will change this file. Don't worry about it not matching steam's master file. It's not supposed to, and all you're doing is resetting your options to default. I have no idea what that second issue is about. Never heard of it happening.
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