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LittleRaskols's Achievements
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Sorta follow-up question: How much of a hit to memory is preallocating all 128 if it's an array of Forms? Is there a good reason to not do that?
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I'd kinda figured I'd have to preallocate. Not sure I get what it means to fill an array in the CK (is that like a form list?) but I don't think it's something I am going to need. Thank you though!
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So, question about array creation based on this page in the wiki: http://www.creationkit.com/Array_Reference#Array_Creation It says, "If you make an array property, then the Creation Kit will determine the size of the array by how many elements are put into it." What does this mean? Looking at the page for "Property" doesn't clarify what an "array property" is. I'm trying to create an array of variable size and am running up against the immensely annoying limitation that Papyrus does not allow you to declare arrays with a size based on an integer variable. But this kind of sounds like I don't have to set the size if I am using an "array property? Is that so, and how?
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That definitely narrows it down at least, which makes just testing it with conditions for different animation events a lot easier.
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Does anyone know at what exact point in the bow firing animation sequence the game recognizes that you have no more of your equipped arrow and automatically gives you a new one?
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Say that you have a script which can detect how much stamina the player has. Is there any way to force the player, when holding a drawn bow, to enter the "not fully drawn" state while stamina is below a certain threshold? Such that, when they release the arrow, it flies a shorter distance and does less damage, etc. I can figure out the logic of when to apply this effect, but I have no idea what the effect is called, so it's difficult to search for information on it. "Not fully drawn bow shot" or "half drawn bow shot" don't return anything useful for me. This page lists animation event chains for what I am talking about, so I imagine that the first two represent the sequence of animation events that result in this (from the looks of it, BowRelease happens before reaching BowDrawn) but I don't know how to force the state which results in it.
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Now that you mention it, I'm not sure why I thought I needed to specify the left hand. I guess because it defaults to left in the CK when you call GetEquippedItemType, but that doesn't really mean anything. Edit: And, that was it! Thanks SO MUCH!
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Thinking it over, I am like 90% sure that filling my working initially-empty formlists in another script is the problem and that's the first thing I will try to change when I get a chance.
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s***, seriously? Getting an account there right the hell now, thanks! Good to know that I don't have to custom define a remove form script, for sure. And I had buckled down and done what you're suggesting, tedious as hell though it was. I was already doing a similar thing with an empty list to ensure that DLC-added items only showed up if you had the DLC (and its addon for my mod, where the DLC-added items are actually in their list), so this solution was a natural extension of that. The only other mystery for me is whether I have to add them to the empty list in the same script as I plan to remove them, but I will find out soon enough. Yeah I stopped typecasting it like that when I realize that, oh derp, basic polymorphism, it is a Form already. No dice with what you suggested, unfortunately. It's baffling, this seems like a really basic thing, right? I expected it would work just fine. I do wonder what will happen if I change where I am filling my working form lists. Right now I have a separate initialization script and MCM script (this is all in the MCM if that makes a difference, although perk and ability conditions detect form list membership just fine), which has seemed a little redundant for a while. Appreciate all your help (especially that info about the CK Wiki!). I'll post a fuller example of what I am doing below if you feel like checking it out; if not that's fine.
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Maybe the quicker way of putting it is, can I check whether the weapon the player has equipped is on a form list?
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Maybe related to the above: I am having trouble getting my scripts to accurately report whether a FormList has a Form. If I have a weapon with a FormID of XX000300, and I do the following: Form wpEquipped ;other stuff wpEquipped = PlayerRef.GetEquippedWeapon(true) as Form Unexpected things will happen when I try to use this. First up, using GetFormID() on it returns "0" as its FormID. Second, when I do this: bool bHasWep = MySpecialWeaponsList.HasForm(wpEquipped) It always returns false. It also does not seem to add it correctly. What the hell is going on? It's like the "Form" I get from a call that returns a Form (or a type descended from Form) doesn't return the same Form as is defined in the FormLists... but then how do I detect FormList membership from player-owned items? This seems like a pretty basic thing, I must be missing something obvious.
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Cool, thanks again. New question: a nasty surprise in my attempt to manipulate FormLists is that the only function on FormLists that will remove items will only remove items I have added via script. If I design my mod with FormLists pre-loaded with items, I cannot remove those items. Is there a way around this, or any other function that will allow me to remove items from FormLists that I have not added via script? The only workaround I can think of is to make the FormLists I actually want to work with empty at start and then add the "default" items to them from another FormList by script. Which is a pain in the ass, but if it's the only way... Edit: Welp, looks like what I am trying to do is f***ed anyway: http://forums.bethsoft.com/topic/1365445-bug-formlist-functions-seem-to-break-under-certain-conditions/ Edit 2: Seems like my proposed workaround is essentially the recommended way of dealing with this every single time: http://www.creationkit.com/Talk:RemoveAddedForm_-_FormList
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So this has always been kind of a mystery to me but I don't know what search terms I can use to figure it out so I'll ask here: in the CK, for every vanilla weapon there is a ton of enchanted versions of them. What are they for? Is that how the game distributes enchanted weapons to the leveled lists? Are they treated differently from the base weapon type for the purposes of crafting recipes (in the sense of their being used as in ingredient)?
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Nice, thanks. I was looking in ObjectReference too but didn't see any obvious "check if moving" functions, and didn't realize that movement is one of the "animation variables," although that makes perfect sense in hindsight.
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Thanks man, good to know that using akTarget for everything is not the problem (seriously have no idea what going on, seemed like it could be anything). I think that scripting the whole draw speed penalty logic is going to be the solution - you win, MotoSxorpio! - but I am baffled that some of the CK condition functions don't appear to be part of the actor script. Specifically, there is no way I can see to detect if an Actor is moving or their direction of movement. My new quick question: Is there something I am missing, or is there really no way in papyrus to tell if an actor is moving? If not then that just makes things more annoying but not impossible to deal with.