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fg109

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Everything posted by fg109

  1. The read/unread issue doesn't bother me as much as the bugs with "My Content" does. I use that a lot to check what topics I've posted in has had new replies. Right now, new replies don't move up like they're supposed to. I have no idea how it's organized at the moment, and having every thread marked as unread makes it that much harder to find the ones which actually have new replies. Oh and info from me: I am using Mozilla FireFox 13.0.1. This is the only computer that I log into with my nexus account. I am the only one who uses this computer to check nexus. I haven't logged out in weeks. Any thread that I haven't checked in about 3 weeks show up as unread, regardless of whether or not there have been new replies.
  2. You can try something like this: Bool Function GetSKSEInstalled() bool installed = false if (SKSE.GetVersion()) ;if your script made it to here, SKSE is installed ;otherwise, it would throw an error in the script log ;and the if condition would have failed installed = true endif return installed EndFunction
  3. I think I made it perfectly clear that my script should be placed on a spawner object, not on any of the npc's. Sorry, I guess I didn't take a good look at your script before. It looks good. The only thing I can think of to change would be to get rid of the check for IsDisabled() after the PlaceActorAtMe.
  4. There are a couple of syntax errors, but you guys aren't understanding what I meant by an infinite loop. This is what you guys are trying to do: You have a leveled character (a leveled list filled with actor bases). The actor bases that make up this leveled character all have your script attached, in order to do the disabling/enabling/spawning. This is what happens: NPC01: Oh, it's time to disable myself and spawn a replacement. *Spawns replacement (NPC02) and deletes self (NPC01)* NPC02: I'm alive!!! Oh wait, it's time to disable myself and spawn my replacement. *Spawns replacement (NPC03) and deletes self (NPC02)* NPC03: I'm alive!!! Oh wait, it's time to disable myself and spawn my replacement. etc. In other words, disable the NPC, register for single update game time, spawn NPC on update game time, delete self.
  5. I would check the imperial/stormcloak camps. I think that they each have an enable parent (or the same enable parent, only one side has checked "opposite enable state"). Parent the same marker or whatever to your own NPCs.
  6. The code where you thought you figured it out, that's what you do if you want "YourScriptNameHere" to have access to all the functions in "ScriptWithStuffInItYouWantToEditHere". But no, that's not what you want to do; similar, but not it. First of all, you need to have "ScriptWithStuffInItYouWantToEditHere" to actually be put on something (a quest, activator, perk, anything) or else you won't be able to reference it anywhere. Then in "YourScriptNameHere", you add the line: ScriptWithStuffInItYouWantToEditHere Property TheThingThatHasThatScriptOnIt Auto Then if for example you want to access SomeProperty in "ScriptWithStuffInItYouWantToEditHere", you use TheThingThatHasThatScriptOnIt.SomeProperty
  7. No idea what's wrong unless you post the full script, what it's attached to, what it's supposed to do, how you're testing it, etc.
  8. I believe that there are problems with actually attaching scripts to leveled characters (ie leveled list of characters). If you do manage to do it somehow (whether through magic effects or whatever else), then yes it is quite possible. By the way, the script you posted wouldn't work even in Oblivion. First of all, the condition of time being greater than 22 and at the same time less than 6 will never happen. The actors will never disable themselves, and only the 'else' part of the script will run. You'd end up with actors that kept trying to deleting themselves and spawning new actors from their leveled list. And these new actors will proceed to do the same thing, since presumably they have the same script on them. An infinite loop.
  9. I only have experience using [urlhttp://www.creationkit.com/GetHeadingAngle_-_ObjectReference]GetHeadingAngle[/url], not GetHeadingAngle, but from the descriptions, they work the same. I don't know what the problem is exactly, since I don't know how you set up your conditions. Let's assume that you have a cloak ability to apply a spell to anything within a whole cell (such as this example). So I'll give you a few examples of some conditions and explain what happens. S GetHeadingAngle [TARGET] >= 25 In the case of magic effects, the "subject" is the actor that was hit by the spell or magic effect. Target is the one who cast the spell. Turning to the right means turning in a positive direction, turning to the left means turning in a negative direction. So that means the condition is saying, "Only apply this magic effect on the spell target if the spell caster is to the right of the target, but not so close that the target can see the caster with a 25 degree turn." S GetHeadingAngle [TARGET] < 25 The condition is saying, "Only apply this magic effect on the spell target if the spell caster is less than a 25 degree angle from the target's right. So if the caster is in front or to the left of the target, apply the magic effect. If the target can only see the caster after turning 25 degrees or more to the right, don't apply the magic effect." S GetHeadingAngle [TARGET] < 25 AND S GetHeadingAngle [TARGET] > -25 The condition is saying, "Only apply this magic effect on the spell target if the spell caster is less than a 25 degree angle left or right of the spell target. In other words, apply this magic effect only if the spell target is facing in the general direction of the caster." If you had the same conditions as above, but you checked "Switch Subject and Target" (or whatever that checkbox is called), then the condition is saying, "Only apply this magic effect on the spell target if the spell target is less than a 25 degree angle left or right of the spell caster. In other words, apply this magic effect only if the spell caster is facing in the general direction of the target."
  10. Well, like I've said, someone is already working on the mod so I've given up on it. What I have right now is only a test file, and no doubt there is going to be incompatibilities with other mods. Not sure which ones, but the way I made it, there's bound to be some. If you really want it, I guess I can send you this test version.
  11. Change the BulkSellChest to an object reference property. Your chest's base object is a container; as an object in the game world, it is an object reference. Only objects that are in the game world can be reset. Well, other than quests. Also, I've had trouble getting RemoveAddedForm to work, just like the comment on the discussion page. I haven't tried using it since the past couple of updates, so maybe it's fixed now. And I don't know if it does work, how it will change the form list. Does it actually remove the entry and re-index everything, or does it just set the entry to "None"? It might be better if you iterated through the form list from the end. EDIT: Forgot to mention that form lists don't accept duplicates. So you can't have two entries that are the same (eg Gold001 at index 0 and index 1). You can have object references though (eg FF000801 at index 0 as the first gold coin, FF000802 at index 1 as the second gold coin).
  12. I think you might want to take a look at this video tutorial.
  13. Actually, I just tested in the game and the magic effect is re-applied if it was on an ability. Having it as an enchantment on a ring, the magic effect is not re-applied, so it should track the variables properly.
  14. There's a scripting function: SetPlayerAIDriven. I was the one who wrote the info for the UseMagic package but that was back in March. There have been updates since then, and in my current game that's version 1.6.87.0.6, the NPC no longer uses magicka to cast the spells.
  15. I've noticed that when switching races on an NPC, any magic effect is re-applied. Does the demon form spell change the player's race? Because then there will be a problem in using a magic effect script to do this. Because if it gets re-applied, then the variables are re-initialized and so you won't be able to track whether or not you're in demon form properly.
  16. There's going to be a problem that you'll run into trying to do this. I don't think I can explain it very well. You should do a google search for "Oblivion Mod Isolation". Not sure if the solutions you'll find will actually work for Skyrim, but the description for the problem is still accurate.
  17. Oops, did not read your whole post before posting about scenes on your other thread. Anyway, you can try giving the player an AI package. When the target of an AI Travel package (or pretty much any package I think) is an XMarkerHeading, then the NPC will turn in the direction of the XMarkerHeading when he/she reaches it. Or at least that's the way it worked in Oblivion. Perhaps just a Follow package is enough if you don't want to mess around with XMarkerHeadings.
  18. I think you'll need to start a scene in order to get a second NPC to chime in. But I don't think it would be very practical if this is some sort of weird "twins finishing each other's sentences" thing, since that would mean a LOT of scenes. I haven't tried making a scene before, so I don't know how to do it. You can check out the CK wiki Scene page and video tutorials page.
  19. That doesn't really require much scripting... Create a perk with the "Activate" perk entry point Check the "Run Immediately" and "Replace Default" flags Add the conditions "GetLockLevel > 0" and "GetLockLevel < 100" Use this script fragment: akTargetRef.Lock(False) akTargetRef.Activate(akActor) @Everyone I'm already working on something so stop posting please.
  20. @whitechaos35 In the SKSE thread, behippo mentioned the new functions when he had to update SKSE for the 1.6 beta. The rest of the info I discovered through testing. @steve40 Events don't work that way. It would be cool if they did, then I could simulate fake hits all over the place.
  21. This event is from the 1.6 beta. Since it's still in beta, nobody has decided to document it on the wiki yet. It is an event from the actor script. Since the ReferenceAlias and ActiveMagicEffect scripts can use Actor script events, you can use it there as well. This event will only fire on a script that is attached to the player. The first time that you load the game with this script on the player, the event will not fire. This is because the OnInit() or OnEffectStart() events in the script will block the OnPlayerLoadGame() event from being received. Since the OnInit() and OnEffectStart() events will only fire when the script is first attached to the player, subsequent game loads where the script has already been attached will receive this event correctly.
  22. Where is the project development page? :huh:
  23. All I can say is that it works for me...
  24. It's an attachment to my last post. Didn't feel that it was enough to warrant actually putting it on the nexus.
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