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fg109

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Everything posted by fg109

  1. It's possible, but you would need to open up TESCS and edit the mod files. I'm not sure if you want to do that since it seems like extra work when there's no problem at all with how it is currently. Here's what you'll need to do: -Open up TESCS and click the open folder icon (or choose Data from the File menu) -Put a check next to the mods you're talking about -Make the mod that you want to move stuff into the active file (R18PN's) -In the object window, click items, then armor and find the armor you want to move -Right-click it and select edit -Change the formID to something else and press OK -Choose to create a new form (this will save it in the active file so you don't need to load the original mod anymore) -Find one of R18PN's containers by going through the containers tab in worldobjects and double click it -You can also use the cell view and render windows to look through the arena district and find the container, double click it, and choose to edit base -now that you have the container open and can see what's inside, keep it open and go back to the armor that you just copied -drag and drop the copy of the armor into the container -close the windows and save the mod
  2. I think the function you want to use is GetDistance. It returns the number of units between 2 references. I'm not much of a modder, so I don't really know how you'll use it to do what you want. When you cast a spell, the target of the spell is the one that runs the spell script. So if you have GetSelf in the script, it'll return the reference ID of whatever is hit by the spell. But I don't know how you'll get the reference ID of the one who cast the spell (not a problem if you only intend the spell to be used by the player). You could try using GetCombatTarget, but this is unreliable if the one who gets hit by the spell is fighting off multiple opponents. Anyway, if this spell is only going to be cast by the player, I would use this: If you meant you wanted to make all spells have variable damage depending on distance, I'm not sure how you would go about doing that. I don't see any script attached to vanilla spells, so I think their effects are hard coded. Maybe you can try out some of the magic/spell mods.
  3. If you are using the Construction set, did you load up a cell before dragging and dropping? When I started it up the first time, I thought the render window would show whatever I dropped into it. But you can mainly only use it to manipulate the placement of objects in the game, so you need to have a map cell selected and loaded before anything shows up.
  4. Assuming you have doors that open and close instead of moving you to another cell: scriptname AutoLockDoorScript Begin GameMode if (GetOpenState == 3) if (GetLocked == 0) Lock 100 endif endif End
  5. Well I just went into my game and tested my code. It worked just fine for me... I even used it on 3 different NPCs. When you made the spell, did you remember to set the duration? If you leave it at 0, it will never get the choice you made, not unless you're so fast you can click the menu button in the same frame you cast the spell. Set it to something like 5 seconds. If that's not the problem, maybe it's actually working and you just don't know it. When I tried it out, the one of the NPCs disappeared for 1 second and then reappeared, probably because his AI packages told him he had to be in his house at that time of day... Anyway, try this code:
  6. Sorry, I don't know what's wrong with my code then. For yours, the condition statement should be "if button == 0" for the first choice, "if button == 1" for the second choice, and so on. For cancel, you shouldn't even have to make an if statement. If there's no condition for when you choose cancel, then the script won't do anything, right? Just make sure that all the variables are set back to what they were before you used the spell.
  7. I edited my post a couple minutes after I posted it because I realized I left out an important line (set choice to GetButtonPressed). So if you used it before I edited it, that might be why it doesn't work. But if that's not the reason, I don't know what's wrong with it. There's a couple extra lines I could probably have done without but it should still have worked. Sorry I couldn't be of much help. The reason why the code you posted wasn't working right was because you set it to send the NPC to prison cell 1 when button is -1. It's always at -1 until you push a button. Clicking on the first choice returns a 0, the second choice is 1, third choice is 2, etc. So with your script, the NPC is sent to prison cell 1 even before you make a decision. Also, at the end you set controlvar to 2. That means that you won't get a message box the next time you use the spell, meaning this is a one time only spell. I'm also not sure you can use a GameMode block in a spell script.
  8. Just a minor correction... athletics = speed and acrobatics = jump. And since acrobatics is a skill, it should also be modpcs.
  9. I'm not sure if this will work since I haven't tried making a spell script so I don't know if you need to specify a target reference or not... But here's what I would try:
  10. Did you actually put in "(Insert new PC Start Location Marker's Reference ID)" or did you use the reference ID of your new marker? Also, you probably won't need all the "SetIgnoreFriendlyHits" since you're not actually going to be there and they're not actually going to go get into combat. Since you're going to skip the tutorial and everything, you might want to add in these lines of code to make everything consistent: ;I don't remember if they're all essential or not so just set them all as non-essential UrielSeptimRef.SetEssential 0 RenoteRef.SetEssential 0 GlenroyRef.SetEssential 0 ;Now you kill all of them because they die during the tutorial UrielSeptimRef.Kill RenoteRef.Kill GlenroyRef.Kill ;Now you add the Amulet of Kings, since Uriel Septim is supposed to give it to you when he dies Player.AddItem AmuletOfKings 1 ;And we might as well set the CharacterGen quest as complete (it will also activate the main quest line) SetStage CharacterGen 88 Remember, you're also going to need to let the player access the birthsign menu and the class menu in your script somewhere.
  11. OK, thanks for all your help! :thumbsup:
  12. I figured out what I was doing wrong; it's pretty stupid of me... I set it up so that I activated the script through dialogue, but dialogue is actually one of the menus in the game. And when I tried to activate it through the console, the console is also one of the menus in the game. In short, the script worked after I added a MenuMode block with the same code I put in the GameMode block. But now I have an unrelated question... I read on the construction set wiki that the game won't carry out but still process a script even when the condition function returns false. It said a way to get around it was like this: ;; optimized begin GameMode If (somecondition == 0) ;; logical negation RETURN endif (...some inefficient/complex algorithm...) end But suppose I had a long script with a lot of blocks of code, each one operating under different condition functions, inside the GameMode block. For example: if GetCombatTarget == Player ;some long block of code here endif if (GetAV Health) < (0.25 * (GetBaseAV Health)) ;another long block of code here endif If I did as in the example, then as soon as one of the conditions returned false, it wouldn't try to process any of the following blocks of code. So I thought of OBSE. If I use OBSE's label and goto functions, would the game still try to process all the code between them? Okay, I just thought of an analogy. Let's say that the script is a mall, each block of code is a store, and the game is a customer. From what I understand in the construction set wiki, this customer will inspect every item in every store he passes even if he decides not to buy anything when he enters the store. The return statement used to stop him from looking returns him to the entrance of the mall, and he never gets to the back stores where he might actually decide to buy something. Is there a way to make it so that if he decides to not buy something at store A, to move him along to store B without letting him inspect all the merchandise at store A?
  13. BUMP My problem is that the GameMode block isn't running. Well I know that since the activator it's attached to is in a remote cell and not loaded, it normally shouldn't be running. But in the tutorial, it says that the script should run for 1 frame after you set a variable, and so if you keep setting a variable every frame then it will run. So that's what I tried to do with the "working" variable in my script, but it's not running it even 1 time after I first set the variable in the OnActivate block. So is the tutorial wrong and this method doesn't work? Or is my script too long to be run in one frame?
  14. I don't have the bullet cam mod and I don't know how it works, but the syntax for detecting if you are sneaking is "IsSneaking". So Player.IsSneaking would return a 1 if you're in sneak mode and 0 if you're not. I think you could probably put "if (Player.IsSneaking == 1)" before the main chunk of the script and "endif" after to get it to work the way you want.
  15. Getting NPCs to recognize you as a Khajiit for greetings and goodbyes should be pretty easy. You'll need to make a new quest with the GREETING and GOODBYE topics. For the responses you can add lines that specifically mentions the npc is speaking to a Khajiit. Make sure that the responses' condition is something like GetIsRace Khajiit == 1 so that the NPC only uses this when they speak to a Khajiit. For the quest priority, I guess it should be something like 50 or so... That would be higher than the generic greetings and stuff (5) but lower than many of the other quests (60) in case using the greetings causes some quests to not be able to be completed. Of course, if you want to actually have voiced lines, you'll have to do recording and lip synching and stuff... And if you want the NPCs to always acknowledge they're speaking to a Khajiit, you'll have to modify every single quest and that really would be a huge undertaking.
  16. I'm a total beginner at modding so I'm not sure what I'm doing wrong. I tried to make a menu to display the stats of my companions but it's not working right. (If it matters, I'm using CM Partners Mod Basic and I know it already has a stats menu but I wanted to try making one of my own anyway.) I'm using an activator for the menu script as recommended here: http://cs.elderscrolls.com/constwiki/index.php/MessageBox_Tutorial I've followed the instructions there and I have an OnActivate block that sets up all the variables as well as a GameMode block that will display the actual menu. When I try to use it, it runs the OnActivate block (i can see it doing the stuff on the console) but not the GameMode block unless I use the moveto command to move the activator to me. After I move it next to me, I can use the menu just fine and everything works correctly. But I don't see the tutorial saying to do that at all, so am I doing something wrong or did the author just forget to mention it? Anyway, this is my script: I didn't copy the variable declarations since it's large enough already as it is...
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