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Hacktank

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Everything posted by Hacktank

  1. Ahh well. Thanks for the replies and information. Hmm, perhaps the SKSE team could look into adding a way to register uninstallation script fragments that would run if the mod was removed? Either way, its not that big of a problem, if my users read the instructions they will be fine, but its always nice to be able to idiot-proof things when possible.
  2. Check out my thread on this forum where I asked the exact same question: http://forums.nexusmods.com/index.php?/topic/2387734-determine-whether-an-actor-is-actually-casting-their-equipped-spell/ Here is the boildown: atarget.GetAnimationVariableBool("IsCastingLeft") atarget.GetAnimationVariableBool("IsCastingRight") atarget.GetAnimationVariableBool("IsCastingDual") Enjoy :smile:
  3. I was wondering, is there any way to detect when a user has randomly uninstalled your mod so you can run some cleanup code? The specific situation I am having a problem with is with ActiveMagicEffects. When the mod is uninstalled the magic effect is removed from the actor, but the OnEffectFinish() event is not fired. While this does make sense, it is very inconvenient. I have one possible idea on how this could be rectified. On the creation kit wiki it says that if a script is in the middle of executing when a save is made, and the script is removed prior to reloading, a copy of the script will have been stored in the save-file, and will be allowed to finish before being permanently purged. If this is the case (haven't tested it), I could conceivably have an update chain or something running in my ActiveMagicEffect script that does the following: wait some time (10 seconds maybe) check if the mod is still installed again, if not, artificially call OnEffectFinish() and return re-register for the eventDoes this sound like a good idea? If so, how can I poll for whether or not my mod is still installed. If not, is there another way? Thank you.
  4. Sweet, works like a charm. Thanks man. EDIT: For anyone that tries this later: The dual-cast variable is actually "IsCastingDual"
  5. Hello everyone, I've run into a bit of a snag with a mod I'm working on. I need to be able to test whether an actor is casting a spell they have equipped, either charging/holding a fire-and-forget spell, or casting a continuous spell. This is what I have so far, the second test (for isCastingConcentration) does work spell spellInHand = aTarget.getEquippedSpell(0) if spellInHand if ?????? isCasting = true if spellInHand.GetNumEffects() > 0 MagicEffect eff = spellInHand.GetNthEffectMagicEffect(0) if eff if eff.GetCastingType() == 2 isCastingConcentration = true endif endif endif endif endif Anyone have any ideas?
  6. Hello, I recently switched hard drives, so I figured a fresh install of Oblivion and FCOM/other mods was in order. Ive gotten everything working except for DR's stealth moves (throat slit and ambush). These worked perfectly fine on my old install, but that is lost now. Normal bashing works fine, but trying to do so while sneaking yields this debugtext (essentially the same for any enemy): victim from function is Sylvan Archermer bash target from scc is <no name> victim is 0 Here is my load order: Not being able to do the sneak moves ruins my assassin, please help. Thank you. EDIT: Solved. For those that find this with the same problem as me: Your install is 'dirty' which means you need to disable all deadly reflex mods, start the game, make a new save, exit the game, reenable the deadly reflex modes, and your good to go.
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