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ozziefire

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Everything posted by ozziefire

  1. Yeah I'm just watching and waiting till the NVSE functions atart turning up before using it myself, probably be easier once Nuka World and CK are released and things start to settle down.
  2. Yeah.. you don't like Tits? We will make you use this mod you know...............
  3. So if it doesn't add any new usable function commands what does it actually do?
  4. Thank you, after fixing a couple minor typos and reading PoliteRaiders post that compiled and now I have a better understanding how some of this Papyrus stuff works without resorting to invoking fictional deities :smile:.
  5. Ok looking through the CK I worked out that only 2 Armor items use scripts directly attached for whatever reason so changed direction to s script in a Magic Effect but still having similar issues :/ Scriptname SuperEffects extends activemagiceffect Int Property NewProperty Auto Const Function SomeFunction() RegisterForUpdate(1.0) ; Before we can use OnUpdate() we must register. EndFunction Event OnUpdate() float fPowerLevel actor akActor = SuperRing.GetActorRefOwner() float fActorRads = akActor.GetValue ("Rads") float fActorHealth = akActor.GetValue ("Health") int iCurrRads = fActorRads int iPrevRads int iRadDamage = iPrevRads - iCurrRads if (fActorRads <= 0) if (fActorHealth < 100) ; Assuming 100% = 100) fActorHealth = fActorHealth + 1 akActor.SetValue ("Health", fActorHealth) DefaultScriptFunctions.DefaultScriptTrace(self + ":Healing") endif else if (iRadDamage < 1) fActorRads = fActorRads - 1 akActor.SetValue ("Rads", fActorRads) endif endif iPrevRads = iCurrRads EndEvent
  6. Tried this too and failing because I realised OnLoad is also a one shot edge trigger by the looks Scriptname SuperPowerScript extends ObjectReference auto state MainBit float fPowerLevel actor akActor = SuperRing.GetActorRefOwner() float fActorRads = akActor.GetValue ("Rads") float fActorHealth = akActor.GetValue ("Health") if (akActor.GetEquipped(SuperRing)) int iCurrRads = fActorRads int iPrevRads int iRadDamage = iPrevRads - iCurrRads if (fActorRads <= 0) if (fActorHealth < 100) ; Assuming 100% = 100) fActorHealth = fActorHealth + 1 akActor.SetValue ("Health", fActorHealth) DefaultScriptFunctions.DefaultScriptTrace(self + ":Healing") endif else if (iRadDamage < 1) fActorRads = fActorRads - 1 akActor.SetValue ("Rads", fActorRads) endif endif iPrevRads = iCurrRads endif EndState
  7. Ok now I have this, SuperRing is the name of the object the script is attached to, its just a copy of the WeddingRing Scriptname SuperPowerScript extends ObjectReference Event OnLoad() float fPowerLevel actor akActor = SuperRing.GetActorRefOwner() float fActorRads = akActor.GetValue ("Rads") float fActorHealth = akActor.GetValue ("Health") if (akActor.GetEquipped(SuperRing)) int iCurrRads = fActorRads int iPrevRads int iRadDamage = iPrevRads - iCurrRads if (fActorRads <= 0) if (fActorHealth < 100) ; Assuming 100% = 100) fActorHealth = fActorHealth + 1 akActor.SetValue ("Health", fActorHealth) DefaultScriptFunctions.DefaultScriptTrace(self + ":Healing") endif else if (iRadDamage < 1) fActorRads = fActorRads - 1 akActor.SetValue ("Rads", fActorRads) endif endif iPrevRads = iCurrRads endif EndEvent
  8. Cool, thanks for the advice, yes its a learning experience I have much grander plans later of course and other mods planned, so I thought I'd start with something simple and build on it when it works rather than drop 200 lines of "Why won't this work?" on others :smile: I'll poke around with it more tomorrow and do some more wiki reading on the functions and see if I can get it compiled and firing.
  9. Ok did that and now get this: Any idea what the 2nd, 3rd, 4th etc things I ned to do now? :smile:
  10. Its a joke they even bother having a contest when the CK isn't even out of beta. The CK only became stable for many in last weeks update and is lacking basic features GECK had like editing ESMs and saving files with multiple master esps. Our best mods IMO are FO4Edit and F4SE, why aren't they nominated? Probably too embarrassing for Beth............. Due to some Beth Launcher server screwup for over a month most Australian modders and many other Overseas can't even download the beta CK without using a VPN or doing a "click that quickly while standing on your head" method. Beth have been "working on it" for 3 weeks.............
  11. I've done a fair bit of scripting ok in GECK but never done Papyrus before so this is my first script attempt: I've basically made a copy of the Wedding ring, I have the following script attached to it, the idea being that the wearer slowly regenerates health if they have no Rads, and that they will also regenerate rads slowly too. But I'm having some really basic problems with the structure and some basic problems, I can't get it to compile. I'm under the impression OnEquip and OnUnequip are one shot edge triggers, but I could be wrong. So I'm trying to set a bool then use that to check if the Main part should be running. Scriptname SuperPowerScript extends ObjectReference native bool bItemWorn ; it doesn't seem to like this, how am I to tell my main part to keep running or am I wrong in assuming OnEquip is an edge trigger? Event OnEquip() bItemWorn = 1 EndEvent Function MainPart () if (bItemWorn) float fPowerLevel actor akActor = GetActorOwner() ; I'm trying to set the wearing actor here, I'm doing it wrong float fActorRads = akActor.GetActorValue ("Rads") float fActorHealth = akActor.GetActorValue ("Health") int iCurrRads = fActorRads int iPrevRads iRadDamage = iPrevRads - iCurrRads if (fActorRads <= 0) if (fActorHealth < 100) ; Assuming 100% = 100) fActorHealth = fActorHealth + 1 akActor.SetValue ("Health", fActorHealth) DefaultScriptFunctions.DefaultScriptTrace(self + ":Healing") endif else if (iRadDamage < 1) fActorRads = fActorRads - 1 akActor.SetValue ("Rads", fActorRads) endif endif iPrevRads = iCurrRads endif EndFunction Event OnUnequip() bItemWorn = 0 EndEventCompiler Output: I tries removing native and it says it has to be native, I tried const and get similar issues. I'm a little confused on whether the main should be a function and if it how to call it every 10 seconds RealTime or 30seconds Gametime
  12. Excellent, that is what I'm looking for, I obviously didn't realise there was more to the bottom of that page, one of the issues with the zooming software I use for my crappy eyesight.
  13. Unfortunately whatever that link is its not there anymore, that's just the landing page, I'm looking for the CK equivalent of this GECK page http://geck.bethsoft.com/index.php?title=Category:Functions Just a nice simple easy to read list of functions with links to more detail :tongue: I found this but there's no logical order to the way the functions are listed, Alphabetically would be nice and more functions per page http://mod.gib.me/skyrim/functions.html
  14. Mod users outnumbered actual Modders by a huge percentage, of course Mod Users get what they stomp about, they want everything for free, and they get what they pay for with heaps of chaff mods clogging databases. The whole thing was like people wanting all online stores shutdown because they don't want people to be able to sell stuff they've made :P
  15. Most of the "Pay for Mods" uproar was actually caused by Mod Users rather than actual modders. who successfully drove some great modders out of the community, many who just wanted it to be an option...........
  16. Looks great, better than nothing at this point, sorry I can't help with modelling (I'm 70% blind). But I too like armor to be armor, skin can be exposed in the frame but the plating should cover everything for radiation resistance and/or waterproofing.
  17. The only one is a console command GetF4SEversion :smile: So I have to have the game running while I write scripts or write them all down manually with one of those pen thingys :smile:
  18. Ah good stuff, and here I've been adding 768 to additions to lists if the other items had 768 :smile:
  19. Yeah, the male refrigerator suit is too bulky mainly because some clown designed it for wearing combat armor and even a frigging helmet underneath, that's going to chaffe something bad. I'd love some Bubble Gum Crysis style Power armor designed for only a skinsuit with a chassis and added removable plates. The one Chassis could then be used for a multitude of plating designs for real individuality. We probably will lose the enter/exit animations unless someone is really keen, but that's no big deal someone might make them later. Has anyone tried shrinking/reshaping the Vanilla Power Armor and plating with CBBE bodyslide somehow?
  20. Is there a list of extra script commands somewhere?
  21. If you don't like it don't install it :tongue:
  22. Lore Smore..... Many mods aren't Lore friendly that's no reason not to make them if people want them, if you don't want them don't install them. We could always pull the horses from Skyrim TTW style to get around the Beth assets legal smeazels. And someone imported a Godzilla to FO4, how hard can it be for an experienced modeller to get a 3D horse model and do the same? The riding animations probably the hard bit.
  23. "KernalsEgg found that by pressing install Immediately after saving settings in the options for the beth.net launcher, he was actually able to get the install to start about 50% of the time. I tried it out and managed to get the same results, with the EULA appearing and then the install path after that. The key was to accept through it as quickly as possible. Seems the connection back to bethesda's servers is stronger for a few seconds after you have saved your settings. Again the process I went through was as follows: Hit bethesda net logo in top left hand corner and go to settings -> save settings (don't change anything unless you want to doesn't make a difference) -> as quickly as possible hit the install button on the creation kit -> if the EULA comes up tick the acknowledgement and accept as quickly as possible (assuming you have read the EULA previously like we all do...) -> If the install directory location option comes up click accept as quickly as possible -> if either the EULA or the install directory did not pop up repeat this process until it does!" It took me 20-30 goes but eventually it worked, getting stuck on loading dependencies at 0%. The CK works but seems to crash on exit though.
  24. Mods that use it as master will not crash unless you physically delete it off your PC. Stop crying when we're trying to get beth do realize something. Ok just tell me how a mod that has AE extended as a master will function for people who don't have Armorsmith Extended? He has a complete disrespect for other peoples work that relies on his. I can't download the GECK beta either but I would never screw other modders up by pulling a critical framework file. Beth don't care enough about modders to even release the GECK from beta..
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