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Grindspice

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  1. I'd still love it if somebody could share the secret of the no cast animation spell. Update: I got the thing working pretty darn good. I studied another persons bash script and I think one of the files I dl'd from him had all the stagger animations I ended up using. When I incorporate this spell into the mod I'm making I'm going to have to pass that along. For anybody trying to make their own Shield bash mod, that guys mod was called Push Combat Ability. It was also helpful for learning how to force an NPC animation. Unlike that guys mod which allowed shield bashing outside of a spell, I managed to get the thing working in a single spell script. I guess the most important pieces of info fall into these examples: ref Bashtarget ref aBear ref ah2hStagger if (BashTarget.IsActor == 1) player.PlayGroup BlockAttack 1 ;This makes the player do the animation player.PlayGroup Idle 0​ ; It can be replaced by any animation for other spell ideas ... if (BashTarget.IsCreature == 1) if (Nameincludes "Bear" == 1);smart trick by that mod maker. Creatures always let aBear := aaBearStagger ;have their types in their names Bashtarget.PlayIdle aBear 1 ... elseif (Bashtarget.GetWeaponAnimType == 0) ;hand to hand ... let ah2hStagger := aah2hStagger Bashtarget.PlayIdle ah2hStagger 1 ... Just remember to go into Gameplay >> Idle Animations and create a different animation ID for every creature and npc weapon type.
  2. Update. I'd still like someone to share if they know how to cast a touch spell without the animation. I figured out why the stagger wasn't working. PlayGroup doesn't appear to do anything and I need to use PlayIdle to make it work. It looks like it's going to take a lot busy work to get it to happen. Turns out there are specific animations that have to be called for every NPC weapon type and every Creature type to get the target to stagger. They are located at: Gameplay >> Idle Animations >> Bash and require OBSE, the Idle Animations window in the CS, and the PlayIdle function to get things working. Hopefully I can get this sucker working by tonight. I'll update this incase any googlers with my problem stumble onto this one day.
  3. Never mind! I finally found all the stuff on the wiki. My first person animation works great and behaves even better than intended! The only thing I need to fix is the initial touch spell animation. (If you know how to get rid of that please share and save me some time!) But...Now I've got a new problem. I was using : ref BashTarget ... set BashTarget to GetCrosshairRef ... player.PushActorAway BashTarget 10 ​​and it worked great. I didn't like the PushActorAway mechanic, however. It's too powerful for my taste so I tried to tweek the last line and made it: BashTarget.PlayGroup Stagger 1 ​​Not only did it not work but it also caused the NPC to run straight into me without attacking. I tweeked it again to: BashTarget.PlayGroup Idle1 BashTarget.PlayGroup Stagger 1 ​BashTarget.PlayGroup Idle 0 The stagger didn't work but the NPC would Attack me again. Anybody got any idea why I can't make the NPC stagger?
  4. Hey again. In short, I'm trying to get the Shield Bash animation to play inside of a spell script but I don't know how to call it up or what it's called. Does anybody know where I can find a list of the first person animations and/or the script command to activate them? I'm on the CS wiki atm but I can't find any lists. Also, I'm expecting to run into a problem with the built in cast animations. Will calling up the Shield bash animation override the default animation or will I have to add some script stuff to stop that as well?
  5. Ha! I would have said you were trolling but the guide is legit. I saw somebody ask for help with pop up menu scripts on another thread so I'm starting with that. It looks like it's going to flow into this stuff pretty well. Thanks for the links and advice. Someone ought to repost those guides onto this website so penises don't have to be involved with the learning process. XD
  6. How can I mod the UI? Specifically, I'm trying to mod things like the inventory/map tabs and maybe add a tab or two. I haven't been able to locate anything that looks related to that in the CS. I'm expecting to have to script some things, that's okay. I just need to know where to get started and I'll figure it out.
  7. @DrakeTheDragon Wow dude, you found everything! Thanks! All the disappearing files were located exactly where you said they'd be. I'm not sure what I can do to stop if from sending them there but at least now I know how to find them and relocate them.
  8. @Moktah I just tried your method, nothing happened. The files are still nowhere to be seen. @DrakeTheDragon I think you're right about what the problem is but I think you have my problem a little backwards. I created the files running the program without using the "Run as Administrator (RaA)" option. When I load the CS or default Oblivion Loader without using the RaA option I can see the files using their interfaces. It's only when I use the programs with the RaA option that the files disappear from those programs. My problem is if I just start looking in my folders using the file explorer the files I'm looking for aren't present, just like when I'm using the CS or default Oblivion Loader with the RaA option. It's definitely an administrator thing and I'm not OS savvy so I have no idea how to manipulate it to show me what I want. @TheMastersSon I'm only going to run TES CS using the "run as administrator" option because that seems to get the files I save to show up in my folders. Since it's not connected to the internet I think I'll be fine, but I really don't understand OS stuff. Is it still a bad idea? Edit: I should be more clear, the files aren't being "hidden" they just aren't appearing. Same with the \backup folder once I tried to save a file in it. It just up and vanished. Bad word choice.
  9. Fortunately I was just doing practice mods, I'm just going to run everything as an administrator in the future. Better that I learn this stuff now than when I start on the big project. If you do know how to troubleshoot this I'm still interested because I'd like to find where my \backup folder went, but it's not going to crush me to lose those things. I've already read horror stories of people losing months of work so I can handle losing a few days.
  10. I ran the CS and the original Oblivion game as an Administrator and all those files I was able to see disappeared. When I run them by double clicking them I can see all the files again. I'm guessing I see my regular folders as an administrator but I'm running those programs as just a plain old user. Any suggestions? I'm trying to figure out how to downgrade my administrator status atm.
  11. I'm using windows 10 I think. Thanks for your response and suggestions, I'm going to trouble shoot with that in mind now. I'll let you know how it goes.
  12. As the topic states, the CS is hiding files I save. If I go to my Oblivion\data folder none of my .esp files are there but if I use the CS I can still load and access them. The only other place I seem to be able to access them is by using the normal oblivion loader to turn on mods. I thought I could troubleshoot the problem by saving my mods into a different folder so I did a test save into Oblivion\data\backup and now the whole \backup folder is missing! I can still see it in the CS when I play with the saves in there. I only realized this was happening when I tried to use Tes4Gecko and the files weren't showing up. Has anyone had this problem before or know how to fix it?
  13. lol 2009 how'd you even find this Adam???
  14. Play around with fSkillUseMajorMult till you get the results you're looking for. I think...
  15. Ok so I looked in that skill menu thing and I found out how to tell which skills have two SetSkillUseIncrement 's associated with them. Then I realized the script I posted wont work for a character that decides to change his class as he exits the sewers. I also realized I had my values backwards. The first SetSkillUseIncrement should have been SetSkillUseIncrement 0 Alchemy 1 . I'm going to do EXACTLY what you said this time Forli. I'm writing down the vanilla use value per action, going to 0 it all out and my script will look like this: scn LevelStunt2 short major ;Still don't now where to begin this dude set major to player.IsClassSkill Alchemy if (major ==1) SetSkillUseIncrement 5 Alchemy 1 SetSkillUseIncrement .5 Alchemy 0 else SetSkillUseIncrement 0 Alchemy 1 SetSkillUseIncrement 0 Alchemy 0 endif set major to player.IsClassSkill everyotherskill . . . end I'll just have to hope I don't get some of the actions backwards, but I can always test for that. I still don't know how to start it either so I'd appreciate it if somebody could toss me some c).
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