Jump to content

carbondz2010

Members
  • Posts

    14
  • Joined

  • Last visited

Posts posted by carbondz2010

  1. Thanks, this is working but need to make script each equipment with the same code.

    '----------------Here for helmet,then need all armor parts----------'
    
    Scriptname HelmetPropertyMagicEffect extends ObjectReference  
    
    Armor Property HelmetProperty Auto
    Armor Property CuirassProperty Auto
    Armor Property BootsProperty Auto
    Armor Property GauntletsProperty Auto
    Armor Property RingProperty Auto
    Spell Property SpellProperty Auto 
    
    Event OnEquipped(Actor AkActor)
        If AkActor.IsEquipped(HelmetProperty) && AkActor.IsEquipped(CuirassProperty) && AkActor.IsEquipped(BootsProperty) && AkActor.IsEquipped(GauntletsProperty) && AkActor.IsEquipped(RingProperty)    
           AkActor.AddSpell(SpellProperty)
          SpellProperty.Cast(AkActor)
        EndIf
    EndEvent 
    
    Event OnUnequipped(Actor AkActor)
        If AkActor.IsEquipped(HelmetProperty) && AkActor.IsEquipped(CuirassProperty) && AkActor.IsEquipped(BootsProperty) && AkActor.IsEquipped(GauntletsProperty) && AkActor.IsEquipped(RingProperty)    
            ;do nothing 
        Else
            AkActor.DispelSpell(SpellProperty)
            AkActor.RemoveSpell(SpellProperty)
        Endif 
    EndEvent
    

    I change the OnObjectEquipped to OnEquipped

    I change the OnObjectUnequipped to OnUnequipped

     

     

    I try to followers or other NPC not working. just me as player will work with the spell.

    Any idea?

  2. I can do add and also activate the spells (magic effect) if I equip and dispell then remove if I unequip, but is there any ways to add and activate for a set of armor?

    but Idk where should I put the script

     

    so far but not working

    If (Game.GetPlayer().IsEquipped(helmetProperty AND cuirassProperty AND bootsProperty AND gauntletsProperty AND ringProperty)) THEN
       akActor.AddSpell(spellProperty)
       spellProperty.Cast(akActor)
    Else
        akactor.DispelSpell(spellProperty)
        akActor.RemoveSpell(spellProperty)
    EndIf
  3. The arrow that is visible when the bow is drawn is normally tied to the arrow in the central position of the quiver. Make sure your quiver is set up identical to the stock arrows including text labels for each arrow within the quiver.

     

    The arrow that is visible in flight and on impact is the projectile version of the arrow.

    Idk if I just wrong with your suggestion, I try it but doesn't work

    here I try:

     

    myarrow.nif (object name to arrow:0, arrow1, arrow2 and so on) as quiver.

    myarrowprojectile.nif (object name to myarrowprojectile:0) as my single arrow.

     

    but then I try

     

    myarrow.nif (object name to arrow:0, arrow1, arrow2 and so on) as quiver.

    myarrowflight.nif (object name to MyArrowFlight:0) as my single arrow.

     

    Working perfectly

     

    and thank you

  4. Thanks

     

    The && is used for conditions rather than actual function calls.

     


     

     

    thanks for replying, as you said that "&&" is for conditional, but the condition still run to "else" if I have only one item between WOPshield2 and WOPSoul in my inventory,

    when i dont have both item, "debug.messagebox" working,

     

     

    this code with AND

        If (akActionRef.GetItemCount(WOPshield2) == 0) && (akActionRef.GetItemCount(WOPSoul) == 0)

    has to be coded with OR

        If (akActionRef.GetItemCount(WOPshield2) == 0) || (akActionRef.GetItemCount(WOPSoul) == 0)

    to make activation right..

     

    I need both item to do "else" not one of them with "or"

  5. yeah

     

     

    if you want to be equipped as sword,

     

    1. Open Outfit Studio.
    2. Find any weapon like sword, in Skyrim - Meshes0.bsa with BSA Explorer.
    3. Drag the weapon (ex. sword) to Outfit Studio.
    4. Drag your pouch .nif to Outfit Studio with the weapon (ex. sword).
    5. Select your pouch on the right panel of Outfit Studio.
    6. Use move object tool.
    7. Move the pouch in the correct position of weapon sword pomel.
    8. Delete the sword by select on right panel of Outfit Studio.
    9. Click File export to NIF.
    10. Choose name and then done.
    11. Now you can add the NIF to ck with make a new weapon, just duplicate any sword on ck.

    here i made a sample for you, btw i am not trying it yet

    https://www95.zippyshare.com/v/HZTDI5MF/file.html

    Wow, thank you very much for the details and the sample file!

     

    I had taken the advice and tried it using a torch, and between this and the example with the sword, I think I can get it to work.

     

    While I had used outfit studio before, I had no idea I could do something like this with it.

     

     

    Big thank you to everyone who had posted - it really helped me get where I needed to go!

     

     

    YW. yeah glad to help

  6. if you want to be equipped as sword,

     

    1. Open Outfit Studio.
    2. Find any weapon like sword, in Skyrim - Meshes0.bsa with BSA Explorer.
    3. Drag the weapon (ex. sword) to Outfit Studio.
    4. Drag your pouch .nif to Outfit Studio with the weapon (ex. sword).
    5. Select your pouch on the right panel of Outfit Studio.
    6. Use move object tool.
    7. Move the pouch in the correct position of weapon sword pomel.
    8. Delete the sword by select on right panel of Outfit Studio.
    9. Click File export to NIF.
    10. Choose name and then done.
    11. Now you can add the NIF to ck with make a new weapon, just duplicate any sword on ck.

    here i made a sample for you, btw i am not trying it yet

    https://www95.zippyshare.com/v/HZTDI5MF/file.html

  7. Hello, i trying to make activator which spawn object on it, everything is working, but only when i do activate, the conditional is must not filled.

    this is my code :

     

     

    Armor Property WOPshield2 Auto
    MiscObject Property WOPSoul Auto
    ObjectReference Property WOPshield3 Auto

    Event OnActivate(ObjectReference akActionRef)
    If (Game.GetPlayer().GetItemCount(WOPshield2) == 0) && (Game.GetPlayer().GetItemCount(WOPSoul) == 0)
    Debug.MessageBox("Player has no requirement item on inventory")
    Else
    Game.GetPlayer().RemoveItem(WOPshield2,1) && Game.GetPlayer().RemoveItem(WOPSoul,1)
    WOPshield3.Enable()
    Endif
    EndEvent

     

    when i only have this "Game.GetPlayer().RemoveItem(WOPshield2,1)" the item in my inventory is removed, but "WOPshield3.Enable()" is spawn means the "Else" is working.

    but i dont have this "Game.GetPlayer().RemoveItem(WOPSoul,1)". Why the conditional filled and not showing the message box "Debug.MessageBox("Player has no requirement item on inventory")" ?

     

    Did my "&&" operand wrong?

     

    Thanks

  8. Hello, i already make some editing on mesh, everything done and trying to make this available on CBBE sliders. but no hope, I only do the default sliders,

     

    take a look

    1. this what i've done

    Screen-Shot101.png

    2. and this downloaded mods

    Screen-Shot104.png

     

    i want to make my mesh will working (fit) with the body shape in any sliders % like in number 2.

    I have searching and do whatever i can but still fail, or if anyone can work with mine and show me how to

    do that i would appreciated. thanks :smile:

    https://www75.zippyshare.com/v/3Gj6fZNo/file.html

×
×
  • Create New...