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nikolaf

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Everything posted by nikolaf

  1. Hey, thanks! I overlooked the "==" by accident, so now the loop works. I've also managed to make the animation work just fine and have simplified the code a bit.
  2. Hey guys! I'm trying to make an oblivion gate spawn enemies when you get close to it, to simulate an invasion, however, it seems that I'm missing something. I've created the gate, and added a trigger around it with the script, so when the player gets close, the weather changes, the gate activates, and leveled daedra start spawning every 15 seconds. If you leave the trigger it all stops. The problem is, the weather changes correctly, but the gate animation and spawning doesn't work for some reason. I've set the properties correctly. I'm using the creation club "The Cause" gate model (the built-in script is set to false), if that helps. Here's the script: Scriptname obliviongatespawnscript extends ObjectReference ActorBase Property Daedra Auto ActorBase Property Dremora Auto ObjectReference Property OblivionGate Auto ObjectReference Property SpawnPoint Auto Int DoLoop = 0 GlobalVariable Property Counter Auto Weather Property newWeather Auto Event onTriggerEnter(ObjectReference TriggerRef) If TriggerRef == game.GetPlayer() OblivionGate.GotoState("Open") DoLoop == 1 While (DoLoop == 1) SpawnPoint.PlaceActorAtMe(Daedra, 0) SpawnPoint.PlaceActorAtMe(Daedra, 0) SpawnPoint.PlaceActorAtMe(Daedra, 1) SpawnPoint.PlaceActorAtMe(Dremora, 1) SpawnPoint.PlaceActorAtMe(Dremora, 2) Utility.Wait(15.0) EndWhile EndIf If (TriggerRef == Game.GetPlayer()) newWeather.SetActive(True,True) Else Weather.ReleaseOverride() EndIf EndEvent Event onTriggerLeave(ObjectReference TriggerRef) If TriggerRef == game.GetPlayer() OblivionGate.GotoState("closed") OblivionGate.PlayAnimation("ForceClosed") DoLoop == 0 EndIf If (triggerRef == Game.GetPlayer()) Weather.ReleaseOverride() Endif EndEventAnyone have any idea what is missing? Thanks in advance!
  3. Hey all! I'm wondering if there is a way to add new subfolders to the object window in the CK. I could really use the feature, as I've a lot of custom races, and it would be cool to make the "actor" folder have "creatures", "daedra", "dwemer animunculi", "npcs", "undead", etc. I have yet to find a solution for adding new subfolders. Oblivion had them, though they were a bit differently set up with categories ( hardcoded ). Is it possible? Another question - Does anyone have an idea why some of the folders for custom assets have doubles? Like for example, my adamantium armor has "Adamantium" and "adamantium", which contain the same resources. Uppercase and lowercase doubles, and it just clogs the interface...
  4. AnishaDawn, I have to agree with you completely. Actors, leveled stuff and scripts were a lot simpler. I knew about it sticking with your level, but does permanently mean even on cell respawn? Also why did they remove the count option in leveled lists... shame. They're leaving more and more stuff from Fallout and previous ES games that's just there, but cannot be used, like the open magic effect, VATS, addiction, fame, etc... Serves no purpose now.
  5. Thank you for your help, Maxarturo! You're right, but I know about markers, I've been modding Oblivion and then Skyrim since 2010. I was confused since in Oblivion it worked fine. I didn't know about the hardcoded part - so that is why my level 45 character always got the highest level enemies in the cell, even when I changed his level via console... I guess I'll have to try form lists, or possibly place the marker in a hidden unleveled cell and then use it? * I'm not sure about that, seems to work as intended. I've been doing that for a long time. Probably because they aren't leveled per say, it's just a level 1 list.
  6. Sorry for the late reply, I was away for a while... I didn't explain it correctly, as everyone mentions form lists. I meant leveled character. I made a leveled character that uses an actor base to inherit the data, placed the actor base as a property in my activator script, but the leveling part doesn't work. The rest of the script is as it should be. Check the attached pictures for more detail if I didn't make myself clear enough again.
  7. Hey all! I've just noticed a problem with a script - whenever it spawns an actor, the instance isn't leveled as it should be. Example: I've set up a leveled actor list for what creature to spawn at level 1, 5 and 10, but whenever the script runs, it spawns them all randomly. The leveled list doesn't use all actors below PC level, and is set to the value 4 ( None ) in the script, so I've no idea what could be causing this issue. Here's the script: ActorBase Property SpawnUnit Auto Int activatemode = 0 Int Property MaxCount Auto GlobalVariable Property SpawnCounter Auto Event OnActivate(ObjectReference akActionRef) If (akActionRef == Game.GetPlayer()) If (activatemode == 0) activatemode = 1 While (activatemode == 1) If (SpawnCounter.GetValue() < MaxCount) Self.PlaceActorAtMe(SpawnUnit, 4) SpawnCounter.SetValue(SpawnCounter.GetValue() + 1) Utility.Wait(15.0) EndIf EndWhile ElseIf (activatemode == 1) activatemode = 0 Self.Disable() EndIf EndIf EndEventAny help will be greatly appreciated!
  8. Yeah, It's been a long time since I downloaded skse so I forgot. Anyway, downloading the SDK source fixed the issues. Thank you, Ishara!
  9. Hey all, I've been trying to edit a script in the Combat Gameplay Overhaul mod with little success. - Mod has pex and psc files put in their respective folders - I've skse installed with its scripts. I've also decompiled them using Champollion to psc, and added them to the scripts\source folder (which is set in the CreationKit.ini) - Whenever I open the source in the CK, and try to save, even without touching anything, errors appear Something like this: Starting 1 compile threads for 1 files... Compiling "DSerCombatGameplayOverhaulMCM"... c:\Games\The Elder Scrolls V Skyrim Special Edition\Data\Scripts\Source\temp\DSerCombatGameplayOverhaulMCM.psc(93,2): argument a_flags is not specified and has no default value c:\Games\The Elder Scrolls V Skyrim Special Edition\Data\Scripts\Source\temp\DSerCombatGameplayOverhaulMCM.psc(94,2): argument a_flags is not specified and has no default value c:\Games\The Elder Scrolls V Skyrim Special Edition\Data\Scripts\Source\temp\DSerCombatGameplayOverhaulMCM.psc(103,2): argument a_flags is not specified and has no default value c:\Games\The Elder Scrolls V Skyrim Special Edition\Data\Scripts\Source\temp\DSerCombatGameplayOverhaulMCM.psc(726,2): argument a_noupdate is not specified and has no default value c:\Games\The Elder Scrolls V Skyrim Special Edition\Data\Scripts\Source\temp\DSerCombatGameplayOverhaulMCM.psc(726,2): argument a_statename is not specified and has no default value c:\Games\The Elder Scrolls V Skyrim Special Edition\Data\Scripts\Source\temp\DSerCombatGameplayOverhaulMCM.psc(734,2): argument a_noupdate is not specified and has no default value c:\Games\The Elder Scrolls V Skyrim Special Edition\Data\Scripts\Source\temp\DSerCombatGameplayOverhaulMCM.psc(734,2): argument a_statename is not specified and has no default value No output generated for DSerCombatGameplayOverhaulMCM, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on DSerCombatGameplayOverhaulMCM I've shortened the text, there were a lot more of the same errors. As you can see, it says I'm missing the functions it's trying to call ( "like a_statename" ). Of course, I have them inside the ski_configbase and other skse scripts. Native functions work as normal. I haven't had problems with other mods that use skse though, it's just this one... Does anyone know what seems to be the problem?
  10. Yeah, scripts are usually the way to go, it seems. Thanks, it should work perfectly, I'm also guessing I need to set it to Cast.() instead of AddSpell because adding them via console doesn't seem to work. Oh one more thing, If you don't mind. I've made some ingredients that should give you a disease when eaten. How would I go about making the script for this function?
  11. Hey all, I've (re)made quite a few diseases from previous games and wonder if it is possible to have an enemy type be able to give you a random disease, with the leveled spell category or similar? I've thought of making different attacks transmit different diseases, for each race, but that isn't quite what I had in mind. Something so that i.e. a skeever can give you any of the following when attacking: Bone Break Fever, Brain Rot, Crimson Plague, Red Rage, Shakes etc.
  12. Thanks for all the help and sorry if I wasn't clear enough. ReDragon2013, you've added a lot of stuff to the script, and explained very well, so thank you. But I'll point out a few things, since I didn't explain it clearly before: First - I did create 5 spells, each with their respective scroll. There is no need for the 6th, as that would allow the player to access places that require a key, which could potentially break the game. Second - The OnCellDetach is quite a useful function, as I noticed using it the aliases don't bug out sometimes anymore. Thank you for reminding me of its existence. Third - I'm not sure what you meant by script name, as I didn't even post that line, and I believe it to be quite unique, since I can easily find it. Fourth - How the hell do you set the script to be formatted like that in your post? I could really use that. Also note that I tend to minimalize the code, as to why I made it as you've seen it. Again, thank you for all the help. I'll try it out soon.
  13. Basically, the script fires when an alias is filled in the quest. I thought about making it a magic effect instead of spell\scroll property, but didn't know how to implement it properly here. I get that the scroll part is completely wrong and cannot work like that. I might try the method with the keyword, as that seems to be the best one. Spell Property OpenNoviceLock AutoSpell Property OpenApprenticeLock AutoSpell Property OpenAdeptLock AutoSpell Property OpenExpertLock AutoSpell Property OpenMasterLock AutoScroll Property OpenNoviceScroll AutoScroll Property OpenApprenticeScroll AutoScroll Property OpenAdeptScroll AutoScroll Property OpenExpertScroll AutoScroll Property OpenMasterScroll AutoSound Property UnlockSound AutoSound Property UnlockFailSound AutoSound Property UnlockFailSound2 Auto function OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, Bool abPowerAttack, Bool abSneakAttack, Bool abBashAttack, Bool abHitBlocked) Int level = self.GetReference().GetLockLevel()if akSource == OpenNoviceLock as Form && level < 2 || akSource == OpenApprenticeLock as Form && level < 26 || akSource == OpenAdeptLock as Form && level < 51 || akSource == OpenExpertLock as Form && level < 76 || akSource == OpenMasterLock as Form && level < 101self.GetReference().Lock(false, false)UnlockSound.Play(self.GetReference())if akSource == OpenNoviceLock as Form && level < 2Game.AdvanceSkill("Alteration", 10.0)elseif akSource == OpenApprenticeLock as Form && level < 26Game.AdvanceSkill("Alteration", 20.0)elseif akSource == OpenAdeptLock as Form && level < 51Game.AdvanceSkill("Alteration", 30.0)elseif akSource == OpenExpertLock as Form && level < 76Game.AdvanceSkill("Alteration", 40.0)elseif akSource == OpenMasterLock as Form && level < 101Game.AdvanceSkill("Alteration", 50.0)endifelseIf akSource == OpenNoviceLock as Form && level >= 2 || akSource == OpenApprenticeLock as Form && level >= 26 || akSource == OpenAdeptLock as Form && level >= 51 || akSource == OpenExpertLock as Form && level >= 76 || akSource == OpenMasterLock as Form && level >= 101debug.notification("This lock is too complex!")UnlockFailSound.Play(self.GetReference())UnlockFailSound2.Play(self.GetReference())endIf if akSource == OpenNoviceScroll as Form && level < 2 || akSource == OpenApprenticeScroll as Form && level < 26 || akSource == OpenAdeptScroll as Form && level < 51 || akSource == OpenExpertScroll as Form && level < 76 || akSource == OpenMasterScroll as Form && level < 101self.GetReference().Lock(false, false)UnlockSound.Play(self.GetReference())elseIf akSource == OpenNoviceScroll as Form && level >= 2 || akSource == OpenApprenticeScroll as Form && level >= 26 || akSource == OpenAdeptScroll as Form && level >= 51 || akSource == OpenExpertScroll as Form && level >= 76 || akSource == OpenMasterScroll as Form && level >= 101debug.notification("This lock is too complex!")UnlockFailSound.Play(self.GetReference())UnlockFailSound2.Play(self.GetReference())endIfendFunction
  14. I'm using the werewolf graph and skeleton, creating an entirely new set is a no-no. Since I'm not worried about the actual speed, just to disable the sprint animation, I had the same idea about over encumbering the creature. Sadly, it seems that the developers removed the whole encumbrance system for everyone but the player. Npcs cannot be encumbered ( I gave Balgruuf 1000 daedric maces to test this ), and followers only allow trading to the max capacity, and again, same as Balgruuf. Even though there is an "encumbrance" check in the Actor tab, it seems to be broken and actually changes to "protected" sometimes, which is what it actually does. Or maybe the 95 mods I have installed somehow broke the capacity system for all except the player, though I doubt that's the case. I might be able to apply the effect via script, but I have no idea what that would entail...
  15. Hi everyone, Made a new creature with its own race in the CK, namely a Daedroth that uses the werewolf skeleton and animations. Now the problem is that there are several movement types defined in the race tab ( walk, run ,sprint, sneak ), and I'd like to make the Daedroth unable to sprint, instead only walk and run, simply because the animations don't really fit. I tried overriding the movement default for sprinting in the MoveData but it just changes the speed, not the animations. Does anyone know how to disable sprinting for certain races\npcs?
  16. Hey all, I created a new spell with a custom script, that uses the OnHit function on the target to determine if the player cast the right spell. If so, apply script function. In this case, I have the spell set up to work. The problem is, I made a scroll for the magic effect and cannot get it to apply the same script when used. I added the same check in the magic effect as akSource == MySpell as Form, but the akSource == MySpellScroll as Form doesn't seem to work ( one is a Spell while the other is a Scroll property ). How do I set it so that the script detects both the spell AND scroll effects and acts accordingly? Or use the magic effect in worst case ( but I'd like to separate the two, as the spell should increase skill XP via script while the scroll shouldn't, so... ).
  17. I was hoping it was possible, since I was able to swap\add\remove parts of various weapons before. Thank you for the answer, I have little experience using blender, but I will try nonetheless.
  18. Hello everyone, I wanted to make a new helmet for a mod. I have the mesh itself, but in order for it to work, I need to rig it to the Skyrim body. I have a similar helmet already working in the game, from another mod on the Nexus. So I tried to copy the BSTriShape branch of my model (the horned helmet) to the working one, and essentially replace it, with the body rig intact. However, it doesn't seem to work. I tried changing the path for all the nodes to my new model, tried to add a null texture to the old model to show only mine, but every time the player has a bald head and no visible helmet. Though the CK shows it in the ArmorAddon tab right. I believe the problem may be in the skin partition section (everything should be in the SE format). If someone could tell me how to swap the models, so that (only) the new one is visible, it would be well appreciated. Here is a photo of how it looks right now:
  19. Hello everyone, How does one change the transitional period from combat to normal music to be instant? I would like the tracks from combat to immediately change to non-combat tracks as soon as the battle is over. Something akin to Oblivion. Also, I seem to have a problem when entering combat soon after the first battle is done, which makes the first and second combat track overlap, instead of fading in. This is one of the reasons I want to have an immediate transition of the combat tracks. I have some mods, but I'm not sure what needs to be affected to cause the overlap. Any thoughts?
  20. Alright, I'll test that out. Thank you for the help, as always.
  21. Thanks for trying to help! I don't know much about their AI, but it's not just about the Dremora. I have scamps, daedroths and atronachs in there too. Even spawned npcs like Ralof, Tullius and Neloth are blind as hell in the cell. Check the video that reddit user posted, the first one - that's exactly what is happening here. I know they don't see, but the Realistic AI Detection mod said it takes light sources into account when calculating visibility. So I'll check that. 28 instances is not much, not for my computer. I can spawn over 200 npcs and they would react instantly. CPU is not a problem. Besides, the cell is not THAT big - about 15000/-15000 on the x and y axis (mostly lava beyond that). Trigger boxes aren't a problem, I've setup several in the area, it's just that it would be stupid to make them for npcs, because you might be a thief and want to evade them, but with the trigger boxes you'd get attacked... Edit: Figured it out in the end. It seems that the ambient values in the lighting template were the culprit. They were all 0 for me, and after setting them to 100, npcs see normally! Thank you maxarturo for all the help!
  22. 1) The mod's been cleaned, twice. 2) I'm pretty certain it's not that. I've made several others, and there aren't that many npcs in there. Look at any nordic dungeon and there you have it. 3) It would take a long time to make trigger boxes for every single enemy, and they respawn, so it would be a pain. No scripts, nothing 'advanced' has been done. Basically put together an island of rocks and added several enemies on it, fully navmeshed. *2) There are 28 instances of leveled actors in the cell. Some have patrol markers, most do not. *3) They DO attack the player, just when he's very close. And I mean VERY close. Also, I tested out my theory: does light actually affect the enemies? My conclusion is that it does, somewhat: - In the cell, I've positioned my character far from any light sources, it takes them about 5 seconds to see me when I'm close in front. Dagon help them if I'm behind them. Then I went to the entrance light source, and spawned one of them close by. Let's just say it took that Dremora 50% less time to find me, after which he killed me. I've also tested with a torch - they seem to find me at the same speed as the bright light. Then I tried with candlelight - same. I've tested the same npcs in other areas - they see me instantly. So how do i proceed now? I'll try fiddling with lighting some more, and see if I can fix this... I have this exact same issue! -- except only in my two custom cells!
  23. Oh simply the static object I use. It's a giant sphere mesh with sky textures on it (something like the one in Azura's Star).
  24. I've managed to solve the issue in a completely different, albeit simpler way! It took me hours, but it finally did it, all I had to do was lower the skybox in the cell, and voila! Since it is a sphere, the top was closer but still far enough to look like sky, and with the fog in the mix too.
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