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Xander9009

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Everything posted by Xander9009

  1. I agree. I'm curious what's become of this idea. Have you and your friend managed to make some progress?
  2. Well, until I can figure out how to make it work properly, I've reworked it completely so it's done without using the enchanting dialogue at all. It's working now, just completely differently. Kryptopyr pointed out a way that might make it easier to index the proper things without having to index EVERYTHING. If I find anything that makes this easier, I'll post a solution (even though it'll only be a bad workaround, at best).
  3. As far as I know, you're safe where the rules are concerned (provided, as Ph0rce said, absolutely nothing from the original is used). I've never seen an instance of someone doing this and others saying they couldn't or shouldn't. However, I've also not seen many recreations to begin with, so that might be the only reason I haven't seen these issues. Unfortunately, I'm am also not an expert. On several occasions, I've seen mods be used as inspirations for almost identical mods with no issues. The only occasion I can think of that would come close is when someone suggested to EnaiSiaion (the creator of Apocalypse Spell Package and its many sibling mods) that he make familiars similar to SkyRe's, a couple others pointed out it would basically be a rip-off.
  4. Or, just check its reference id (the 8 digit hex number you typed to get the item in the first place). The first two digits are the mod it came from. Look in your load order in NMM or MO. In the plugins tab of NMM, it's the column labeled load order, not index. That's the file that put the item in your game. Whatever mod it's from (I don't know if NMM will tell you what the file is from if you don't recognize it, but at worst, you could load that one single file up in the CK, or just use the CK's Details option). No mods are needed for this.
  5. If you double click the map and go to the scripts tab, you can find the inherited script that's putting those flags there. The flags themselves are placed in-game. You can't find them in the CK because they don't exist in the CK. All you have to do to get rid of the flags is to remove that script from the reference of the map in the room and those flags will never appear.
  6. Indeed. I hadn't thought of using the crosshairref, because I've never had reason to use it in my own scripts, so it doesn't really come to mind. Much cleaner solution indeed. And, to be fair, I said up front I've never looked at that perk before, so I'm not surprised I didn't realize that. (Gosh I wish I hadn't been away from modding for so long. I've forgotten half of what I knew.)
  7. If it's not in your data folder, then you don't have it. It's a DLC and doesn't come with the original game. It's free, though, so just go grab it here.
  8. I explained this once before in great detail, but unfortunately I can't find that post. This assumes the player's script is named PlayerScript and that it is attached to an alias named PlayerAlias on the same quest. Scriptname PlayerScript extends ReferenceAlias Float Function GetSomeInformation() Return GetActorRef().GetAV("Health") EndFunction Scriptname QuestScript extends Quest ReferenceAlias Property PlayerAlias Auto Event OnInit() Debug.Notification((PlayerAlias as PlayerScript).GetSomeInformation()) EndEvent The thing to note is that you have to cast the property or variable containing the alias reference as the script name with the function. This will make the functions and variables available for use because it forced the variable to extend the script. See, when you use "GetRef as Actor", "Actor" is literally just a script, and you're doing the exact same thing, except the script you're extending in your case is a custom one. EDIT: I managed to find it. http://forums.nexusmods.com/index.php?/topic/1264015-a-question-answered-completing-a-quest-objective-when-player-levels-up-and-other-scripts/?p=10575817 It's not much better than what I already posted, but it does have a small explanation.
  9. Aliases were hard for me to get used to. An alias is a placeholder, basically. You can refer to that placeholder in elsewhere, and you can use those placeholders to attach things to whatever is stuck inside them. When you stick an actor in the the alias, that actor will automatically have the keywords, spells, inventory, scripts, ai packages, and other data you set without having to do anything extra. They're a simple way to set up references in scripts to things that you actually having to know specifically what it's going to reference. Plus, if needed, they can automatically filter by type of item/actor, so they'll only fill with the right kind of actor (only Nords, or only swords and axes). Once you start using them, they'll start making a lot more sense pretty quick.
  10. That's what I tried when it gave me an error... Wait, no, I assumed that since it was a file-open dialogue that would need the full path, so I put in the full path, including C:\... That's probably my problem. That'll make that process so much simpler (not that I use that process often, but still haha).
  11. Best way I can think of would be to look at how the Ring of Namira does it and imitate that. It's actually rather fascinating and I've never looked into it before. Unfortunately, it might not work quite right since it's expecting you to give the player a choice. If that's fine, then just copy the perk DA11Cannibalism. Go in and change the ID and Name, then open the perk entry. Delete the HasSpell and GetEquipped conditions. In the target tab, delete the HasBeenEaten. On the right, change "Feed" to whatever you want your choice to be. In the script area, make it do whatever it is you need to do if they choose your option. If this doesn't work because you don't need it to be an option, then the next best thing I can think of is to make a quest alias that monitors the dead around the player and waits for them to be activated. Basically, you make an empty quest with "run once" unchecked. Add an alias which will choose the nearest dead NPC. Make it optional and allow dead (top right options). Now, in ANOTHER quest, add a script to it that will start a timer loop (updating rather quickly). After starting the quest, it needs to wait for the alias to be filled (While !Filled; Try to fill; endwhile). Once the alias is filled, set an alias in this quest to the alias you got from the other (Alias.ForceRefTo() and Alias.GetActorRef()). Then, stop the quest. The alias in this quest needs to be a Find Matching Reference alias that allows dead and is optional. Add a script to this alias that has an OnActivate() event block. That OnActivate block is where your code will go. I can't guarantee this will work, but in theory, it should. ...I'm not going to erase the above, but there might be an easier way to do this. In your quest, make a bunch of aliases (10 or so, all with allow dead, optional). Each alias needs the OnActivate script to do what you need. In the quest's main script area, add a script that updates continuously. This update needs to do two things. 1: FindRandomActor(), and when it finds an actor, it needs to go through the aliases until it finds an empty one (SKSE provides GetNumAliases() and GetNthAlias() functions). Check each alias. If it's filled, then is it the same as the actor that was just found by GetRandomActor()? If it's empty, then have you already encountered an empty one? If it's filled and they're not the same, continue on, if they are the same, then stop. If it's empty and you've already found an empty one, continue on; if you haven't then store the Index for later. When you've scanned all of them, if you have an empty alias index and you still haven't found the actor in any of the aliases, then use ForceRefTo() to fill the empty alias with this actor. In the end, this will make it so that as the player encounters dead NPCs, those NPCs are filled into the aliases so that the script on those aliases can wait for OnActivate(). It stops if it encounters an alias with that actor because we don't need it in two aliases at once. You're storing the empty alias index just so you don't have to go through the list again just to find an empty one. Now that that's done, you need to empty those aliases. Cycle through the aliases, and when you find one that's filled, check if it's distance to the player is still close. If not, Clear() it. This way, the aliases can be reused without issue. Note that if you need to do a lot of things, you'll be better off putting the code for that in a different script than the aliases' script where the OnActivate is. I'd just put it in the main script that is updating. This will save time because as the aliases become filled, they won't need to fill in properties or anything. They only have to wait for activation, and call a function if that happens. I have no idea what your skill level is. If this is too advanced or if some of it is too confusing, let me know. Note that the first option is the best, cleanest solution if you're looking to give the player an option when they click on a dead NPCs. If you want the messagebox without an option, the third choice is the best (aliases being filled and tracked by a script is a lot cleaner than a quest being restarted over and over).
  12. What do you mean? If you open up an item and click "edit" on the model, and then "edit" on that screen, you can navigate into your BSAs? Or are those files visible as if they were in your data folder outside the BSAs? How do you link an item to a file that only exists inside a BSA? By that, I mean specifically what steps do you go through, because I've never been able to. Once they're linked, it doesn't matter if it's only in a BSA, but I can't choose a file that's in one. If I try just typing in the path, I get an invalid path error.
  13. I've never been able to type or paste things in that box. I've always had to extract the file I wanted to use and then reference that file. Basically, use BSAopt or some other BSA managing software to open Skyrim - Textures.bsa or Skyrim - Meshes.txt (I would expect it to be in meshes, but I've found them in Textures before, just have to try one, and if it's not in there, try the other). Find the one you need, select it, and in the menu, choose extract selected. Put that file into your data folder in EXACTLY the same folder structure it had in the BSA. In the CK, choose Edit on that box, Edit again, and find the file. Click okay on everything and you should be good to go. You can delete the file out of your data folder now because the CK will revert automatically to the one inside the BSA (this is why the file path needed to be exactly the same). Alternatively, you might because able to skip extracting the file by simply copying someone other .nif file already in your meshes folder to the filename you need and put it into the folder where it should be (you can still get that filepath from the properties in the CK). It'll load the wrong thing initially, but once you delete that file, it should revert to the one int he BSA. I'm not certain this will work, though, because the CK gives option for alternate textures and stuff and I don't know how that's tied to the mesh, so it might not work. But it's worth a shot.
  14. Alright, after getting it all set up, I managed to get a mesh into Blender, edit that mesh, and export it back out. I managed to open it through NifSkope and export the mesh back to the original to get the shaders back. That's all working fine, it seems. However, I've run into two problems that I can't figure out. 1: The final result has a hole in the UV. I don't know why. I've redone the UV multiple times, but the hole persists. Otherwise, it seems to be working well enough that I could just work around it (well, I haven't tried walking on it yet [it's a landscape tile]). 2: The other problem, the one I can work around if I need to, is that the final result isn't tiling the texture, it's stretching it. So, this small patch of grass is zoomed in really far; as you might imagine, it's not very nice to look at. I could just scale the tile smaller so the texture is the right size, but it'd be a much better solution if I could just figure out how to make the texture tile instead of stretch. EDIT: Decided it might be worth noting the steps I took, just in case. EDIT2: I tried it again, and I managed to get rid of the UV hole (just redid the entire process from scratch). However, I still have no idea how to make the texture tiled instead of stretched. Also, what causes the texture to stretch in strange ways? I mean, not related to the tiling vs stretching, but rather that some triangles occasionally have the texture over them warped horribly.
  15. A long time ago, I tried and failed to get Blender set up to handle nif files. I decided to try again, but I seem to be failing once more. I have Blender 2.49b installed. I have NifUtilsSuite 1.2.2 installed. I have NifScope 1.1.3.36 installed. I have PyFFI 2.1.11 installed. Each of these has installed with no errors (they originally had errors, but I fixed the issues and re-installed them without errors). However, Blender still has no option to import .nif files. What am I missing? Should I be using different versions of any of these programs? Unfortunately, while I'm sure there's a simple guide for this somewhere, I've been completely unable to find it. Most of the tutorials assume Blender is already working, and the tutorials for getting it set up are a) absurdly old, and b) not very clear. So, I very easily might have messed something up. Can someone who has this working already help me get this working, please? I promise, I've tried myself, first. For almost 2 hours. It seems like every time I fix one issue, another pops up. For now, I'm going to bed before I give up completely again (like I did 6 or 7 months ago). I know this isn't really the best place for this, but I'm not sure where to put it. EDIT: Gosh flabberghastingklungst. Apparently, the Blender Nif Scripts file needed run... again... for the fifth(?) time. Now the option appears. Not sure why four times wasn't enough, but okay. EDIT2: Why don't more "guides" mention the portable Blender version on Oblivion Nexus? Everything's there (except I think NifSkope, but that's the easy one) and it just works. Didn't discover it until after I finally got everything working. For the record in case someone else finds this post looking for guides, I found this one particularly useful as a starting point, and the video int he downloads section of this one was useful, as well (even though he goes WAY too fast to be teaching people who don't already know what they're doing). I didn't read the guide from the second one, I only watched the video.
  16. Unfortunately, it doesn't seem to work. Scriptname ES_PlayerMonitorScript extends ReferenceAlias Event OnInit() Debug.Trace("ES_Initialized") RegisterForMenu("Crafting Menu") EndEvent Event OnMenuOpen(String MenuName) Debug.Trace("ES_Enchanting") EndEvent Event OnMenuClose(String MenuName) Debug.Trace("ES_Done") EndEvent Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) Debug.Trace("Item: " + akBaseItem.GetName() + " | Value: " + akBaseItem.GetGoldValue()) If GetOwningQuest().GetStage() == 11 Input.TapKey(15) While Game.GetPlayer().GetFurnitureReference() != None Utility.Wait(0.1) EndWhile ObjectReference Item = Game.GetPlayer().DropObject(akBaseItem, 1) Debug.Notification("Item: " + Item.GetName() + " | Value: " + Item.GetGoldValue()) EndIf EndEvent Here's an excerpt from my log when I enchanted an item. It never called the trace in the OnItemAdded event. The game tells me the item was added with the normal notification, but the event doesn't pick it up. It picks up other items added to my inventory, just not while the menu is open. For the record, I'm calling "coc whiterundragonsreach" from the main menu, so it's not a save-game issue or anything like that. I've also only got SkyUI and this mod loading (I don't even have the DLC active, though that's only because they spam the log). Any ideas?
  17. So, I just checked out my Smart Potions mod and discovered that it's WAY closer to completion than I thought. There are two books in the mod, and they both need some typos fixed, but the only feature not finished (it seems) is the ability to reverse the process of converting ingredients and potions. With that in mind, I'll work on polishing it up and try to have it uploaded today.
  18. Ironically, the vast majority of the scripting is already completed. If I remember correctly, I had three things left to work on. 1: The shrine area needed finished. The shrines are supposed to appear after you do certain things. Most of the Divines' shrines are activated when you feed them that divine's amulet. The others work in other ways. I think I needed to finish the vampire ones and the werewolf ones. I don't have a method currently of activating them. 2: A the bookshelf has a built-in sorter to populate your shelves (because there are three large bookcases next to each other). However, I was having some trouble with that. It works fine... most of the time. Other times, the books are all messed up, and they consistently disappear. A small portion of the vanish each time you activate it. That was the reason I took a break from it. And 3: Polish. the house is functional. It exists, it's navmeshed, it's filled, it's got a map-marker, there's a working quest (without journal entries) to get it and to expand your destinations. But the inside is a bit barren, and the lighting is messed up. If you know what causes lights to change brightness/completely turn off depending on where the player is or how to fix it, let me know. If you just wanna look around it or try to see if you can make the bookshelves behave, it's available through my Google Drive. I just updated it. Note, there are two versions. 0.5 is simply the version that was already in that folder. 0.6 is the one I just now put in there. I haven't messed with the mod in a couple of months, so I have absolutely no idea what the difference between those two is. Oh, and the zipped file in 0.6 is literally just the esp and scripts folder archived together. It's just there for use with NMM or MO. If you decide to take a look at those scripts, PM me with whatever you find out :)
  19. The Familiars mod was only half my idea, so I can't take all the credit for that one :smile: I also thought it was a great idea. I'm leaving in a half hour to visit the other person who helped me develop the idea, so I'll bring it up and see if she's interested in continuing it sometime relatively soon. I'm not sure about flying familiars. No clue how possible they'd be. The Skyrim Witches' Coven is badly named. It's a neat little mod, with a house you get to own at the end. I actually rather like it. But no, it's nothing particularly special, so I don't blame you haha. The arena is in Windhelm. At least, it was supposed to be. Bethesda only partially completed it, but from what we can tell, it was meant to be in Windhelm. Brond is an unused NPC who was supposed to be a Pit Lord, and the arena intself (interior) is, I think, largely complete. Since you're both interested in the familiars and smart potions, I'll make those my priority. Smart Potions will probably only take a day or two to finish. Familiars will take awhile. However, the friend I mentioned before and I already decided to try out the Build Your Own Floating Castle. I can probably work in the Smart Potions with relative ease (between the BYOFC and the Enchanters Enchant Your Gear stuff I'm working on for Kryptopyr). It's already in a working state if I only include health, magicka, and stamina, so getting it to a point where it can be released shouldn't be difficult. Thanks for the advice. I'll work on Smart Potions in the next couple days as I prepare for the large-scale will-probably-fail BYOFC. EDIT: Oops, forgot to mention the Controlling Daedra. Yeah, I'm wary of that one. However, I know enough about what I'm doing to avoid those issues (hopefully). My methods seem to mostly be of the "don't touch anything vanilla!" sort. As for offering the item back, I was planning to have the Daerda send someone to take the item back if you don't do as they desire (probably make the player black out at low health and lose the item); so I can see being able to give it back willingly lol.
  20. I was relying on notifications. I'll test again, this time with dropping the item and see if that works. I was thinking it should have been working, but other notifications (coming from and OnActivate of the enchanting table) worked fine. I'm still getting back into the flow of things. I'll try testing more before posting in the future. I remember once upon a time, you and I were fairly equal. It seems I've lost a step while I was off modding MTG: DotP lol. Thanks, though. I'll see about that when I wake up (i'm heading to bed, now). I'll try dropping the item before going for the trace method, though. I need it removed from the inventory anyway.
  21. You might consider seeing if OnMagicEffectApply will get you what you want. If it'll fire when the player eats food, it'll pass the object reference (the food item) and the magic effect, so you could grab those and check if the item causing the effect was food. If so, you know they ate, and you know what they ate. I'm afraid it probably won't work (only persistent items in the inventory return object reference parameters), but it's worth a shot. At least it wouldn't mean adding a script to every food item. EDIT: I tested it and it worked fine. I didn't check the ObjectReference. Instead, I did this: Make a formlist and populate that formlist with every magic effect with "food" in the id. Make an alias for the player in a quest, and attach this script: Scriptname X99_Test6 extends ReferenceAlias FormList Property Test_FoodEffects Auto Event OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect) Bool IsInList = (Test_FoodEffects.Find(akEffect) != -1) Debug.Notification("Was food: " + IsInList) EndEvent Fill the property with the formlist. Run the game. When you eat food, the notification says true. When you eat non-food items or experience other effects, it says false.
  22. I've got a number of ideas for mods, and I'm not sure where I should focus. Is anyone particularly interested in any of the ideas I have listed? Keep in mind, the Smart potions and Skyrim Witches' Coven are very close to completion, so focusing on those would probably be the best choice. But some of them aren't actually too complex (Merchant IOUs, Counterfeit Currency, Magicka Storage) and wouldn't take too long (well, mods always take too long, but it wouldn't be long compared to the others). Xander9009's Skyrim Mods
  23. Alright, I've got another issue that I can't remember how to fix (honestly, I don't even remember if I knew how to fix it. I'm trying to grab info about which item a player crafts. There's the event for exactly that, but unfortunately, the only way it appears to get information about the item instead of just waiting for a specific item to be crafted (like the blacksmith tutorial does) is to use the event StoryCraftItem(), but the wiki says it crashes the game. I was trying an alias-supported OnItemAdded() event, but it doesn't fire while the crafting menu is open. The only way I can think of that should definitely work is to index the player's entire inventory and then see what's changed. The problem with this is two-fold. It'll be way too slow. Since I'm trying to figure out which item was enchanted, it would require indexing the inventory before, then after, and for each enchantable item, check if its enchantment has changed.The way it's looking, the only way I'll be able to properly make this work (have Farengar and other Court Wizards enchant stuff for you) will be to find a way to do it that's more similar to how I made Adrianne temper stuff for me. That works well for tempering. It's just a gift menu, a few buttons, and a clever script to put them together. But for enchanting, the only real way to manage it is to use the enchanting menu. I've got everything working (for the most part) except that I can't figure out a way to pick out the new item and remove it from the player's inventory. Thoughts?
  24. Thank you Ishara. It's been awhile since I modded, that's my excuse. I'm just so used to knowing the vanilla functions, and since I didn't remember that function (I've never used it for an enchantment that I recall), I assumed it didn't exist.
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