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dvkkha

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Everything posted by dvkkha

  1. The CK is bugged as hell atm. It crashes randomly all the time on me. Some values you change don't get saved after hitting Ok on some object windows. At some point you can't edit anything anymore because you cant open the edit windows anymore. I hope they will patch this thing someday because it takes forever to open a project.
  2. Hi guys, In the CK i created a debris object, used by Destructible Objects https://www.creationkit.com/index.php?title=Category:Special_Effect. I created an activator, edited the destruction data, created a stage at 0% health which spawns the debris object and deployed a script that damages the activator for 100% on init. I spawn the activator, it gets destroyed, the debris spawns, everything nice and smooth. But now I realized that all the debris despawns after 90 seconds. I looked everywhere from ini files, to game settings, google, message boards, nexus discord where I could change this behavior but did not find a solution. Does anyone know where I can change the time to live of those debris items?
  3. Bump, does really nobody know a way to place blood decals on the ground? I can't believe that this is impossible.
  4. Hi guys, i repost this from the skyrim forum. Did not realise that there is a sse version too. I created a thread some time ago: https://forums.nexus.../#entry32986825 but now I'm not satisfied with the solution anymore, I want the real deal. Basically what I've done is, I let things bleed and create blood stains on the ground. Problem with that is that it stops working if the bleeding happens a few meters away from the player. What I really want is: 1.) An explosion which creates a blood texture on everything it hits. 2.) An Effect on an Actor which creates a blood stain on the ground whenever it touches the ground. Does anybody know how?
  5. "_m"-suffix: Reflectivity-map for light-sources, no alpha There is a sticky on this forum: All about textures. Take a look there :-)
  6. On each ore (Like mineorequicksilver) is a deployed script named "MineOreScript". In this script you could change the following values: int property StrikesBeforeCollection = 1 Auto {how many times this is struck before giving a resource} int property AttackStrikesBeforeCollection = 3 Auto {how many times this is struck by attacks before giving a resource}
  7. Sorry for my ignorance. Now the script returns the following error: "HasMagicEffect is not a function or does not exist". What have I missed? Event oneffectstart ? I'm not totally sure but you're trying to use .HasMagicEffect() on caster wich is defined as objectreference. You need to use an Actor like Game.GetPlayer() or in this case self.GetTargetActor() if I'm not mistaken. https://www.creationkit.com/index.php?title=HasMagicEffect_-_Actor Try: if !(self.GetTargetActor().HasMagicEffect(voicecalleffectcastalready))And don't forget to deploy the magiceffect on your follower after the shout.
  8. Hi guys, I created a thread some time ago: https://forums.nexusmods.com/index.php?/topic/3645650-spawn-blood-texture-on-ground-with-papyrus-script/&do=findComment&comment=32986825 but now I'm not satisfied with the solution anymore, I want the real deal. Basically what I've done is, I let things bleed and create blood stains on the ground. Problem with that is that it stops working if the bleeding happens a few meters away from the player. What I really want is: 1.) An explosion which creates a blood texture on everything it hits. 2.) An Effect on an Actor which creates a blood stain on the ground whenever it touches the ground. Does anybody know how?
  9. Are you sure that the bool doesn't get dropped on the next OnHit event? What you could do is: Create a dummy magic effect named mgef_spellalreadycast Create a dummy spell named spell_spellalreadycast with your mgef_spellalreadycast with a duration of 50seconds. OnHit, if the follower has no mgef_spellalreadycast effect active you let the follower cast its summoning spell and the spell_spellalreadycast on self.
  10. It works!! Changing ActorBase VictimBase = Victim.GetBaseObject() as ActorBase VictimRace = VictimBase.GetRace()to VictimRace = Victim.GetRace()did the trick. I'm using http://www.creationkit.com/fallout4/index.php?title=GetRace_-_ActorBase as wiki. Wich one where you refering to?
  11. Hi again, something odd is happening with the GetRace command. When i use this script on generic npcs like guards, or forsworn I get 'FoxRace' as a result wich cant be right. Predefined NPCs like Townfolks correctly show their race. The script works on mammoths and cows too but not on giants ('foxrace' again). I don't understand whats going on. When I check their race via console I get the correct results, but the script doesn't. Even when i use the target condition isRace directly in the ck it works correctly. Event OnEffectStart(Actor Target, Actor Caster) victim = target ;debug.messagebox("victim == " + victim + ", is this right?") EndEvent ; When Victim dies.... Event OnDying(Actor Killer) ;Get Race ActorBase VictimBase = Victim.GetBaseObject() as ActorBase VictimRace = VictimBase.GetRace() debug.messagebox("Victim is: " + VictimRace ) Can someone explain to me whats wrong here? Or is there another way to get the race through script`?
  12. Yes, I copied the wrong parts out of my script, therefore HDRibCage gets used. Man, that was exactly my problem and your solution is as simple as it could be. I did not know what I can just use objectreference like that. My script compiled succesfully, thank you very much!
  13. I need your help. I'm working on a script, the following is just the essence of the problem: container property HBRibCage auto container property HCRibCage auto container property HCRibCage auto actor Victim race VictimRace Event OnEffectStart(Actor Target, Actor Caster) victim = target trace("victim == " + victim + ", is this right?") EndEvent ; When Victim dies.... Event OnDying(Actor Killer) ;Get Race ActorBase VictimBase = Victim.GetBaseObject() as ActorBase VictimRace = VictimBase.GetRace() ;----------------Set Race specific Variables---------------------------------- ;---Is Victim Human? if ListHumanB.HasForm(VictimRace) objectreference ObjContainer = Victim.AttachAshPile(HBRibCage) elseif ListHumanC.HasForm(VictimRace) objectreference ObjContainer = Victim.AttachAshPile(HCRibCage) else objectreference ObjContainer = Victim.AttachAshPile(HDRibCage) endif ;Change Container Owner to Player ObjContainer.SetActorOwner(Game.GetPlayer().GetActorBase()) The compiler throws an exception "variable ObjContainer is undefined". I'm pretty sure the reason for this is that I call the objectreference in if statements and the compiler does not know if it ever gets defined at all. Problem is, I need a solution for this because I want the AshPile Container to be different depending on race. I don't know how to put the container property in a variable to call Victim.AttachAshPile(variable) so I can call the objectreference outsite of the if statements. Does someone have a solution for me?
  14. Found something.... kind of.. In the nif under bhkRigidBody there is the Value "Mass". This was set to "0" wich means that the object is immovable. I set it to 75 for 75kg, now the ribs are moving after spawning but the stuff is floating in the air like a rock in space and its floating through objects too. So It seems I need to enable collision detection to other objects (because the collision detection works for my pc. I can jump on the thing for example) and I need to enable gravity. I would love if someone can help me with that.E Edit: To let this monologe end, I found the solution by comparing humanspine.nif with spinestatic.nif wich are the same except the one is movable and the other isn't. So, if you need to make a static object moveable you have to change following values in the nif file: bhkRigidBodyT -> Layer = OL_PROPS bhkRigidBodyT -> Layer Copy = OL_PROPS bhkRigidBodyT -> intertia -> m11 = 1.2035, m22 = 0.0966, m33 = 1.1725 bhkRigidBodyT -> Center -> X = 0.0004, Y = 0.0044, Z = 0.0074, W = 0.0000 bhkRigidBodyT -> Mass = The weight you would like in KG. It has to be bigger than 0. bhkRigidBodyT -> Motion System = MO_SYS_SPHERE_INERTIA bhkRigidBodyT -> Quality Type = MO_QUAL_MOVING Thats it, at least it worked for me.
  15. Hello Nexus, I need your help and get straight to the point. When I spawn a "Mammoth Ribcage" as Actor through script it gets spawned ingame, but does not move / fall to the ground. I think this is a setting in the objects NIF file but I'm not sure. I need this thing to follow the rules of gravity. Can someone point me in the right direction?
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