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lithic01

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Everything posted by lithic01

  1. As part of my mod I have been trying to adjust the crime values/degrees of attacking or killing chickens. I would like to make it so that attacking a chicken is not a crime and killing one is equivalent to assault (40 gold penalty), but I can't seem to find where to adjust these values. I assumed it would be part of "chickenFaction" but it doesn't seem to be. Is it through a certain game setting value or another place entirely? Thanks in advance for any help.
  2. Here is how I have everything set up: XScene is a two actor conversation in an interior cell and part of a quest. The scene contains only back and forth dialogue between the actors and has no actions set up for either actor. -both actors have been assigned quest aliases -scene is set to run on stage 25 of the quest >stage 25's fragment is: XScene.Start() SetObjectiveDisplayed(25) -there is a triggerbox near the location of the scene that has two conditions: 1)the player to walk into the triggerbox, 2)the quest to be on stage 20. When these conditions are fulfilled the trigger script sets the quest stage to 25 Now my assumption was that once the triggerbox goes off, the scene would play. The trigger seems to be working fine because my stage does advance to 25 and objective(25) is shown on my screen. The two actors, however simply stand there and say the standard npc idle speech for their voice types. The actors also seem to be working fine because I can engage them in combat and they act normally. I tried to test to see if perhaps the scene was running but the dialogue was not displaying. I did this by adding an NPC cast spell action (summoning atronach) to one of the scene phases, but still nothing happens. What am I missing/doing wrong?
  3. I'm trying to run a script that kills any actor who walks into the trigger area. I set up a collision box and created a script attached to it. The script I have written is: Scriptname KillonEnterScript extends ObjectReference {Kills Actor when it enters the trigger.} Event OnTriggerEnter(ObjectReference akActionRef) If (akActionRef as Actor) (akActionRef as Actor).Kill() EndIf EndEvent This does not seem to work when I fall into the collision box, am I missing something? It compiles fine. Furthermore, in the caves I am building, I want there to be a pit where, when the player looks down into it, all he/she sees is complete pitch black, hinting that the pit is incredibly deep. However, I can't seem to find any art assets that are just a layer/box of darkness. (My intent with both of these is to put the collision box where the darkness is, so that if the player falls down into the pit he/she is instantly killed. Thanks in advance for any help.
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