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Rizalgar

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Everything posted by Rizalgar

  1. I am leaving the modding scene, and I'm doing so with a ton of unfinished work. https://www.nexusmods.com/skyrim/mods/97859?tab=description What I was working on. I wasn't close to finishing, and now I never will be. If anyone is interested, just shoot me a dm and I'll walk you through what I left off with. Anyways, best regards. I'll still be lurking out in the forums from time to time, throwing out help or insight if I can. Been a part of this community for quite some time, don't plan on leaving it just yet. -Rizalgar P.S. Someone convince Nexus to make a forums app for iOS and Andriod already.
  2. Odd. It's not listed as an SKSE function, so not sure why it wouldn't recognise it... Maybe it has to do with the extend. https://www.creationkit.com/index.php?title=Play_-_EffectShader
  3. I haven't done much work with it... But check in to using the effect shader via Play. Find the effect your ward uses, then do something like WardEffect.Play(PlayerRef, x.x) ;Replace x.x with float time, or remove to play indefinitely until told to stop using .Stop()
  4. Use Actor Property PlayerRef Auto Then If Player == PlayerRef Ward.Cast(PlayerRef) EndIf Sorry for not containing, on mobile.
  5. One way off the top of my head is extremely inconvenient and time consuiming, as it would require a script to be attached to every actor. Alternatively, you could try to use an alias quest ref with PlayerRef. I can't guarantee you it would work, just something you could try. Haven't test compiled it myself, so don't let me tell you it'll work, let alone compile. Just a thought, can expand from there.
  6. Just a thought for #1. Perhaps have it do a check for IsOnMount? Think the reason for this is because when you mount the horse, it is now the "player", so to say. Given that, it would not longer follow it's AI routine via the script. So possibly do an IsOnMount check with the horse, and if so, have the PathToReference run on the player, instead. All speculation, not something I've tested myself.
  7. While I stand with maxrturo on the timing of it, this is nonetheless a great idea. Seems like something that Nexus should have actually implemented themselves during the upload process for a mod, something that they should actually do now. Not just for Skyrim, but just about all the games that have mods that can make core vanilla changes. You've got my vote, lad.
  8. Ho ho. I did not think of that... I will give it a shot.
  9. I'm not 100% on why the CK would delete records on a merged plugin, but I can tell you this... Auto-generated NavMesh is broken. Most of the time. It does a decent job, but you will still need to go back and manually edit a lot of it, depending on the landscape. I.e. if you have a lot of tunnels/doorways in a dungeon, or a lot of statics in an open world space, it'll need a good bit of cleaning. On a side note - I'm not too fluent in TES5Edit, as I've only ever used the CK with the aforementioned fixes. Have you loaded up the merged plugin in TES5Edit to check for any errors? Edit - Have you considered trying to turn the merged plugin into an esm, then NavMeshing it as an esp?
  10. Well, he never posted back, but I'll throw my two cents in anyway. Who knows. This may not be the most efficient way of doing it, I strictly use a framework for my mod to determine whether or not the player has the correct items, levels ect to use a spell. So feel free to correct where I'm wrong. What this will do; Set conditional item requirement Set script to check and remove item on use Unequip once out of item(s) What this won't do; Whatever you limit yourself to First, hop in to your script. Since this will be added to the ME, there's no point in going back and forth. Linking spell if that is needed Then, go into your magic effect, attach the script after naming it and all that. Don't forget to go into the script in the ME menu and set the properties. Oh, one thing. If you do not set a Magic Skill in the ME menu, the spell will not show up in game. Just an FYI, least it's the case I keep coming across. After that, just create the spell(s), attach the magic effect(s), then set the condition as was mentioned in previous posts.
  11. Okay. So, I guess this is really kind of two questions. Firstly - Is there a way to make the player immune to physical damage, and ONLY physical damage. I've tried using a perk for ModIncomingDamage but that affects all incoming damage, not from a specific source. I tried a perk that increases armor to a ridiculous amount, that didn't work. Any ideas? Second - I am defaulting to the immunity thing because of this little problem... NPC's don't like equipping items that deal 0 damage. Is there a way that I'm not aware of to force equip? I've tried this, but to no avail. I thought that would be sufficient enough to do it, no go. I've tried it in multiple forms, they just don't want to equip the damn thing for more than half a second on state change. An answer to either problem will suffice, though I prefer a resolution to the second one, if possible. Or maybe it's not possible at all? Or maybe I'm retarded? We'll never know. I know it's been a while since I've been at the forums, or here at all, really. Mostly, I try to figure it out on my own now. I'm sure one of you veterans have some insight that could help me, though.
  12. Currently making updates for Skyscape
  13. PM with any questions or hop on my discord. Link ----- https://discord.gg/mJrqK7
  14. Hmm touche. I wanted to write them new because it uses a math formula for chance to mine as well as being an endless resource. It also has a skill requirement and inventory check requirement before gathering. I'll check when I get off work and see if I can maybe modify the original to get what I want. Edit -- So I debugged my script some more and it's not returning to the Normal state despite being explicitly told to after modifying it. Edit --- Sigh. It's because I spelled "Resetting" wrong and I once again prove to myself how much of a dummy I can be. For Googlers - A working custom activator and furniture script The activator script - Replace function with what you want your activator to do. The furniture script - Keep as is. DO NOT MODIFY unless you have found a way to improve on it.
  15. Mostly. Now when I leave the activator, I can't reenter it. Dunno what's up with that. Sigh.
  16. Here is the trace log if it helps. IDK why it is returning None. [ (0602F23B)].f_script_miningfurniture.OnAnimationEvent() - "F_Script_MiningFurniture.psc" Line 31 [06/27/2019 - 08:39:12PM] warning: Assigning None to a non-object variable named "::temp1" Edit - This whole time it's just because I'm a damn moron and forgot to link ObjSelf to itself in the activator script. GFG Riz.
  17. Check this out, it'll get you started in the right direction. https://docs.google.com/document/d/1saRHFeYoFdkPUKI2Bgqk3mLoGNYBhm6DR0blr6-zVSs/pub
  18. This is not a source problem. They can't find the function you're trying to use. You'll need to open up the LAL scripts, search for the missing functions (SetVQ02Open, SetVQ02Playful etc) then copy paste them into your script. That will hopefully be enough for it to compile, without those functions themselves having dependencies. Edit - Alternatively, you can redirect the script to the function, by using such a function as this. The 0x000000 is the corresponding ID found for the LAL quest that the script is attached to, so be sure to fill it appropriately. LALMainScriptYourReferingTo Function Fetch() Global Return(Game.GetFormFromFile(0x000000, "Alternate Start - Live Another Life.esp(m?)") as Quest) as LALMainScriptYourReferingTo Endfunction For a more accurate example... Here is a function I use to return data from a library framework script. F_Script_Framework_Data Function Data() Global Return (Game.GetFormFromFile(0x00593A, "Faerenor.esp") as Quest) as F_Script_Framework_Data EndFunction Edit -- I forgot to mention, after making the reference to the script itself, you still need to pull the functions. So it'd be something like Function ReNamedLALFunctionYouNeedToUse Global Return Fetch().NameOfLALFunction EndFunction
  19. Okay so I managed to get it linked, but now every time I call the Mine() function, it stops the animation. Any ideas? Here's the updated script (for a different mod I'm working on lol) as well as the new Furniture script. Activator script The furniture script Edit - Updated furniture script. The mine() function is never called at all. I'm at a loss. Edit -- Threw debugs every where, the Furniture reference isn't being returned to the activator. I have no idea what to do next /sigh
  20. That actually helps quite a bit. So they more or less bounce back and forth between activations. So I need to modify my script, as well as create a new furniture and script it with returns to the activator that calls back to the furniture, rinse and repeat. Kinda. Something like that. I'm sure I can come up with something, if not, you'll see me again here.
  21. The draugr race only has limited animations. Mostly combat related. I remember trying to make the draugr a playable race, was a real pain due to the lack of animations they have available.
  22. So I'm basically writing a furniture mining script from scratch, and I can't seem to figure out how they got the strikes to count for each hit during the animation. Here's the script, point me to my ignorance, as usual. -- Note -- I tried using RegisterForUpdate(X.X) Then doing the Mine function inside of OnUpdate(), but couldn't get the update to cancel once the furniture was left. Any help is appreciated. The function in question is Mine()
  23. TL;DR comments. The differences between using Events and Functions of the same nature is that you can choose when to call said functions. AFAIK, an Event OnItemAdded will fire every time an item is added, however the Function OnItemAdded would be fired when the script calls it to fire. In example: Function InitiateAdd(references here) ;A player created function to determine when OnItemAdded is fired. OnItemAdded() ;Calls the function, starting it EndFunction Function OnItemAdded() ;The function is now initiated EndFunction I may be incorrect, as a matter of fact I'm certain I am, but that is the way it seems to me. I've done enough coding to know the different between an event and function, but I'm still a derp. Edit - I mostly work with my own functions that call to other functions, I've never actually tried calling an OnItemAdded function on itself alone, does it fire every time an item is added? Feel free to chime in and correct me on my comment.
  24. I'm sure it can be done, since there's a Shout(?) that does something similar, albeit only disarming weapons. I'm just not sure how to go about it. I tried looking at the shouts and the perk, but couldn't find anything pertaining to my question. Edit -- Worst comes to worst, I'll just bypass it by removing the item added, then placing at the characters feet, but I'd like a shorter method if anyone knows one. Edit2 -- Okay, so this is what I have so far. It works fine for the most part, except for if I'm over the inventory limit. Any thoughts on that? Script Part in question is the RS_Player_cInventorySize.GetSize() >= 28 Edit3 -- Okay, got it figured out why it is doing that and it's because of the OnItemRemoved (derp). Any reason this wouldn't set the variable to prevent this? It baffles me why it won't set the variable. If RS_Player_cInventorySize.GetValue() >= RS_Player_InventorySize.GetValue() RS_Player_cInventorySize.SetValue(29) ---------Resolved---------- For googlers -
  25. Okay, so I'm trying to reduce script size by using a math formula instead of writing out individual experience per level formulas. Anyway, the add experience is working for the most part, aside from actually adding the experience. Along with that, I'm having an odd thing there it lists the global variable as 0. Scroll all the way to the bottom to see the part in question, LCAttack() function. I'm getting the debug that it leveled every time I cast, which means required experience is 0 for some reason, as well as it listing the level gained as 0. Before you ask, I have all the custom functions referencing a data script, which I will add in here as well. The leveling framework The library framework Edit - The math is apprently right and I'm doing something else wrong cuz it shows properly in this script Edit - Figured it out. Just had to make references to each skills form ID
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