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Rizalgar

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Everything posted by Rizalgar

  1. The recolor shouldn't be too complicated. All it is is a DTX5 textured Daedric Sword. So, assuming this, just find the textures, and rexture them as you please, making sure you Alpha channel them properly and export with DTX5 (or is it DXT5?) compression. I haven't been able to find the texture myself, but supposedly the texture file is BoundSword01. Guess I haven't extracted it yet. As far as bounding the sword, do you want it done on equip? On weapon draw? Either way, the script would be attached to the weapon itself.
  2. Use a scripted magic effect to summon the creature instead of an actual conjuration effect, maybe? Not sure.
  3. Hmm, if I understand you correctly. You want a static value, stored outside a global variable? That, I'm not sure about. However, a static global is possible. Set the globals value and set it to Constant. Then you could use a script that stores all your static variables, attached to On Game Start quest, with any other script you want calling the globals. I'll show some examples, sorry if this is not what you're meaning, if it isn't then I'm not sure. The static holder script attached to quest A script, also attached to the same quest, to make call functions from the framework An example script to do something with the static, for some reason It may not be what you're looking for, and it may not be the most elegant solution if it is, but it does work. Edit -- A thought occurs. Using the same principle above. You can create a static variable that doesn't require a globalvariable housing. I do it all the time, I guess I just misunderstood what you were saying. Something like this
  4. I am just wondering if it is possible to set an actors health value through script to be changed on either cell load or playerloadgame. Say I have a Int called NPCHealth and set it to 60 attached to an NPC. Would playerloadgame or on cell load script set the value? I would test the theory myself but Im at work so an opinion would be appreciated
  5. Bump. Still looking for help after all this time. You can find me on my Discord, hanging out with myself if you're interested in helping out https://discord.gg/gwu95JY
  6. What you are asking really is a huge undertaking. You're most likely better off figuring it out yourself and doing it, like I did. I'd make a guide, but but there's just so much you have to do
  7. A trigger box can do this. Just make it big enough to cover the entrance so that when entered it will transition from Space A to Space B. Attach this to the trigger. Oh, instead of using it as an entrance, you can instead make it cover the door and turn it into an activator. Either way. I'll list both scripts. On Enter Script On Activate Script - Same properties as the On Enter Script
  8. Okay, so I've created some new armors and weapons, and I wanted to add them to the preset crafting lists. I've changed the Keywords that the Default Object Keyword is linked to, so instead of ArmorMaterialIron it's linked to my own Keyword. Now, my created items do show up in the smithing list, but, the default iron armor still does as well. Is there a way to remove them without going through all the armors and deleting the Keywords off of them? I've tried deleting the Keywords themselves, but they are imbedded, and don't make a difference.
  9. In theory, yes. Never actually tried with NPCs. At worse, you can still use an XMarker reference, then a simple script to spawn them at said XMarker when the quest stage is set, such as ScriptName NpcSpawn Extends ObjectReference Quest Property QuestProp Auto ObjectReference Property Marker1 Auto ObjectReference Property Marker2 Auto Actor Property NPC1 Auto Actor Property NPC2 Auto ;;;etc... Event OnInit() If QuestProp.GetStage() == 10 ;;Whatever stage for spawns RegisterForSingleUpdate(0.25) EndIf EndEvent Event OnUpdate() Marker1.PlaceAtMe(Npc1) Marker2.PlaceAtMe(Npc2) ;;;etc... EndEvent
  10. Simple script attached to the dragon Event OnDeath(Actor killer) ; Think that's what the parameter is anyway QuestName.SetStage(xx) ;xx being stage number to loot the bow EndEvent
  11. Okay, with that knowledge, I can just take the Luck stat and call a GetValue() on it and divide it by 10 to get 1.5 which is much more acceptable than what I was using. Ishara for the win, once again!
  12. Okay, this is kinda hard to explain, and the script itself is pretty long (I'll post anyway) so I'll do the best I can. I have 5 GlobalVariables -DropRate Common -DropRate Uncommon -DropRate Rare -DropRate VeryRare -Luck Luck is a player stat that I'm making for my mod. The others are obviously global variables to be used on the drop tables. Now, with that out of the way, I need to know if it's possible to obtain the integer variable from luck, convert it to a float, then subtract that value from a DropRate global variables. Math isn't my strong point, and I have only been doing this for a little over a month, so I'm not sure where to go with this one. The method I am currently using does not work, as it results in negative values way too early, or doesn't make a difference enough to make Luck a stat worth going for. So, here's the script. Just search GetCommon() and it'll take you to the part in question. Thanks in advance.
  13. That, in theory, sounds like it would work perfectly. I'll give her a go-around in the morning. About to play some OverWatch. Thank you, as always, Ishara Edit - Not only in theory, but practically as well. Runs perfect, thank you again for your guidance Ishara. I know I said I'd do it later, but I got a little too excited. For Googlers ------ Set base damage from a global variable via a script attached to weapon that runs only once (so the damage doesn't stack each equip) --- Note - You shouldn't need the boolean, I just left it in there. The FormList should take care of it.
  14. Sigh, I'm stuck again! This time, trying to run a script on a weapon ONE time through out it's life span. I guess what that means, I need the script to run ONCE, and only ever once, regardless of how many times the weapon is equipped. I'll be tinkering with the script some more in the mean time, but if someone can toss a pointer my way, it'd be greatly appreciated. Maybe StopScript()? IDK. Oh, I know I can do this easily with a globalvariable, but without being able to reset the global I would have to make a global for every single weapon, and that just doesn't seem efficient. Here's the script, to get an idea of what I'm doing. Edit - Thanks to booleans, it's working, mostly, only one bug. If you make the same version of a weapon (i.e a second Iron Sword) it will reapply the the script. There a way to prevent that?
  15. Yes. You need to add the properties to the script, otherwise the script doesn't know what it's referring to. To do this, in the actor tab where you added the script, click the script, then select properties, and add the appropriate values to the properties. This may provide some insight https://www.creationkit.com/index.php?title=Variables_and_Properties In this particular case, you need to set the marker. Do this by placing an X Marker where you want the enemy to respawn. Double click the marker, name it Spawn1, go into the script on the actor, properties, then select SpawnMarker and select Spawn1 Marker you placed in the world.
  16. Hmm, sounds like I may have to go with the ability check then. That, or a background quest. I'll give it a shot and see what I come up with, thanks Ishara Edit - Runs just fine and works as intended with the ability check script. Sure there is a way to do it with an OnInit RegisterForUpdate OnUpdate block with my original script but I got work in 15 minutes so that can wait. Thanks again, Ishara, always comin through for me :)
  17. You could use something like this script attached to the actor, that would spawn in a new actor each time the actor was killed. I'm not going to guarantee these will work flawlessly, but they should more or less get the job done. Actually, you don't need a global variable for the killcount. Just make an Int KillCount and you'll be good.
  18. Okay, I'm at it again. This time with a little bit different take on requirements for weapon/spell equips. In particular, this time around, preventing the ability to dual wield. Now, it's halfway working. In the sense that, if I have no weapons equipped, and try to equip a weapon in the left hand, it will unequip. However, if I have a weapon already equipped, it will bypass that part of the script. It's most likely oversight on my part, but I can't seem to find the issue. In my spell version, I controlled via a constantly active ability, with a conditional trigger. I'd like to go a different route though. So, here's the script, point me towards my ignorance! {WIP}
  19. Another theory. Are there markers? If there's reference markers, then no matter where you move the items, they will always pop in where the reference marker is/tells them to. This is the method used for Hearthfire. A lot of "build your own home" mods use this method as well, and are generally controlled by a handful of X markers. They may be hidden, so take a peek around and see what you can find. You could try a forced cell reset, as well. To answer your question about "testing on a clean save" or "testing on a level 1 character" it means just create a level one character, which is a completely fresh game, so that everything is new to it. This way there will be no conflicts between pre-existing items/scripts etc and the newly modded ones. Clean saving guide, provided by https://wiki.step-project.com/Guide:Troubleshooting#tab=Mods_and_Savegames Open (or create) SkyrimCustom.ini file in .../My Documents/My Games/Skyrim. Add the following lines to that file. This creates a log so you can see just how much crap is in your savegame currently and how much is removed by the procedure. Alternatively you can just add these lines to Skyrim.ini or change the =0 to =1 if they already exist. [Papyrus] bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 With these settings on, the game creates a new folder at “...\My Documents\My Games\Skyrim\Logs\Script”. Your logs appear inside that folder, named Papyrus.#.log with the # number going from 0 to 3. The 0 log is always the newest with older logs cycling through the increasing numbers. Download and install the No Boring Sleep-Wait Menu mod from Skyrim Nexus. This mod allows you to wait for 31 days without having to wait 24 hours 31 times due to the limitations of the default vanilla wait menu. This mod was created with mod cleaning in mind. Deactivate or uninstall any mods that require you to eat, sleep, drink, stay warm, etc, to survive, such as Total Realism - Basic Needs. If you do not disable these, your character will die instantly after following these steps due to starvation, dehydration, etc. Start Skyrim and load the savegame you wish to clean. If you are uninstalling mod(s), you need to strip naked and store your gear in a player home. (If you don't have one yet, use anywhere that is listed in the safe places link above and make a backup save just in case). Check to make sure your active effects are clear; if not, click on yourself and type this in the game console: "dispelallspells" (without quotes) and recheck active effects. This cures vampirism and lycanthropy so if you have one of those, you must add it back with console after finishing the procedure. Make a new save by typing "save <name>" (without quotes) in the game console. If the name contains spaces, it must be enclosed in double-quotes, i.e. save "My Skyrim Save". Make sure this is a unique name. Exit Skyrim by typing "qqq" (without quotes) into the game console. Uninstall the mod(s) you no longer wish or are upgrading. Or (NOT and), install the mod(s) you want to have in Skyrim. If doing both, first uninstall and complete the entire procedure, then install new mods and complete the entire procedure again. Load your savegame. A dialog stating that the save file relies on missing content is to be expected. Choose "Yes". Travel to another world space that IS NOT classed as the Skyrim world space. The best options are the Skyrim Testing Hall or an empty unmodded player home. See the Testing Hall note above. Once in the Testing Hall or home DO NOT pick up or open or use anything! Open the game console and type "pcb" (without quotes). Next, in the game console, type "tfc" (without quotes). This enables free camera mode, and helps reduce the waiting time required for 31 days to pass. Exit the game console, and press "T" on your keyboard to enable the waiting menu. The change in appearance is due to the No Boring Sleep-Wait Menu mod you installed. Move the slider all the way to the right until 31 days appears. Press "Enter" on your keyboard. You need to wait for 2-3 minutes if you toggled free camera mode with the "tfc" command, or 12 minutes if you did not. Next, in the game console, type "tfc" (without quotes). This disables the free camera mode that was enabled before. Make a new save by typing "save <name>" (without quotes) into the game console. If the name contains spaces, it must be enclosed in double-quotes, i.e. save "My Skyrim Save". Make sure this is a unique name. Exit Skyrim by typing "qqq" (without quotes) into the game console. Rename skyrimcustom.ini (so it doesn't load and you won't have to recreate it later if you need it again) or change Skyrim.ini settings added above =0. Now check the logs to see what changed and to make sure you don't have crazy errors. Reactivate your realism mods, start Skyrim and load your save. Open the game console and type "pcb" again (without quotes). Travel to your preferred destination using the game console "coc <cellname>" (without quotes). Play! (Thanks to apoJake, MontyMM, Madwizard25, and Frihyland for contributions).
  20. A possible (yet unlikely) scenario is there's a script attached to the bench that makes the candles pop in on cell load. Just a theory.
  21. Basically, I am asking for help with the creation of my port for Skyscape to SSE. I have permission from TripleSixes to do the port, so there's no worries there. Rekt Progress01/07/2019 Heh, I have no idea how to release a Skyrim mod at all. It seems way different than it did for Ob or Mw. But, if all goes well, I would like to release the work. Maybe someone would appreciate it. If I did, I'd rather it be released on the actual page, instead of as a third party TripleSixes01/07/2019 I don't mind either way Perhaps we just have you do a new page and I'll update mine to point to yours What I'm in need of: World Editors Cell Editors Modelers (for conversion of premade Meshes or creating new ones altogether) NPC Creation Quest Creation Voice Acting (Unless I do it all through text) Someone to help with scripting would be great. It's a lot to do I'm not worried about skill level here. Whether you've been doing it for years, or just started today, I'll take any help I can get. The world of Runescape seems small, until you're building it in Skyrim. I'll help any one in any way I can to get this mod moving. If you're interested in joining me, you can PM me directly here on Nexus, or just make a reply post here. Again, no prior experience is required. I can walk you through most of it (however, world building isn't my strong point, nor is Modeling considering my lack of 3DS Max or similar). Just about any and all references for creation can be found at runescape.fandom.com or just hopping in the game itself. Note - Hope I posted this in the right place Note 2 - The original Skyscape was OSRS based, this is RS3 based. So do keep that in mind. The only thing I won't be doing (that I can think of) is weapon ability spells.
  22. I've been googling for a while, each link is just a dead end of me reading pages of a post that lead me nowhere. So, does anyone know of such a thing? My attempts have ended in vain, with the typical square pixelated spell effects and other common issues.
  23. Huzzah! Breakthrough. All works now! For any googlers coming across this, this is how you can force unequip a spell if you don't meet requirements. Attach this to an ability given to the player, with the spell condition IsWeaponMagicOut == 1 Then, attach this script to a start enabled, always running quest
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