-
Posts
47 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Posts posted by AlexScorpion
-
-
You have to link your textures to your material files and also link your material files to your nif files https://youtu.be/A5FdC68yklE?t=261 when you have renamed/deleted your texture file you broke the link and now the matrial cannot find it so the mesh appears pink ingame.
-
Hi all,
So basically long story short, i have two pieces of hair that use two different cloth havok files. I can equip them at the same time simply adding second as an extra part, but the problem is that game is limited to one havok file per equipped object, so the havok files in extra objects are neglected by the engine. This can be solved by simply equipping a clothing item with the needed havok file. Now i am trying to make this an auto process. I Have set up quest script and created the needed properties but i relly need help with scripting. Basically i need to implement this https://falloutck.uesp.net/wiki/HasExtraPart_-_HeadPart into my script.
When certain type of hair is worn to add and equip a clothing item and remove when not needed. I have started out with this but i surely have no idea on how to set up the script correctly:
Scriptname AlexLaraHairScript extends Quest
HeadPart Property LaraHairProperty Auto Const
Armor Property AlexLaraPhyProperty Auto Const
Function AlexLaraEquipHair()
Actor PlayerREF = Game.GetPlayer()
If (PlayerREF.GetItemCount(AlexLaraPhyProperty as Form) > 1)
It should go something like:
detect if hair is worn and if there is no additional clothing piece add one and equip
otherwise uequip and remove
Game.GetPlayer().AddItem(AlexLaraPhyProperty, 1, true)
Game.GetPlayer().EquipItem(AlexLaraPhyProperty)
Debug.MessageBox("i run")
EndFunctionAny help appreciated.
-
I always get this issue when my pivot is not centered to the mesh and the X-form has not been reset, transform and scale too
-
In response to post #65051886. #65055226 is also a reply to the same post.I wasn't talking about Moscow per se, just another location with another setting. I think that would be quite interesting.AlexScorpion wrote: So why a Fallout Miami and not a Fallout Moscow or Fallout Warshaw or some other place outside US, a change would be nice.Nexuspre wrote: Moscow will be a Great Location.
But we already got Stalker and Metro 2033, Games like these.
But who are we to discuss this its up to Modders :{
We are just Annoying Bluffs Internet Users that they see us as We are nothing to them. -
So why a Fallout Miami and not a Fallout Moscow or Fallout Warshaw or some other place outside US, a change would be nice.
-
got everything working ...
now i'm wondering how do i set the amount of swords in the merchants inventory
In the CNTO you copy pasted, double click it. You need to change this number: http://i.imgur.com/NQsDe.jpg
So, no one can help in making the swords improvable at the grindstone?
thanks :)
-
got everything working ...
now i'm wondering how do i set the amount of swords in the merchants inventory
-
imported new meshes into the skyrim nif and saved it
copy/paste over the nitrishapedata in another skyrim nif
corrected texture paths
and my meshes appear as exclamation marks ingame
Don't copy paste nitrishapedatas, it'll wipe UVs.
if it is a static like a sword, just import obj over a vanilla nitrishape. Then delete the mat and texture that gets imported from the mtl then hook up the shader node from a vanilla.
if it is skinned, then you probably should update to the 3.7 niftools and export a skyrim version nif. remember it needs a dismember modifier before export. delete the whole shader block and just take one from a vanilla nif. change the dismsmeber partition body part to one of the numbers, ie 32, instead of bp_torso, Update Tspace, and it should be good to go.
thanks ... going to try that :)
-
imported new meshes into the skyrim nif and saved it
copy/paste over the nitrishapedata in another skyrim nif
corrected texture paths
and my meshes appear as exclamation marks ingame
-
the guy on the twitter who is suppose to be peter hines is extremly rude ...lol ... i think that it's a fake one lol
-
hmm ... the replay value of their game just got a lot shorter ... lol .. that of course if it's true ... link please
-
well i have a problem with restoring my password ... i;ve sent 20 requests by now an still haven't received a single mail from beth forums
EDIT: nvm . fixed it
-
Precicely how is stealing account info going to force Beth to speed up the release of Skyrim? If anything it could slow it down because they have to pull developers off of Skyrim to fight the feces storm caused by these idiots
Actually, that's very unlikely. Reassigning GAME developers to something that can be and should be fixed by WEB developers and WEB security experts would be a plain stupid move.It seems hackers launched a worldwide campaign against various gaming companies: first it was Sony Online Entertainment, then Codemasters (I received a mail message from them a week ago, saying that due to hackers obtaining certain personal information they shut down several websites related to their games), now it's Bethsoft...
The only positive side effect that I can think about is that companies will pay more attention to securing their websites in the future.
i'm sorry it was to funny not to quote
-
lol @ejak2021 .. want someone to blame for the fact that we're still not living on the moon .... blame your govt and big corps.
-
Since you've requested advice for getting into scripting, I thought I'd share some of what I've learned.
Starting with the basics, Cipscis has written some tutorials to cover most, if not all, of it at Cipscis.com. Although I've never really gone through his tutorials, many people have learned GECK scripting from there. (Since he wrote it all after I'd picked up the language, I had to browse through the scripts in Fallout.esm to see how it all works.)
After learning the basic structure and some routine scripts, look through the Scripting section of the GECK wiki. Of particular interest is the Functions page. Also of interest, for clarity, is the FOSE/NVSE documentation. (Since that list doesn't contain NVSE-only functions, see the thread at the Bethesda forums.)
Here's some general tips for working out novel, unique scripts:
- Make a list/tree of what your script will do.
- Start with the most critical operations. (How do I turn it on/off?)
- If possible, implement new operations completely and one at a time.
- Test often; get it functional, then try it out. If it's not working correctly, it'll be easier to find the problem. I made a mod, Auto-QuickLoad, specifically to speed up the script testing process.
- Keep comments minimal. Leaving comments for ease of finding a certain section, or keeping track of number codes, is good; commenting every line to describe your processes will be more confusing than helpful.
- Unless opening more than one script editor, keep the entire script within one file until it's too large.
- Develop your own style to make it easier for yourself to read and write; capitalize, name variables, use parentheses, abbreviate, and indent all how you like. (You're the only one that matters, as long as the script works.)
That's about all I can think of for now. I hope it helps.
oooo a quick load mod .. where has it been all of these years this will speed up my work by 30 % lol
thanks
- Make a list/tree of what your script will do.
-
thanks Pelinor .. that actually works :)
-
thanks guys ... i should have been more clear lol ..
button press .. well it's actually a menu .. say if button 1 is pressed the global variable AlexAssaultArmor is set to 0 .. and when button 2 is pressed the global is set to 1 and so on ..
now that script with always true line ( it needs to be true so that the formlist will be always set to my formlist)
if FormListIndex != AlexAssaultArmor || FormListIndex == AlexAssaultArmor Set FormListIndex to AlexAssaultArmor Set rArmorRef to ListGetNthForm AlexAssaultAllArmorList FormListIndex endif
sets the Formlistindex to my global .. if global == 1 then the index will be set to 1 (and under index 1 in my formlist i have armor number 2)
and then then my armorRef is set to that index and finally i'm adding and equiping that armor ... my problem is that i cannot remove the previously equiped armor from the npc's inventory
-
hello there again .. i seem to be stuck again :(
so i've been working on my armors level up/outfit menu
and recently i've switched to form list (eliminates using individual ref for each weapon/armor)
i have a global that goes from 0 to 3 (button press)
i have a form list with 4 armors
and i have a script that checks the global and then equips an armor from that list
if FormListIndex != AlexAssaultArmor || FormListIndex == AlexAssaultArmor Set FormListIndex to AlexAssaultArmor Set rArmorRef to ListGetNthForm AlexAssaultAllArmorList FormListIndex endif If rArmorRef != 0 getequiped rArmorRef == 0 && getdead == 0 if GetItemCount rArmorRef == 0 additem rArmorRef 1 1 equipitem rArmorRef 0 1 endif ;also tried something like this If rArmorRef != AlexAssaultArmor && getdead == 0 removeitem rArmorRef 1 1 else additem rArmorRef 1 1 equipitem rArmorRef 0 1 endif
and this where i hit the bump ... i mean ... how do i remove and add armors with the same ref ID without writing down all possible combinations ..
thanks in advance
Alex
-
thanks for the reply ... i got it to work with a custom marker from a custom cell :)
yes i'm updating the scriptpackage with a variable and the package tells the trooper to move to marker
-
cause none of the methods below have worked for me
scn AlexSquadAssaultStealthToScript ref me Float Timer short doOnce Begin OnLoad if doOnce == 0 set me to getself AlexSquadMarker.moveto me ;where AlexSquadMarker is the reference id of the xmarker Set timer to 30 set AlexSquadAssaultStealthToMarker to 1 ShowMessage AlexMoveInStealthIsWorking set doOnce to 1 endif End Begin GameMode if timer > 0 set timer to timer - getsecondspassed else set AlexSquadAssaultStealthToMarker to 0 disable MarkForDelete endif End
ref rSelf ref rSomeOtherRef begin gamemode set rSelf to getself rSomeOtherRef.moveto rSelf end
ref rSomeOtherRef begin gamemode rSomeOtherRef.moveto this end
-
yes that was a package destination marker ...
so what would the script look like if i would like to move the marker to the activator ???
scn AlexSquadAssaultStealthToScript Float Timer short doOnce Begin OnLoad if doOnce == 0 Set timer to 30 AlexSquadMarker.moveto activator ?? set AlexSquadAssaultStealthToMarker to 1 ShowMessage AlexMoveInStealthIsWorking set doOnce to 1 endif End Begin GameMode if timer > 0 set timer to timer - getsecondspassed else set AlexSquadAssaultStealthToMarker to 0 disable MarkForDelete endif
-
so it seems that i have cheered a bit too early ... the squad seems responding with no problems to the vanilla markers .. but the custom ones placed with the command place on do not seem to work
... i have set up an activater with a code
scn AlexSquadAssaultStealthToScript Float Timer short doOnce Begin OnLoad if doOnce == 0 Set timer to 30 PlaceAtMe AlexSquadMarker 1 set AlexSquadAssaultStealthToMarker to 1 ShowMessage AlexMoveInStealthIsWorking set doOnce to 1 endif End Begin GameMode if timer > 0 set timer to timer - getsecondspassed else set AlexSquadAssaultStealthToMarker to 0 disable MarkForDelete endif End
which activates a varriable in another script and another script adds a scriptpackage in which MYmarker is specified as a reference
works fine with the vanilla markers .. has anyone any idea how i can force the npc move to the newly spawned marker ??
thanks
Alex
-
thanks david .. i've seen it ...
ignore the last post .. it has been solved
-
ug oh .. it seems that i'm having problems with a multilevel menu
it's one main menu ... with two small sub menus ..looks like this
cancel
summon
dismiss
go silent
go loud
follow
wait
==========
commands WAIT open a submenu and command FOLLOW opens a submenu
scn AlexSquadRadioScript short ibutton short messageup int iButton0 int iButton1 int iButton2 int iMenuLevel int iAlternateMessage Begin OnEquip showmessage AlexSquadSummonMenu end Begin GameMode if iMenuLevel == 0 set iButton0 to GetButtonPressed if iButton == -1 ;Wait until button was pressed return endif if iButton0 == 0 ;cancel the menu playsound WPNAlienBlasterFire2D elseif iButton0 == 1 ;summon the squad set AlexSquadDismis to 0 placeatme AlexSquadVertibird 1 set AlexSquadToManySummoned to 3 elseif iButton0 == 2 ;Dismiss the squad set AlexSquadDismis to 1 ;Dismiss the squad PlaceAtMe AlexSquadVertibird 1 elseif iButton0 == 3 ;Tell your squad to use silent weapons set AlexSquadweaponchange to 1 elseif iButton0 == 4 ;tell your squad to use primary weapons set AlexSquadweaponchange to 0 elseif iButton0 == 5 ; ShowMessage AlexWaitOptions set iMenuLevel to 1 set iButton1 to GetButtonPressed if iButton1 == -1 ; No button has been pressed yet return endif if iButton1 == 0 playsound WPNAlienBlasterFire2D elseif iButton1 == 1 set AlexSquadholdposition to 1 elseif iButton1 == 2 set AlexSquadWaitRelax to 1 endif elseif iButton0 == 6 ; ShowMessage AlexFollowOptions set iMenuLevel to 2 set iButton2 to GetButtonPressed if iButton2 == -1 ; No button has been pressed yet return endif if iButton2 == 0 playsound WPNAlienBlasterFire2D elseif iButton2 == 1 set AlexSquadFollowClose to 1 elseif iButton2 == 2 set AlexSquadFollowLong to 1 endif endif endif end
after i go into either one of those sub menus .. all buttons stop functioning
thanks
Alex
[HELP] Need help with setting up a simple equip object script
in Creation Kit and Modders
Posted
Solved it