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TonyBalony1960

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  1. A few days back, the site was undergoing some modifications, and, of course, I had to pick that night to upload my mod. Well, something went wrong and no discussion topics were made. I had not blocked them, they just weren't there. I reported it and then it looked like a topic was made, but it was in appearance only. I have 0 Discussions. Isn't it usually 2? Anywho, my file name is "BAT Commands v1". I hope someone can open this up. I've had over 2200 visitors and almost 300 downloads and I had promised that if anyone had any ideas for updates, I would consider them. Thanks for your help in advance. Cheers. 8)
  2. Does anyone know how to make an immovable object movable? I've tried the rotate command, which even works on immovable objects, but that's for like spinning animations or something, (rotate axis speed), not setting an angle like setangle does. But setangle won't work on immovable objects. Any ideas anyone?
  3. Just wondering why I have a -1 under my comments section for my uploaded file, "BAT Commands v1"? I uploaded it while some changes were going on with the site, so I am not sure if that's the problem. Thanks.
  4. Decided that my script could use a bit of cleaning up. This is the result and I tested it and it works: ScriptName VampireLordXScript ref CassandraRefVar ref VampireRefVar short VLXIsDead Begin GameMode if (VLXIsDead !=1) if CassandraRefVar !="11101BAD" set CassandraRefVar to "11101BAD" ; Editor ID set VampireRefVar to "00010DAB"; Editor ID endif if (CassandraRefVar.getav paralysis !=1) CassandraRefVar.setAV paralysis 1 CassandraRefVar.SetUnconscious 1 endif if (VampireRefVar.GetDead) set VLXIsDead to 1 CassandraRefVar.setAV paralysis 0 CassandraRefVar.SetUnconscious 0 endif endif End GameMode Thanks again all!!! Cya. :biggrin:
  5. Wooooohooooooo! I did it. OK, I finally stopped trying to kill the damsel and followed FORE's advice and added something else that was eluding me. This is what I came up with: ScriptName VampireLordXScript ref CassandraRefVar ref VampireRefVar short VLXIsDead Begin GameMode if CassandraRefVar else set CassandraRefVar to "11101BAD" ; Editor ID set VampireRefVar to "00010DAB"; Editor ID endif if (VLXIsDead !=1) if (CassandraRefVar.getav paralysis !=1) CassandraRefVar.setAV paralysis 1 CassandraRefVar.SetUnconscious 1 endif endif if (VampireRefVar.GetDead) if (VLXIsDead !=1) set VLXIsDead to 1 CassandraRefVar.setAV paralysis 0 CassandraRefVar.SetUnconscious 0 endif endif End GameMode I was trying to kill her at first because even when she was paralyzed she would do greetings, etc., and had her eyes open and blinked them. Then I remembered something I started with, "SetUnconscious". I had stopped using it when they would get up after 10 seconds and then fall unconscious again. Well, between "SetAV Paralysis 1" and "SetUnconscious 1" she looked and acted perfectly unconscious. And by using a variable to set whether our villain was dead or not, it became easier to script the whole thing. Something else I learn while doing this...resist using "&&" in "if" statements. Nested "if" statements seemed work better, for me anyway. Also, don't forget to make your references persistent. I'd really like to thank everyone who help, "Fore" and "PrettyMurky ", or I'd never have figured this out. Thanks again.
  6. CRAP! I set up new variables, almost had it perfect except some minor concerns. But now, when I go in to the quest window to edit the script, the Construction Set says that it "Could not select script "VampireLordXScript", (0100180F), in LoadDialog for TESScriptableForm form component." and I can't find the script in the drop down list. I tried making a new one with a new name and it won't show up. I tried setting the quest script to NONE and then saved, then restarted TES Construction Set and then made a new script with different name and it still won't show up. Is there an error in my mod now and it just won't work? I hope I don't have to start over from scratch...that would suck! lol EDIT: Alright, I figured out that somehow the "Script Type" got changed from "Quest" to "Magic Effect". Still not working quite right, but I'm working on it.
  7. Ooops. I was so excited about the first part of the post, didn't thoroughly read the end. I'll give that a try, ty. My dad is always saying that I walk through life unconscious, (like this NPC will hopefully be)...he's probably right. :blink: Thanks man. I appreciate it. Going to go try. I'll post an update with the final script if I get it going.
  8. Ahhh, YOU DA MAN!!! That did it! I was using the "formID", (yes, not frameID, muh bad), and I didn't even have an editorID for the bad guy, let alone have it set with a "Persistent Reference". Now, I just need to figure out how to set the fEssentialDeathTime to be forever in the case of our damsel, inside a script, then change it back. I tried: ... short EssDeathTime Begin GameMode ... if (EssDeathTime == 0) set EssDeathTime to (GetGameSetting fEssentialDeathTime); this bit worked SetGS fEssentialDeathTime to 999999999990 endif ... The problem is that SetGameSetting, (SetGS or con_SetGameSetting), is not allowed in a script since it's strictly a console command....errrrrr! There must either be some other command I could use or variable to set the character's death time to. This part is frustrating, because I can't really set the variable to this permanently in the GamePlay/Settings menu...that would be bad. Anyone have any hints on this one?
  9. Awww, crap. I put it in the Quest script and it did the same as before, nada. Am I putting it in the wrong place, (should this go under AI), am I using the right thing to set my Reference Variables to, (the frameIDs)? Do I really suck this bad? lol
  10. Sweeeeeeeet! Very nice. I'll check this out. I am unsure about a few things. Setting the Reference Variable...you use the frameID, (the unique ID at the very top of the NPC window when you copying them), is what you use to set the Reference Variable with? Also, I put this script in the Quest window, Quest Data tab, Script? Thanks, Pretty Murky, this looks good, I appreciate it. Gone to check it out now.
  11. I was wondering if anyone could help me. I am making a companion with a mini-quest. I would like the companion to be unconscious, (zero health for essential NPC), until the bad guy has been killed. I added a script to the Quest window in the "construction set" in the first tab, that looks like this: Now, I'm a first time modder, so I assume I am doing probably 83 things wrong, but I can't figure out what. The companion is not unconscious, she just stands there. I wasn't sure if this should go in the AI, but I am a bit scared of the AI, since every time I mess with it, one of my functions stops working, (like FOLLOW or STAY). Any help would be greatly appreciated. Thanks.
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