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antstubell

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Everything posted by antstubell

  1. Not a player house. Not many items in the cell. Just pisses me off that I took the time to get custom armor into CK, then installed USSEP as most users will have this patch and now it's f-ed.
  2. Everything was working well, I had 2 mannequins (no name so player can't interact with them) wearing ebony armour and 2 wearing custom armour. Then I installed USSEP and they won't or at least randomly use the outfits. And now they are wondering around a bit - not standing where they should be. Help please.
  3. It will be for a collection of NPCs - mannequins that come alive.
  4. I would like a way to remove a fallen NPC's weapon from the world so player can't pick it up when NPC dies. Guessing an OnDeath script here but don't know how to ensure that the dropped weapon disappears. Thanks for any help.
  5. I'm using WeaponRackMid and WeaponRackMidACTIVATORPlayerHouse with weapons as linked refs. It works but when player goes to take weapon off rack it first takes whatever weapon the player is 'holding' and places it on the rack so there 2 weapons on the rack. What am I doing wrong?
  6. As you said the timing is out for the function. I adjusted a couple of Utility.Wait lines and it works. Thank you.
  7. Player needs to place a specific object in a container. If the added item is wrong I want the item returned to the player - I don't want player filling up the container because it will be unavailable when the correct item is placed. This is what I have and obviously isn't working. EDIT: I got it almost working except now player 'gets back' the item he placed in the container but the container still has the item that was placed. Basically the cotainer should discard the added object. EDIT EDIT: I really messed up this script/ I need that when player puts an item in a container it is checked to see if it is the correct item and if not returned to the player.
  8. This is driving me mad, mainly because I signed out and Nexus can't send password resets to Hotmail accounts - so had to wait for a manual reply and a reset from Nexus. Anyway something strange happening and I am sure your wisdom can throw some light on it. The video shows what I mean but basically - when skulls are in place the left skull requires an 'extra' turn for the message 'All Skulls In Place' to appear. The extra turn still makes the global 1 but why is it needed?. Take a look and see what you think and thanks for your time. SkullTurn.mp4 - OneDrive (live.com)
  9. The global has plenty of time. Player turns a skull at one end of a room to the required angle, message says "Correct Angle", I check global and it's 1. Player then moves to other side of room does the same with a different skull message says "Correct Angle", I check global and it's 1. Both now 1 but function doesn't run. Maybe I should check the function before displaying the menu? I dunno. EDIT: Something wrong with another script. Function is working when one of the values is 0. Debugging required. I've attached one of the scripts that does the skull rotation. This is the left movement script. A different activator turns it right. I could have combined scripts but as you see I have enough trouble.
  10. I don't need to give all the details of what I am doing just that the script I am using for some reason doesn't access the Function. I've checked multiple times that the globals required to be set to 1 are set to 1 using getglobalvalue xxxxxxx. Am I script=blind... again! Thanks for any help.
  11. I see. Good stuff. I'll experiment. Thanks.
  12. I'm attempting a script using OnHit on an oil pool trap. Maybe I should use a OnMagicEffectApply - I don't know. Basically I want stuff to happen when object is hit by a spell but only a fire spell. Not sure where to start. Thanks.
  13. No offence dude but you cold have said that at the beginning. Thanks. EDIT: All said and done can't get the lava object to move. Might need to give up on this. Final script attempt...
  14. The script increments the Zpos by 1 say 100 times, so you're saying I need 100 objects as references?
  15. I don't get it. In other scripts where I use MoveTo, I use a xmarker for the x, y, z co-ordinates, Such as MyObject.MoveTo(MyMarker). This is fine for moving objects while player isn't looking - I use it to move an object back to its starting position after a TranslateTo has moved it. The first parameter is ObjectReference akTarget. That would be the xmarker when using a xmarker so what is it when I using co-ordinates that change as in the script I posted?
  16. I am attempting to raise a plane of lava DweSpecialForgeLava01. The object is a static. When I use TranslateTo for my other moving objects I alter the collision of the object in Nifskope to make it moveable. This static has no collision and I haven't found a way to add collision without getting errors in Niksskope, so I decided the onlt other way to move it is with MoveTo and While. The script compiles fine until I add the line LavaPlane.MoveTo(Xpos, Ypos, Zpos) Error: (19,10): type mismatch on parameter 1 (did you forget a cast?) Any other advice on scripting this also welcome.
  17. I don't remember how to do this. I have ywo doors in the same exterior cell. Using one teleports player to a higher level and vice versa. I get the usual message when approaching the doors 'To cellname'. How do I change wht is displayed to say 'To Higher level'? I could use MoveTo script and activators but I know there is an easier way. Thanks.
  18. Yeah easy way was best. I used an activator instead of static so when player attempts to use it without correct tool(s) he gets a message "Need this tool..." blah, blah. Thanks.
  19. I added the script defaultOnActivateBlockActivation to a workbench. Player can still use workbench once then it gets blocked. Why and how can I solve this so player can't use it at all... without collision boxes, etc?
  20. So here's my idea. Player has nothing and he wants to craft an arrow, custom arrow, at a workbench. He gathers all the materials but notices in the list of required materials it says Hammer. So player needs to have a hammer to create the item. So far the only way I've gone about this as I suggested is by adding a Hammer as a required item in the list. Upon creating the item the hammer will be 'consumed' . Obviously I don't want player to find a hammer, or other tool for different crafting items, each time they want to craft an item. My first thought was to silently add the hammer or other tool(s) used to create the item back to the player's inventory. This I believe would work. Then I hit a immersion snag. When player enters crafting furniture whether he has a hammer of not, he starts hammering. How can I prevent this from happening and show a message that tells player in order to use any crafting furniture he will need to possess at least 1 of the tools used at this crafting furniture. Woodwork bench - player should possess at least 1 of the following tools in order to use the bench. Hammer, saw or wood plane. If player possess none of these then no animation will play and player is instructed to find at least 1 of the tools. Hope I explained that well enough. Appreciate any help and suggestions.
  21. I made a custom sound descriptor some time ago of a blacksmith hammering far away. Works perfect. Today I noticed that when player uses my custom workbench this sound plays. Strange. So I dropped a default BYOHHouseCarpentersWorkbench into the game and it still happens. Sound is a loop. Experimenting I dropped an anvil and a forge into the game and it doesn't happen with this furniture. If I delete the .wav file from the sound/fx folder everything is fine. I've no idea why this is happening. EDIT: The sound descriptor is also a sound marker. It is placed in an interior, different cell. Player enters a triggerbox and this sound marker is disabled. I tried going there first and triggering the script then going to a BYOHHouseCarpentersWorkbench and it still plays. EDIT EDIT: Deleted the only instance of the sound marker that uses this sound descriptor from the render window (from the mod) but still plays. Next deleted the sound descriptor and sound marker and all is good. Why? LAST EDYT: So in exasperation I deleted totally the custom .wav file and used a hammer sound descriptor that is already in the game and all is good. Still weird. I have made 100s of custom .wav files and never had this issue. There you go from problem to solution.
  22. Update: Looking at the mesh from the arrow heads point of view, the arrow to the farthest right is the only block that has textures. Removing this arrow block removes the texture.
  23. First off I thought the reason the item didn't appear was because it didn't have conditions - shot in the dark - as said conditions not required so I removed them, I placed a forge in game and the item appears under the iron category. After a lot of keyword experimenting.... Spent a hour messing with this with interesting results. Changed animations - forge animation at armor workbench and vice versa - by change IsBlacksmithForge to whatever you want. Finally decided to duplicate BYOH carpenter workbench and it works 'out of the box'.
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