-
Posts
1075 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by antstubell
-
Ok, t moved the activate event and now the script does work. Unfortunately it doesn't do what I want. I set up the objects in an open world space and when activated, even though player was a very, very long way from the fire, player was burnt to death. Thanks for helping but I've since used a different approach.
-
SSE Where is this folder and its objects?
antstubell replied to antstubell's topic in Skyrim's Creation Kit and Modders
I had a CC mod installed some time ago but since then I've changed drives, reinstalled etc. It's obvious then if I add this asset to my mod it will not appear in my mod when somebody downloads it. -
There are 3 entries for poison bloom. 1 is an ingredient, I doubt maxarturo means this, other 2 are activators. DLC1TrapPoisonBloom01 and DLC1TrapPoisonBloomGas. Which one are you referring to? EDIT: The objects have to be copied from the poison bloom to the fire volume because the fire volume is a moveable static, the poison bloom is an activator. I doubt i can translate an activator. I could be wrong but doubtful,
-
SSE Where is this folder and its objects?
antstubell replied to antstubell's topic in Skyrim's Creation Kit and Modders
It's no good, tried every search, everywhere. Just doesn't exist on my PC. Now here's a question. I can get the object into CK that I like but because it's not archived anywhere I'm sure if I use it, it will just show up as the big red exclamation mark. Is it possible - Looooooooooooooooooong shot - that somehow I can get this object from within CK and copy it to a place where I can actually deal with it? -
I'm using BFXFireVol01 which is large volume of moveable static fire but doesn't actually do any fire damage. It's advantage is that I can translate it. In this scenario moving ever closer to the player. I'm using the trigger box DB10FireTrigger to cause damage to the player. Disadvantage of this is that trigger boxes can't be translated so I set up about 5, when each one is enabled it reduces the space in which player is safe from burning making player back themselves eventually into a wall. Then stuff happens and all is good, just a little singed. Problem with enabling these fire damage triggers is that it 'jerks' the player back. Sometimes the fire volume is ahead of the fire damage box and vice-versa. So player can notice "Hey, I'm standing in fire and nothing happens." Other times "WTF, I'm burning and the fire isn't near me... yet." I don't think this can be scripted but I am frequently wrong. You see the dilemma. A translatable fire damage 'thing' would be super useful but alas I know not of one. That sounded Shakespearian that last bit. Ideas, help please.
-
SSE Where is this folder and its objects?
antstubell replied to antstubell's topic in Skyrim's Creation Kit and Modders
But I've searched my drives. No such file/folder exists. -
I think I'm getting it. A state prevents other stuff from happening while a script is processing code. If I changed the last state GoToState ("Done") in the above script to GoToState ("Waiting") would this then set up the trigger box to be fired again? BTW the script that was posted by dylbill repeatedly fires. The debug message reappears on screen all the time. Could I just Self.Disable() or Self.Delete() the script/trigger box to stop this? EDIT: And the oil trap doesn't self activate.
-
SSE Where is this folder and its objects?
antstubell posted a topic in Skyrim's Creation Kit and Modders
Just found some nice objects in a folder that seems not to exist anywhere on my computer but CK sees it. How can I access these objects, I want to mesh-mash them? https://onedrive.live.com/?cid=B60C11D037429D8E&id=B60C11D037429D8E%2153144&parId=B60C11D037429D8E%21191&o=OneUp -
SSE Need some ideas
antstubell replied to Adventurer1111's topic in Skyrim's Creation Kit and Modders
@cumbrianlad Back up and running I see. Welcome back. -
SSE Need some ideas
antstubell replied to Adventurer1111's topic in Skyrim's Creation Kit and Modders
So you stole my idea? Kidding. I have a Tarot card reading in my mod. https://onedrive.live.com/?cid=B60C11D037429D8E&id=B60C11D037429D8E%2153143&parId=B60C11D037429D8E%21191&o=OneUp My tarot reading 'results' are based on what player has done or not done, who player has met or not, what perks and levels the player is at, factions joined and some random variables because that's how life is. -
In a previous thread I asked how to get a NPC to drop a torch - got that sorted out. Now I need the dropped torch to ignite the oil pools he is standing in. I've considered traps but don't want the visual of a trap being set off. Player has no access to magic, neither do NPCs in my mod, so no spells allowed. Ideally the dropped torch would be the ignition source. Help and advice appreciated.
-
To add to this scene I am doing, NPC drops torch into oil traps spread out around him, yep fire-starter and I want him to go up in flames. In the past to ignite oil traps I used a hidden falling oil lamp. Is there a way I could get the fire to start when the torch hits the ground? EDIT: I'll start a new thread on this topic.
-
Just thinking about this and it could be useful. I'd like a NPC to drop an object, whatever event I decide to call - yet undetermined - and the object appear on the ground. I'm guessing PlaceAtMe would be involved. Other trickery could be removing the item from NPC's inventory and enabling same item on the ground and is maybe the easiest way. I guess I'm looking for the action of 'the drop' for immersion but I suppose that doesn't exist. Just a thought, feel free to leave comments but not an essentially needed thing.
-
SSE Unequip a torch, specifically a torch
antstubell replied to antstubell's topic in Skyrim's Creation Kit and Modders
Thank you both.