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Reidlos

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  1. Thanks everyone, getting alot more understanding of the basics of papyrus. Little things you dont think about at the start but as problems come up you realize you never thought of how to do something or what does this do.
  2. so this script didnt work sadly, I think its because its designed more for the origional Event OnEffectStart what triggers an Event OnUpdate()? that and those conditions listed are not really a true/false so didnt use the bool, I guess I didnt know how to set those as a bool So whats wrong with the above? not starting up at all? (see post 8 then check spoiler in this post) not providing the right conditions? maybe because PlayerRef isnt defined anymore due to it not being PlayerRef = akTarget ?
  3. Im looking into Registerforsingleupdate and while loop but for registerforsingleupdate, it uses a event (on update) The script im modifying uses a Event oneffectstart can 2 events work together? in other words can you nest events? Maybe I dont have too but just checking. Here is the script im trying to tweek, its a modded script to a mod, so im trying to keep it as true to its self as possible, with no additional changes elsewhere. its pretty simple for this test case Event OnEffectStart(Actor akTarget, Actor akCaster) PlayerRef = AkTarget If PlayerRef.HasEffectKeyword(aleInjuryKW) Utility.Wait(5.0) If PlayerRef.HasEffectKeyword(aleInjuryKW) && PlayerRef.GetActorValuePercentage("Health") > 0.99 Utility.Wait(5.0) If PlayerRef.HasEffectKeyword(aleInjuryKW) && PlayerRef.GetActorValuePercentage("Health") > 0.99 Utility.Wait(5.0) If PlayerRef.HasEffectKeyword(aleInjuryKW) && PlayerRef.GetActorValuePercentage("Health") > 0.99 Utility.Wait(5.0) If PlayerRef.HasEffectKeyword(aleInjuryKW) && PlayerRef.GetActorValuePercentage("Health") > 0.99 Debug.Notification("Injuries Healed") ale_InjuryFullHeal.cast(PlayerRef) EndIf EndIf EndIf EndIf EndIf EndEvent as my question said, im trying to find a good way to expand that 20 seconds with conditions true, to 10 mins with conditions true (which checking occasionally like 10 -20 seconds due to the much longer time frame) could i merge in or nest in somthing like @foamyesque said? int iChecksLeft = 20 ;replace with how many times you want to check the conditions Event OnUpdate() bool bConditions = false ;replace with whatever your conditions for continuing the loop are float fTime = 30.0 ;replace with your desired polling interval if bConditions iChecksLeft-=1 RegisterForSingleUpdate(fTime) endif if iChecksLeft > 0 else ; whatever you want to have happen after ten minutes endif EndEvent I feel like I could just replace the OnEffectStart Event, with the OnUpdate one because one of the conditions is having said effect BUT not sure
  4. Hi, im new to scripting in general, i get a good jist and slowing picking up more and more but, I was wondering if there is away to do what would be 30 if statements in only a few lines? I want to keep checking that a condition is true ever x seconds up to 10 minutes. I have/want to do this because if the condition is broken in that time frame, it restarts. If condition1 && condition2Utility.Wait(x seconds) If condition1 && condition2 (are still correct) Utility.Wait(x seconds) (up till 10 mins) this repeats) if condition1 && condition2 (correct with out fail durring time frame) dothethingineeddone EndIf EndIfEndIf If i break it up like this 10 mins, I could do it in 20 second chunks (prefer 10 seconds but) but thats a lot of IFs is there a way to keep checking conditions for a 600 second time frame every 10 seconds? EDIT/UPDATE: was thinking (would have to figure out how to write it out but...) If conditions are trueincrease a count int by 1then wait x seconds THEN repeat else if conditions fail reset count when count is 10do thing i need and end event is that somthing that will work? any examples?
  5. lol actually was coming here to suggest this too, The tag based filtering DOES NOT WORK, for New Today I though I was going crazy where I would filter out Translations and some other languages etc, but they would appear. The block user account works on front page content but not the tag filtering
  6. Last few weeks noticing very slow responsiveness to the site, clicking from home page to a mod is taking a bit longer. Today in particular, hitting download with manager (using MO2 atm) some times wont bring up the actual download info box for 10+ seconds. Then mods of small to large size when actually starting to download dont start for 10 + seconds as well, even staying in fetching data or other pre or post download steps for a long while too. Not had this issue ever before, using NA premium, but also tried the free server, both doing the same thing.
  7. I'm having this too it seems like it's a bug from the original 2011-2013 range
  8. Vortex needs an advanced mode, loot isn't a 1 stop shop even started by the loot team. For basic everyday use by New comers it's great but if they flat out refuse to throw a bone to mod makers and heavy duty mod users [with knowledge of how this works] that's a good chunk of the community they are flipping the finger to. Vortex is looking good overall but will dead for a subset of us
  9. Does Vortext incorporate mods though the tool like the others things like F04Edit, Bodyslide etc?
  10. Havent touched nexus in a while, but while glad to see this is still alive, its been 1 year hasnt it since they said its going into alpha? more then that? Thought it was in late 2016 but my time frame may be off. Patiently waiting on the side lines, so far we finally got a Skyrim SE boost with SKSE getting off the ground but still no up to date manager, NMM is ok but end of life, Mod Organizer is also long dead, both died for Vortex in a way, hope to see thier kid take over in q1 2018
  11. So, this isn't going to release soon like we thought. Guess that's why there are no dates, can't be late or early, kinda like Gandolph, arrives exactly when it means too. but the dev team can't claim they don't know people had high hopes alpha would be starting soon right?
  12. I am a super notice in mesh/textures and 0 in animation, so im seeing if anyone out there is interested that isnt those things :) I wanted to make a much more mobile suit of power armor in my head. I can think of 2 methods 1) animation set that has the person hovering just off the ground and movement simply shifts the body in that direction, no actual walking, a speed buff applied behind the scenes. Would basically be like flying 2) something like this, but obviously bulkier. http://finalfantasy.wikia.com/wiki/Mighty_Grunt_(Final_Fantasy_VII)?file=Mighty_Grunt_Artwork.jpg (guy on the left) , I know ive seen this in other games or an anime or something similar but I cant recall it atm so this popped in my head. A possible shortcut or another take on the wheeled style would be an sentrybot leg/wheel bottom or pieces Maybe by fallout 5 ill have gotten a bit better but id love to see what someone could do with this, its not super lore friendly i guess but Ive always wanted to see more streamlined mobile mech like power armor
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