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Reidlos

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Posts posted by Reidlos

  1. so this script didnt work sadly, I think its because its designed more for the origional Event OnEffectStart

     

    what triggers an Event OnUpdate()?

     

     

    Scriptname HealInjury extends activemagiceffect

    SPELL Property ale_InjuryFullHeal Auto
    Actor Property PlayerRef Auto
    Keyword Property aleInjuryKW Auto

    int iChecksleft = 5 ; number of condition checks TBD

    Event OnUpdate()

    float fTime = 10.0 ;time in seconds till it starts OnUpdate again

    if PlayerRef.HasEffectKeyword(aleInjuryKW) && PlayerRef.GetActorValuePercentage("Health") > 0.99 ; has an injury and has 100 percent health
    iChecksLeft-=1 ; remove 1 from the ichecksleft count
    RegisterForSingleUpdate(fTime)
    endif

    if iChecksLeft > 0
    else
    Debug.Notification("Injuries Healed")
    ale_InjuryFullHeal.cast(PlayerRef); cures player of injury and injurykeyword
    endif

    EndEvent

     

     

    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 ?

  2. 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

     

  3. 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 && condition2
    Utility.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
    EndIf
    EndIf
    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 true
    increase a count int by 1
    then wait x seconds
    THEN repeat else if conditions fail reset count
    when count is 10
    do thing i need and end event
    is that somthing that will work? any examples?
  4. Hello,

     

    Thanks, not sure how I managed not to mention it, but I am already using it, for just the "Translations" global tag.

     

    It's not a huge issue, as it works in searches, but it doesn't seem to be applied for the rest of the site, namely the front page.

     

    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

  5. 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.

  6. 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

  7. This request is starting to appear a lot, please make an opt in advance mode or something for users that are abit above loot only sorting. Both fallout and skyrim have situations where a plugin would benefit for patch reasons to be before a particular mod but after another. Right now you can only load after but after can be 1 after or 100 after. And soft conflicts can arise
  8. Why would you want to do that? Vortex already uses LOOT's masterlist for sorting. Setting a priority manually or even creating a rule would be needed in very special cases only.

     

     

    I am confused. Are you trying to sort the mods in the display, or the actual load order of the esm/esp? If the former, Vortex relies on conflict rules, so the order in the display doesn't matter, just what conflict rules are defined. If you are talking about the load order, run Loot manually, and add a metadata tag to change the plugins priority or add some load after rules to the plugins to force the sorting they way you want. Since Vortex calls the Loot API, these metadata tags should be honored. (Caveat, I have not tried the Loot trick to validate it would work)

     

    The Conflict rules also get me because I sort of want to visualize the plugin priority for which plugin is having assets ignored and which are being used in a line. But the upside is that you can actually have more complex conflict rules between mods than would be possible if it just used a single displayed linear order for this priority assignment.

     

     

    The plugin in question is loading very low after sorting.

     

    it will not conflict if it get moved very high. I want it higher because its over writing some things (seen in Xedit) that would be easier to patch if it was before another thing.

     

    but this loot based forced plugin order "knows best" and wont let me move the plugin. Even if i say load after somthing that loads first,it says "Oh well you are at the bottom and that Technically is loading AFTER what you want...." lol

  9. You can define a priority for that. The lower the priority, the higher up the plugin will be sorted, i.e. priority -1 will be sorted before all other plugins with priority 0.

     

    There are two priority values, one "global" and one "local". The local one is only used for plugins with the same global priority.

     

    To see the plugin's properties (including its priority) double click it.

     

    While a potential work around, with none of the other plugins having a priority set (all 0/0) id have to set a bunch of other ones to make sure they are all still lined up ;(

  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. 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

  12. Survival Options mod, does a lot of options controlled by holotape to the various aspects of Survival Mode. One of those is to double the rate of food/water it still can take a lot but it helps. Another thing you could look for instead is something that raises the cap value of food. the cost of the food I believe is the rate of food/water restored. so making a roasted rad roach 1000 caps would fully cover your food needs from near death starvation.

  13.  

    Been pre testing unique npc mod, seems I at least have a issue if I use a custom face texture and his mod together, trying to find a solution, otherwise might suck when I get this mod too, exacerbated the issue with a lot more npcs

    What's the issue? Have you reported it to Thirdstorm?

     

    Yeah, head on over and look for the LONG ass comment chain, lol initially It started as a random issue with just 1 NPC type not using lip sync or voice, but while testing that I found out why id been having a very strange cell load stutter lately. I then hijack my comments thread and start working that out with him. The issue boils down to, with UNPC installed, and either of 3-4 face texture mods , for some reason they dont like each other or having the face texture with the npcs puts a strange amount of strain.

     

    Im still working out solutions but I think by making a plugin based BA2 archive for the face textures, it greatly reduces the issue vs the loose face texture files.

     

    Good read specially if your mod does as advertised :) I dont know if I am the only one having the issue, but if it ever pops up for you or him in the comments sections, might be worth noting.

  14. Been pre testing unique npc mod, seems I at least have a issue if I use a custom face texture and his mod together, trying to find a solution, otherwise might suck when I get this mod too, exacerbated the issue with a lot more npcs
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