Jump to content

Lywin

Members
  • Posts

    28
  • Joined

  • Last visited

Everything posted by Lywin

  1. bump pls
  2. Is it possible to load your own files with papyrus and parse through them like with Python or any other "regular" high level language?
  3. I have tried that as well :(
  4. Hey no problem, glad I could help! If you end up posting it as a mod on the nexus, throw up a link in this thread and I'll check it out :)
  5. function ShowArrowCount(aCount, abHide, aArrows) { var _local2 = 15; if (abHide) { if (ArrowInfoInstance._currentframe > _local2) { ArrowInfoInstance.gotoandstop(_local2); } ArrowInfoInstance.PlayReverse(); } else { ArrowInfoInstance.PlayForward(ArrowInfoInstance._currentframe); ArrowInfoInstance.ArrowCountInstance.ArrowNumInstance.SetText(((aArrows + " (") + aCount.tostring()) + ")"); } } This is the code for the function inside of hudmenu.gfx I'm in school for computer science and I program all the time but I have no idea how to compile for a swf flash file. I was thinking of adding another function though similar to this one, that accepted a string array. The count of arrows gets converted to a string anyway, and you could read the bool from a string easy and then aArrows is a string anyway I believe. I tried calling the InvokeInt and InvokeString with just the one parameter and whatever is passed in gets output as aCount so i got "undefined (15)" and "undefined (Daedric Arrow)" so I believe that creating my own function in the swf and recompiling the hudmenu would be the only way to access it, unless SKSE gets updated to allow multiparam of varying types.
  6. I haven't looked into this, but what would work is if I could read from a file like an ini with papyrus and then I could have them define the arrow damages in there. The mod would ship with a default ini storing base values for all vanilla arrows, dawnguard bolts and dragonborn arrows. Then if they needed to add any, add the name of the arrow and its damage as well to the ini. I know the catergorized favorites menu reads from a preferences file to set up the layout and what should be added to each section, but I think that is not in papyrus. What do you think of that idea?
  7. Unfortunately nothing :(
  8. Honestly the arrow damage is just a tertiary feature for my mod. I allow the user to be switch between all the arrows/bolts in their inventory with a cycle up and cycle down button. Allows quick access without having to hotkey specific arrows and the list updates every minute. The arrow damage was just a sorting feature. I have alphabetical and I wanted to also be able to sort by damage.
  9. Do you have Dawnguard running or just base Skyrim? And I'm sorry I'm not sure what you mean by (meaning resists at stage 4 = 50%)
  10. I'm creating an quiver switcher, that allows you to cycle through the arrows in your inventory. Problem is that if you are first person you can't tell what type of arrow you just equipped. I wanted to stay away from notifications because if you cycle past 4 or 5 arrows you'd get a notification spam. However invoking the arrow information above the stamina bar would just update regularly. I was afraid of the mixed argument types. I thought maybe there would be a way to set the parameters then just use the UI.Invoke function. I also tried using InvokeInt() and InvokeBool, it ended up invoking but instead of "Orcish Arrow (15)" it appeared "undefined (15)" or "undefined(true)" I also imagine that they call the ShowArrowCount function in their native code, not through scripting, because if you draw your bow then notch an arrow the arrow count appears.
  11. Hmmm... you might have to get them from the Dawnguard.bsa file. Have you used BSAopt before? http://skyrim.nexusmods.com/mods/247 download this guy and run either the 32bit or 64bit version depending on your operating system. Then browse for the Dawnguard.bsa and extract the contents to a folder somewhere. You will get all the meshes, textures, interface files, and scripts. Go to the scripts folder and source and they should be in there. I can't recall having to do this myself, but it is a perfectly legitimate way of getting them. You can do this with any BSA file.
  12. I like the hollow design, number 4 is my favorite
  13. So I need to make the Arrow Info above the stamina bar appear. located the correct function in hudmenu.gfx by converting it to a swf. The function is ShowArrowCount(aCount, abHide, aArrows) and assuming from the code it is a int, boolean, string. I tried to figure out how to use the SKSE UI script and the invoke functions, but I don't know how to pass my variables into the function call. The following code is what I tried to do to set the parameters. UI.SetInt ("HUD Menu", "_root.HUDMovieBaseInstance.ShowArrowCount.aCount", ArrowCount.GetValueInt()) UI.SetBool ("HUD Menu", "_root.HUDMovieBaseInstance.ShowArrowCount.abHide", false) UI.SetString("HUD Menu", "_root.HUDMovieBaseInstance.ShowArrowCount.aArrows", _projectiles[final].GetName()) Invoke("HUD Menu", "_root.HUDMovieBaseInstance.ShowArrowCount") If anyone knows how to call the functions properly I would sure appreciate the help. Thanks Edit: Should also mention the Invoke call works, but Arrow Information is "undefined (false)" instead of the name of the arrows and quantity
  14. hmmm... that is a much more difficult question to answer... what if you got rid of the hand guards and made the cylinder piece of the hilt a dragon head? The blade could come out of its mouth and the handle would be like its body? I do think it looks pretty good with the hand guards though.
  15. You are correct my apologies on a poorly worded post. My question is, whether or not one can get the damage of an ammo (arrow or bolt) through papyrus, as things stand currently?
  16. I'm having some difficulties getting the Arrow Count, about the stamina bar to show up. It lives in the hudmenu.gfx I converted it to an swf then opened to see what I would need to invoke using the UI script of SKSE, and I believe it is this function.. function ShowArrowCount(aCount, abHide, aArrows) in the HUDMenu class. I've been struggling with it for a few hours, any help would be appreciated.
  17. If you navigate to the Data/Scripts/Source folder you will notice that the DLC1PlayerVampireQuestScript is actually in the Dawnguard subfolder, so if you want to just open it from there you can, or you can move it into the parent folder and it will be accessible when you open it through the Creation Kit
  18. Hey the curved handle makes all the difference! I really like it!
  19. Can you have a different colored beard than your hair? I can't recall at the moment. In the unequip script I'm not sure old_beard has to have a specific value, just be != none maybe? I do see an issue possibly if the player gets a face change with the helmet equipped and they change their beard, you would be restoring the previous beard, unless helmets get unequip when doing that then your event should be called before resulting in no issues. SetNthHeadPart(HeadPart nHeadPart, Int slotPart) You have it right in the Equip Event, but call it incorrectly in the Unequip Event.
  20. Whenever I doodle I tend to draw swords. Something I found is that straight hilts/handles don't seem very pleasing to the eye when the blade is curved as such. I do like the blade design though! Maybe it should be a polearm instead?
  21. Hey Waxfire, I did a bit of digging in the CK and through some of the scripts they were using for vampires before the DLC and after Dawnguard was released. I think I found out what you need to know. 1. Load up the CK with Dawnguard/Skyrim esm's and in the object reference window search bar type "PlayerVampire" no quotes. 2. You should notice at least 2 quests one named "PlayerVampireQuest" and the other "DLC1PlayerVampireQuest" if you open these quests and head to the scripts tab you will find the scripts PlayerVampireQuestScript and DLC1PlayerVampireChangeScript respectively. 3. Open these in an editor of your choice. 4. In the first, PlayerVampireQuestScript lines 59-68 show how they had the player being attacked when progressing to stage four. 5. In the second, DLC1PlayerVampireQuestScript lines 640-646 you should see a comment saying that they won't hate you at stage four and that the SetAttackActorOnSight is = false and they don't even check for stage 4 vampirism any longer. Hope this helps and let me know if you get it working!
  22. Well that would be the best place, because if Dawnguard changed it, it might be easier to find. Although it also might have been changed in the Update.esm
  23. I also notice you have the hidden stuff toggled on, but I don't see any light sources in the room, it could be that the NW walls are getting light from a light source behind the SE walls, light would go through them and hit NW.
  24. My guess is you'd have a lot of difficulties with this, mostly just making sure the quests working properly afterwards. Taking the priest up to the tower for Waking Nightmare I believe is what my mind comes to. Plus you'd have to move all the characters into the new zone, re-establish their routines possibly? I'm not exactly sure just spitballing. I mean if an OpenCities mod can be made, why not a closed city?
  25. You know how to use TES5Edit? If so I would use it and see if you made any edits you didn't mean to. I have never seen anything like that before in my workings with the creation kit.
×
×
  • Create New...