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Everything posted by Lisselli
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Rename an object reference
Lisselli replied to MaxShadow09's topic in Fallout 4's Creation Kit and Modders
An object can be held by as many aliases as you want. For example, an actor can be placed in 10 aliases on the same quest. And you can conditionalize aliases to not be filled by the same reference as another alias. ForceRefTo is the scripting function to force an object into in the called alias. http://www.creationkit.com/index.php?title=ForceRefTo_-_ReferenceAlias -
My post serves as a proof of concept. There are things you wanted done that I did not know how to do, so I left those parts out. This has been tested in game(the quest bit is using info from the quest I made) and it works. It's coded to return if the quest isn't running(just checking Start() as a bool could work too, but I like checking down a ladder so to speak).There may be other(better) ways. ObjectReference property destmarker auto ; marker placed in the destination cell you want the player to move to GlobalVariable property GameHour auto ; used to progress time by a certain amount. Quest property NewQuest auto ImageSpaceModifier property FadeToBlack auto ImageSpaceModifier property FadeToBlackBack auto AUTO State Waiting Event OnTriggerEnter(ObjectReference akActionRef) Float fCurrentHour = GameHour.GetValue() Float fHoursToPass = 1.0 ; set this to how many hours you want to pass. I used 1 hour. Bool bFadeBackIn = False akActionRef = Game.GetPlayer() ; trigger will ONLY expect the player. if akActionRef == true ; disable player controls Game.DisablePlayerControls() ; force first person Game.ForceFirstPerson() ; code to play audio here FadeToBlack.Apply(1.0) utility.wait(2.2) akActionRef.MoveTo(destmarker) bFadeBackIn = True ; MoveTo pauses the script until it is finished. if bFadeBackIn == true ; fade back in FadeToBlackBack.Apply(1.5) ; progress time by how many hours you want GameHour.SetValue(fCurrentHour + fHoursToPass) ; code to play animation of player getting up + audio ; ; return controls Game.EnablePlayerControls() ; add new quest NewQuest.Start() if NewQuest.isRunning() ; make it active? NewQuest.SetActive() ; set a stage that will display objectives, or if not just call SetObjectiveDisplayed(objectivenumber) NewQuest.SetCurrentStageID(5) else ; quest is not running for some reason, check aliases if any return endif ; all done, now to say goodbye. GoToState("Done") endif endif EndEvent EndState State Done Event OnTriggerEnter(ObjectReference akActionRef) ; EndEvent EndState
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[LE] Quick Questions, Quick Answers
Lisselli replied to Elias555's topic in Skyrim's Creation Kit and Modders
There is also the SKSE(undocumented but listed on the wiki) function MakeNonSwimming(). Nevermind: I figured out the answer to my question. -
SkylightUI (SkyUI) interface for Skyrim SE
Lisselli replied to scramjetbooster's topic in Skyrim's Skyrim LE
The problem with english(and this is quite evident in say, Finnish) is, you can't always have a direct translation. It's just easier in your native tongue as you know the full meaning, without having to make 'short cuts' with english and not sure if the meaning is right. There's also that too. Localized translations not possibly done by native speakers. Not to knock on linguists but IMO if you want to learn a language, you gotta learn from the best and that's a native speaker. You don't really know someone's situation either. With enough use of english, it becomes dominate and you start forgetting your native tongue(language degradation, which can happen if said language is not used enough.), maybe some Poles, for example don't talk/get out much and their only source of polish is Skyrim, TV, family, etc. Err, yeah you get my point: There doesn't need to be 'too much' english.- 23 replies
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That big shot modder you speak of is a game developer, as is the author of Falskaar and many others. I don't know how many are actual game developers, but most of those big mods are run by some. This is what I believe ultimately lead Bethesda to create the "Creators Club". Because of the last few years developers outside of bethesda have been making mods for their games. Some modders though were'nt but would later be employeed by Obsidian..who ends up being owned by Bethesda. Maybe I'm cynical, but I don't believe they are targeting everyone. Just guys who are on the same level as BGS and there is only one way to get to such a level. I got a lot of ideas that I could implement into Skyrim, but I seriously doubt applying for this would get any response, because I'm not a developer and have no programming language skills of any kind.
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Script that checks an actors race?
Lisselli replied to Jarkon's topic in Fallout 4's Creation Kit and Modders
You need to close the first if statement. It's missing an endif. -
[LE] Hide linked ref arrows in render window?
Lisselli replied to yeoldlime's topic in Skyrim's Creation Kit and Modders
They only show up if you click on any of the markers that are linked to something. You can turn off markers by pressing the M key though. keep this bookmarked: http://www.creationkit.com/index.php?title=Creation_Kit_Keyboard_Mapping -
I feel there is an easier way of doing that without so much "nested" function calling. But... no one is going to listen to me so..
- 12 replies
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- miscobject
- global
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[LE] [help] I cna't find player's voice
Lisselli replied to XanthousSet's topic in Skyrim's Creation Kit and Modders
The voice will be different according to the race. So.. you'll need to get the current race of the player and then check their voice type. Two papryus functions can do this. GetRace() and GetVoiceType(). It looks like voice type can't be changed at run time, so... I don't know what to suggest other than change the default voice type of the race forms to the voice type you want. And that will be a huge incompatibility. Maybe someone has a better idea. -
I wonder if I say I have x years experience as a developer, will I get a confirmation.:P
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http://www.nodiatis.com/pub/10.jpg
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SSE Question regarding vanilla and DLCs
Lisselli replied to Michikawa's topic in Skyrim's Creation Kit and Modders
For me it just takes an extra long time for the CK to finish loading all 3 masters.. which is why I don't tick any of them if my mod is not using any DLC assets or modifying areas specific to them. -
[LE] Less difficulty levels to choose from
Lisselli replied to Storm87's topic in Skyrim's Creation Kit and Modders
It can be done with SKSE, but I'm sorry, I don't know how to go about doing that. -
[LE] Less difficulty levels to choose from
Lisselli replied to Storm87's topic in Skyrim's Creation Kit and Modders
I think those were injected right into the gameplay menu, so you'll need to edit that menu somehow. -
[LE] Spell Cooldown script?
Lisselli replied to dodspringer's topic in Skyrim's Creation Kit and Modders
Wont work because that event doesn't track when a spell is cast, and Cast() is to force spells to cast from a source. The only event that tracks when a spell is cast is OnSpellCast and the method I'm thinking, opens the door to all kinds of scripting techniques to pull it off. First you'd need to make a quest and put the player in an alias, as OnSpellCast can only be placed on an ObjectReference hence reference alias for the player. Then you need this event to listen for the spells being cast based on their keywords, then check the current hour the spells were cast..from there, you may need to use an update to handle the cooldown and that's easy if it's just one spell. What about many spells? Yeah I tried to work this out and came to the conclusion that limitations with OnUpdate would get in my way. Also tried you alternative suggestion, now that would mean making a lot of properties, each for specific spells and keeping a count of each but then I couldn't work out hours any of these would be cast. Maybe someone can come up with something better and simpler. Usually I can think of easy small ways to do big things, but in this case I could not.- 8 replies
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- creation kit
- scripting
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(and 4 more)
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The absolute closest I've seen to that is the Floating Health bars mod. I know a few folks have been trying to do what the OP wants for years, none of them have come close.
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https://forums.nexusmods.com/index.php?/topic/5571832-is-snapn-build-really-gone/
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Detect if an item has a specific form type
Lisselli replied to mort1111's topic in Fallout 4's Creation Kit and Modders
Excellent on figuring it out and especially on the misc object bit. -
How to generate an output
Lisselli replied to Deleted7548940User's topic in Fallout 4's Creation Kit and Modders
If you mean generate something to the log, debug.trace will work there too. -
How Many "Wild Edits" Do You Put in your Mods?
Lisselli replied to Fkemman11's topic in Fallout 4's Discussion
Accidentally moving references in the Render Window comes to mind. Also 'dirty edits' can easily happen if you mistakenly right click a reference(flags it as edited). You're already taking big risks just working in the Render Window - simple seemingly harmless things can make the CK flag something as edited. This is why cleaning your mod is important. -
[LE] Script to Spawn NPC at the Player
Lisselli replied to mmft93's topic in Skyrim's Creation Kit and Modders
You can play around with the example on this page: http://www.creationkit.com/index.php?title=MoveTo_-_ObjectReference to get something behind the player. -
You need to change the Collision Layer in the Primitive tab on the Trigger's reference(the form placed in the world.) Collision Layer is under the Miscellaneous tree in the CK. You can create your own collision layer add the L_STATIC(or even L_CLUTTER) and check "Senser" and "Trigger Volume" so that it shows up in the drop down on the trigger's reference.
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[LE] Quick Questions, Quick Answers
Lisselli replied to Elias555's topic in Skyrim's Creation Kit and Modders
If a player is at an activator that is going to teleport him on activation, but has a follower with him, how do I teleport the follower as well? Edit: Hmm I think I have a method. Just check if the Follower alias is empty or not and then check their location against the players'.