Jump to content

senterpat

Premium Member
  • Posts

    697
  • Joined

  • Last visited

Everything posted by senterpat

  1. Hello, so I'm trying to make the items added with a script to a ships cargo hold show up in the top right corner as they normally would if adding directly to the player. I've added a inventory filter to a container the items are moved to when looted. And then I add the items to the player, then immediately remove them and place in the ships cargo. But I'm having issues with the process showing items in the players inventory after the process is done, as well as it not running quite as fast as I would like, and sometimes items left in the temporary container. So is there a better way to do this? I'm not too adept at scripting, so I may be doing it in a dumb way. ScriptName Test_ItemDisplayScript Extends ObjectReference ObjectReference Property TempContainer auto Formlist Property TempFormlist Auto SQ_PlayerShipScript Property SQ_PlayerShip auto const mandatory Event OnInit() AddInventoryEventFilter(None) EndEvent Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer, int aiTransferReason) TempFormlist.AddForm(akBaseItem) Process() EndEvent Function Process() debug.notification("processing") Int iIndex = TempFormlist.GetSize() While iIndex > 0 Form iForm = TempFormlist.GetAt(iIndex) int iCount = TempContainer.GetItemCount(iForm) game.getplayer().additem(iForm, iCount, False) SQ_PlayerShip.PlayerShip.GetRef().AddItem(iForm, iCount, False) game.getplayer().removeitem(iForm, iCount, True) TempContainer.removeitem(iForm, iCount, True) if TempContainer.GetItemCount(iForm) == 0 TempFormlist.RemoveAddedForm(iForm) endif iIndex -= 1 EndWhile if TempFormlist.GetSize() > 0 Process() endif EndFunction
  2. Well I revisited this, and have commented out EVERY disableableplayercontrols, setinchargen, setchargenmode, inputenablelayer, and enableplayercontrols that I could find in the main, scene, and quest script and fragments. I've pretty much given up on trying to fix it, sitting through the credits 100 times to test it is getting to be a bit tedious, I'll just improve the moveto commands that seem to fix it.
  3. No overly complicated need, I remove a book when it's read from the players inventory, but the book remains visible in the window. Closing and opening the menu again will show it as needed, but I'm looking for a way to do it with script automatically when using the item. I remember in FNV I just had to add and remove a cap item and it would refresh. The same doesn't work in starfield it seems.
  4. Has anyone figured out how to add additional skill patches? Just duplicating the 5 vanilla icons and renaming them as a test caused every skill icon to go missing in the perk menu. Has anyone had success with this?
  5. I've been able to use external editors up to this point to edit scripts, but I'm having to edit a quest scene in game now, and it has been giving me grief, saying that it couldn't find the scene, clicking save anyway causes a crash. I think it may be due to me not having set up scripts in the editor yet, but I cannot find the .flg file in any of the archives or searching the data folder. Googling just returns a ton of Tesv_papyrus_flag forums. Can anyone point me in the right direction here?
  6. I may go and do that, for now I've just used moveto a blank cell and back really quick, it only takes a second and happens pretty smoothly after leaving the chargen menu, so it's acceptable for now. Thanks for your assistance though
  7. I'm trying to prevent the automatic opening of the chargen menu at the start of NG+ and replace it with a message that gives the player alternate options instead. So I've had to edit mq401questscript, as that's where the showracemenu command for NG+ was. And I edited the main quest fragment on MQ101 that controls that startup with the "Starborn, blah blah blah" message on your first NG+, to register the inputs from the replaced message. The only thing I'm lacking now is removing the inputlayer. I tested the above functions and they aren't working, but after I looked at what I was doing I've got it working now as far as removing the input layers, confirmed with debug messages, but still the same effects. I suppose I should dig deeper and see if there's a third quest with an input layer on this. Though I've been at this for a week or so, it's starting to look like moving to another cell and back is the path of least resistance. I'm honestly wondering if it's not something else at this point, as GPCD is returning that they are all enabled, and the fact that COC fixes it. It's likely something else I did, but I didn't edit that much of the script
  8. Have you registered for the Event? OnActorValueChanged is probably what you need, once thats done you can call setstage in that event block Event OnActorValueChanged(ObjectReference akObjRef, ActorValue akActorValue) ; Empty function EndEvent
  9. Yeah I believe thats what I'm doing. Sorry, I'm not a professional coder or anything, and finding documentation on starfields commands is pretty difficult at this point. But is this the proper syntax ? Function EnableControls1() Quest __temp = Self as Quest mq401questscript kmyQuest = __temp as mq401questscript ;honestly I don't understand what this and the line above do, but it's how the commands are called within the MQ101 quest fragment kmyQuest.MQ401EnablePlayerControls() EndFunction Function EnableControls2() Quest __temp = Self as Quest mq101script kmyQuest = __temp as mq101script kmyQuest.MQ101EnablePlayerControls() EndFunction Also if you can think of any other idea that could possibly "reset" the player like coc does.
  10. Yes they are, but I'm having trouble removing the input layer, or something else entirely. Even using ForceEnablePlayerControls() with theconsole, as well as ToggleControlsOverlay, I still have the same issue of being able to jump and look around only, although FEPC allowed me to punch as well. Before and after using other commands I used GetPlayerControlsDisabled, which returned everything except fighting as 1. Also, using Coc to a random cell, the players controls are enabled on loading, even without any of the other commands entered beforehand. Do overlays have to be deleted? I added commands to trigger MQ101 and MQ401s function "MQ***EnablePlayerControls", but that doesn't seem to be working either. I'll keep messing with it, I don't want to have to resort to moving the player to another cell and back to start it. I also tried SetInChargen as a last resort, but that doesn't seem to have anything to do with movement regardless.
  11. Thanks, I eventually found it, it's a combination of MQ401 and MQ101 commands, I've pretty much got it all figured out, but after the changes I'm having an issue with the player having limited controls. I can jump and look around but thats about it, even the esc button is disabled. I think its either a SetInCharGen or disable player control command. I honestly haven't messed with it yet, just updating that I had found it
  12. You should use setvalue 100.0 instead of value + 100.0 I doubt it'll affect anything honestly but over 100% would be unnecessary
  13. Hey guys, hoping someone can help me out with finding this, as I've been trying for two days with no success. I'm just trying to locate the script that opens the CharGenMenu at the start of a NG+. I've search all over MQ101, MQ305, MQ401. I was having trouble so I just recompiled all the scripts I could find with "CharGen" with the open menu line blocked, but still not working. None of the new update esms have scripts in them, and I'm really scratching my head over this.
  14. The only way I can think to do this is make the NPC a buildable item in the outpost builder/decorator. If you create a pack-in with the dance furniture and the npc and properly link them together, the npc should just sit there dancing all day. You may have to create a new ai package as well to have them use nearby furniture rather that matches the requirements.
  15. Are you talking about Space Cowboy Armor Pack by chance?
  16. Awesome that worked perfectly! I figured I was just missing out on the proper command edit: Now I'm having a new issue that maybe you can help with. When trying to get the base form of a spawned creature, it is only returning the biome leveled creature when using GetActorBase() and an object reference when using GetLeveledActorBase(), but I need to obtain the base form ie PCM_Al-Battani_Al-Battani-II_Critter01. Again I'm sure there's a command I need to use, but I've opened all the scripts in Notepad++ and searched biome, actor, base, and form, and can't seem to find what I need. If that is the command I need I'll clean up and post my script in the hopes someone can help me out it edit edit: NVM! I found the function I neeeded: GetMatchingPlanetActorBase(), did exactly what I needed, thanks again for your help
  17. Just trying to force an object reference into an alias with a script, works just fine with console, so either ForceRefTo() isn't the command I need, it seems it may be ordering a reference to use the target, but documentation is hard to find, and I can't seem to find a proper command, though I'm sure it must exist. Or my script is incorrect. The rest of the function works fine in game, the problem line is: ActiveFollowers.ForceRefTo(akTargetRef)
  18. Heh, ya I understand basic console commands, I'm looking for a way to do it in game without console commands. If I could detect key presses I could set it up fairly easily, but afaik there's no script option for that yet.
  19. Ah I don't think that will work, maybe if statics could have a script attached. I was hoping to add a perk to the player that would allow them to activate items, presenting a menu to resize the item for outposts. It works fine on everything that is, as you said, activatable. Any other idea how one could accomplish that?
  20. Hello, the title says it all pretty much, I'd like to add a perk that adds an activation choice to static items that meet the conditions, it works on activators, containers, and anything else you can activate, but not statics. I'm pretty sure I was able to do this in FNV using the same method, but it doesn't seem to register when looking at static items. Any advice/info would be appreciated!
  21. Is it a collection alias? Formlist? Some sort of wizardry? I'm trying to allow crew assignments to my player home, but the only way to add a location to the outpost list is with a manually place beacon. Or so it seems, I would love for someone to corret me.
  22. Doesn't matter at all.
  23. I have been at this for hours, and I'm beginning to think it's impossible. I just want to use the diamond icons on UC and above resources on some misc objects to indicate rarity. I can get the icon on it by attaching an IRES component to it, but it then sorts the Misc Object into resources in the inventory in game. There are food items that have IRES components, but they are not sorted into the resources section. I tried to base it off that, but every time I get it out of resources, it loses the icon as well. If anyone has any guidance or even ideas I would love to hear them.
  24. To recreate a cell in xEdit just right click the cell, deep copy as override into your esm. Then go to the cell and select all the references in it and change formid to your mod, lastly change the formid of the cell to your mod.
  25. I have been trying to get this to work for the past couple of days, convinced I just don't know how to use quest aliases, so I was trying to figure out what combination of tags I needed to get it to work, but after adding a debug message to GetTargetAliasFunction(), I'm not sure it's a quest alias issue as the message doesn't pop up before the error message, although I know next to nothing about creating custom events and functions, so it could just be that I'm a fool I've double and triple-checked all the instructions you placed are followed correctly, I can send you the mod with folder structure if you think that's where the issue may lie
×
×
  • Create New...