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DesertEaglePWN

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Everything posted by DesertEaglePWN

  1. Bumping, resumed work on this part of the project and answers will still be useful.
  2. They have to be Movable Statics. Not being sarcastic. There is actually an Object category in the Object Window that contains all forms that are movable statics, called "Movable Static". If they are not movable statics, they cannot be moved, with any of the movement based functions, with MoveTo()/SetPosition()/SetAngle() being the exception I think, but that blinks objects. Will I be able to make a movable static with the dynamic snow texture on it? I'll look into this, thanks for the post.
  3. I've never used TranslateToRef. I'm assuming if you're using it they must slide and MoveTo is not an option? And if they're like normal keywords, just find the item, right click in the Keyword area and Add a new keyword from the list. If they're some other sort of keyword, I'm afraid I have no idea. Don't see a keyword field anywhere except the ones under LinkedRef and LinkedFrom which are keywords used to identify LinkRefs. Don't see any keyword field you talk about, either on the specific reference or on its base object. Guessing they'res noone on at the moment who has an answer for me. Still looking for feedback whenever someone has some ideas. I'll check back periodically.
  4. I've never used TranslateToRef. I'm assuming if you're using it they must slide and MoveTo is not an option? And if they're like normal keywords, just find the item, right click in the Keyword area and Add a new keyword from the list. If they're some other sort of keyword, I'm afraid I have no idea. Don't see a keyword field anywhere except the ones under LinkedRef and LinkedFrom which are keywords used to identify LinkRefs. Don't see any keyword field you talk about, either on the specific reference or on its base object.
  5. Trying to make statics move; they're not moving. Think they need the moveable keyword, but I don't know how to give it to them. My scripts are all steup using the <ObjectRef>.TranslatetoRef() function but don't work and am currently assuming the keyword is the issue. Anyone know what's going on or how to add these keywords to statics? Trying to avoid having to create an activator because the meshes I'm trying to move have dynamic materials on them.
  6. I won't be adding you on Skype for this, as I prefer not to use Skype. Please describe your issue more thoroughly - what do yo mean by you can't get them to load onto an NPC with the dialogue? Do you haev the dialogue set up but it doesn't show? If so, do you have an SEQ file generated? I have the dialouge setup but it doesnt show on my npc. idk what SEQ means? I sent you a Skype request already if you want to use it.
  7. Could you show the script you currently have? This should work: ObjectReference Property DoorREF Auto Event OnTriggerEnter(ObjectReference akActionRef) PlayerREF.Activate(DoorREF) EndEvent Here is what I have, it's on a defaultActivateSelf trigger ( along with it's default script that activates itself on Player or Player Ally Enter) Scriptname MOD1TeleportToCellOnActivate extends ObjectReference Event OnActivate(ObjectReference akActionRef) TeleportDoor.Activate(akActionRef);EndEvent ObjectReference Property DragonsRestSanctumTeleportMarker Auto; UnusedObjectReference Property TeleportDoor Auto While I might could make do with only the player activating it, it'd be better if I could have followers be able to activate the trigger as well (without followers forcing the player to teleport -- which that script could do) I was under the impression it was YourActionRef.Activate(TeleportDoor). Try it that way. And just remove PlayerREF and replace it with akActionRef, then. Just tested it. Not working. Door doesn't open anymore. Investigating more about the Activate() function. Update: Seems I was right about the <ObjectRef>.Activate() function. The paramter to the function is the activating object reference and the function is called on the object to be activated. Still don't know why my script wasn't working. http://www.creationkit.com/ObjectReference_Script Got it to work, don't know why it didn't work before. Solution posted for posterity: Scriptname MOD1TeleportToCellOnActivate extends ObjectReference Event OnActivate(ObjectReference akActionRef); akActionRef -- trigger entering ref. Used OnActivate with defaultActivateSelf trigger, but other events should work. TeleportDoor.Activate(akActionRef); EndEvent ObjectReference Property TeleportDoor Auto ;Object Reference of door to activate
  8. TeleportDoor is filled, which is the only one used. Still no dice. Changed the OnActivate() to an OnTriggerEnter(); will report back.
  9. Could you show the script you currently have? This should work: ObjectReference Property DoorREF Auto Event OnTriggerEnter(ObjectReference akActionRef) PlayerREF.Activate(DoorREF) EndEvent Here is what I have, it's on a defaultActivateSelf trigger ( along with it's default script that activates itself on Player or Player Ally Enter) Scriptname MOD1TeleportToCellOnActivate extends ObjectReference Event OnActivate(ObjectReference akActionRef) TeleportDoor.Activate(akActionRef);EndEvent ObjectReference Property DragonsRestSanctumTeleportMarker Auto; UnusedObjectReference Property TeleportDoor Auto While I might could make do with only the player activating it, it'd be better if I could have followers be able to activate the trigger as well (without followers forcing the player to teleport -- which that script could do) I was under the impression it was YourActionRef.Activate(TeleportDoor). Try it that way. And just remove PlayerREF and replace it with akActionRef, then. Just tested it. Not working. Door doesn't open anymore. Investigating more about the Activate() function. Update: Seems I was right about the <ObjectRef>.Activate() function. The paramter to the function is the activating object reference and the function is called on the object to be activated. Still don't know why my script wasn't working. http://www.creationkit.com/ObjectReference_Script
  10. Could you show the script you currently have? This should work: ObjectReference Property DoorREF Auto Event OnTriggerEnter(ObjectReference akActionRef) PlayerREF.Activate(DoorREF) EndEvent Here is what I have, it's on a defaultActivateSelf trigger ( along with it's default script that activates itself on Player or Player Ally Enter) Scriptname MOD1TeleportToCellOnActivate extends ObjectReference Event OnActivate(ObjectReference akActionRef) TeleportDoor.Activate(akActionRef);EndEvent ObjectReference Property DragonsRestSanctumTeleportMarker Auto; UnusedObjectReference Property TeleportDoor Auto While I might could make do with only the player activating it, it'd be better if I could have followers be able to activate the trigger as well (without followers forcing the player to teleport -- which that script could do)
  11. I know someone knows how to do this: Have a trigger that activates a load door on trigger enter and passes the akActionRef in as the activating actor to the <DoorRef>.Activate(actor akActionRef) function. My intent is to make entering the trigger essentially be identical to that actor activating the door by hand. Anyone know why my PC isn't getting teleported when the door is activated (it is activating because I can hear the door opening outside of the map?
  12. This issue is caused by rendering; check your room bounds or other rendering options. Been a while since I worked with that stuff so I don't quite remember where it's located. The room bounds should appear in the render window when the cell/worldspace is opened up.
  13. As mellow said. The default folder for Skyrim game save on Windows is in C:/Users/<Username>/MyDocuments/mygames/skyrim/saves
  14. Not quite the same thing, but does anyone know what the State "Waiting on Stage" indicates in the command window?
  15. Just a revival bump, maybe someone still has the info, because I could still use some. Solution found: after such a long time of trying a workaround we discovered the "generate height data button." If you want to use dragons make sure you generate the height data for your worldspace properly -- it's a critical part of how the Dragons know where stuff is in your map so they don't fly through it.
  16. Zombie Thread: Actually have looked on the nexus and have found a lot of baseline saves, but I need a late-game clean save, saves that have legitimately finished the main questline. Editing what I am looking for above;
  17. Hello everyone! I've been working on a mod with my brother for quite some time now and we are getting to the point where we need clean saves to help us debug and polish things up an ensure that everything behaves correctly. With that said, I am now actively looking for people who are willing to share Skyrim game saves that meet the following requirements: - Must be 100% clean ( a save of plain ol' Skyrim that has absolutely no data saved or stored from ANY mods -- official DLC is alright.) - The player character save must have completed the main storyline quest (Finished Dragonslayer quest (MQ305) ) -- this is a prerequisite for our mod quest. It is preferred that a character save meet the following: - The player character is between ~45 - 55 - Be a character that has had minimal amount of saving, and/or was created relatively recently - Player character has picked a side in the Civil War quest chain If anyone has saves that meet these requirements or would be willing to create and build up a save for us to test with it would be greatly appreciated if you could share those with us. We're not too long away from being done, and have a good variety of clean saves will help us detect and isolate issues as well as test various features. Send game saves to deserteagle.pwn@gmail.com with "Clean Skyrim Game Save" in the subject line. Get out there and play some Skyrim!
  18. Sorry, back again, I actually needed a way to check this as a condition function for a topic info. I've got the GetQuestCompleted as one condition (for CWFinale) but I'm not sure what kinda of variables or faction relationships I could use to check the player's faction. Any help?
  19. Hey everyone, me again, looking for more help with the same mod. I've figured out how to do modular dialogue earlier in development but now I need to know something very simple. Which quests do I need to reference to determine if the player has completed the Civil war and, if so, how do I determine which faction the player supported? This should be fairly straight forward but I have not messed with the civil war quests at all, not in editor nor in game. A quick response from someone familiar would be greatly appreciated. Thanks again.
  20. Strongly agree with Oubliette. For my first mod I bit off quite much more than I could chew. Three years later it's finally nearing completion. I personally like a challenge and I have sunk many hours into this project, though for many the task would have been so overwhelming that they probably would have quit. If you are dead set on doing this here is what I can say: - Learn EVERYTHING you can about perks, skills and attributes. If it doesn't seem relevant it probably still is, and the more you know now the easier it will be in the long run if you run into problems. - Examine vampires in excruciating detail. How are thier abilities implemented? What distinguishes them from other actors (or from a non-vampire player)? - If you don't already understand scripting -- be it papyrus or another language -- learn. You will almost certainly need ir. - Plan ahead: know what it is you plan to add, remove or modify about what is already in game. Think about how it will work and lay out your overhaul before really diving into it. This step is missed by a lot of content creators and it is the one that will bite you the most. Set a goal and get to it. This is where my mod had it's problem and it has caused me to spend almost twice the time it should have taken. Just some tips, hope you find them helpful.
  21. I got it to work; gotta do some tweaks to get the timing right for my scene, but it does what it's supposed to: I used an Ability Spell Type with Hazard Fire Health Damage and sent it to all actors in the trigger OnTrigger() event using (akActionRef as actor).AddPell(SpellProperty)
  22. Alright, thanks for that I'll try it out! And I can do that witha simple "Actor.AddSpell " call right?
  23. Hey guys; I know this is probably pretty simple, but I figured that it would take me at least an hour to figure out all the components and 5 minutes to get a response: I'm trying to light all the actors (except the player) in a trigger on fire so that they take damage until they die. The trigger is being enabled by a scene and this is when I need the effect to occur. I have the conditionals to ignore the player setup and attatched to the trigger script, I just don't know exactly what calls/spell effects I'm needing to make this work and I figured someone might be able to fire them right off at me and help me troubleshoot a small bit if things start acting funny. It's that simple, I need them to burn until they die, anyone know what functions I need to call and/or what spell effects I need?
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