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DangerManzo

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Everything posted by DangerManzo

  1. I never tried doing it this way: Alias_Ulfric.GetReference().Enable() I have always used Alias_Ulfric.TryToEnable() Enable is for references, TryToEnable is for aliases, but both ways should work. I think the second method is better for aliases that may or may not be filled or that can be filled by different things.
  2. This happened a while ago, so my memory on how it started is kind of fuzzy, but I don't forget the result. I was fighting some bandits outdoors, and I used either a paralyze poison, or ice form shout to disable one of them. It may have been both, which caused the glitch. But before I could kill the bandit, he fell through the ground and reappeared about 50ft away and 30ft in the air convulsing violently, then a second or two later fell to the ground and died. I couldn't loot the body.
  3. For the OP, you said you were playing as a Vigilant of Stendarr. Have you tried the quest mod, No Mercy? http://skyrim.nexusmods.com/downloads/file.php?id=12024 I haven't played it myself (too busy on my own quest) but it must be good as it is in the top 5 downloaded under the quest category.
  4. I haven't used this personally, so I'm not sure exactly how to set it up, but I remembered seeing the BlockActivation command once. If you then use Activate to open it you can set the second parameter to true to bypass the block. At least that's how I think it should work.
  5. Does the script compile? If not it might help to give the failure message that papyrus gives.
  6. I like this idea and just wanted to add my support. Unfortunately it's only moral support because I wouldn't know how to implement it, so... yeah, good idea!
  7. I had the CK open so this only took a second. ; end MQ102, transition to MQ103 SetObjectiveCompleted(30) ; transition to MQ103 MQ103.SetStage(10) ; reward player Alias_Balgruuf.GetActorReference().SetRelationshipRank(Game.GetPlayer(), 1) ; what's highest skill? actor player = Game.GetPlayer() if player.GetActorValue("LightArmor") > player.GetActorValue("HeavyArmor") player.AddItem(JarlRewardLightArmor) else player.AddItem(JarlRewardHeavyArmor) endif DragonsreachScene2.Stop() MQ103.SetActive() ; finish quest setstage(200)
  8. To rename a cell select it in the cell view window and press F2 or click on it again (not double click, wait a second or two).
  9. If you're exterior cell is a wilderness cell you can rename it, then coc will work. Example> Name your cell something unique like MyCell1 then in the console type coc mycell1 it will teleport you to the coc marker if you have one, otherwise you will end up somewhere else in the cell (usually on the last object placed) If the exterior already has a name just use that. I've read it's bad practice to rename already named exterior cells for mod compatibility and stuff.
  10. I think it is a kind of supply and demand at work as well. It's what a lot of people want. A talented body modder could make a buff, muscular male body mod and have 100 people download it or make a swimsuit model type female and get 100,000 downloads. They can make a much bigger name for themselves pleasing the majority. disclaimer those numbers are completely made up, I have no idea what the actual demand for either is /disclaimer
  11. One piece of advice I can give that I have found very useful is to think of parts of the game that work sort of how you want your mod to go, then look at those pieces and how the developers put them together. For example, near the end of the mage guild questline there is a part where the bad guy is invulnerable until the player takes a certain action. Look that up and you can use that information for your dragon fight.
  12. I didn't know you could COC from the main menu, either. I have been keeping a "clean" save but it is getting pretty far down the list. Now I don't have to anymore. :thumbsup:
  13. There is a premade script you can put on the actor called: defaultEquipItemOnLoad. All you have to do is set the properties to your items, but it looks like it only handles one weapon and one armor piece (and a torch).
  14. I'm working on a simple stand-alone quest that tells a short story involving the civil war. It will probably only take ~20 minutes for a good player to breeze through, but it's taking me a while to finish. Working on the main dungeon right now. I'm pretty new to modding so it takes me a while. Best to start with small, less ambitious projects I think.
  15. Under Miscellaneous-> Texture Set there are decalbloodspray... items. They show up as arrows in the CK that place blood where it points. I think this is what you are looking for.
  16. Does anybody know how to make special furniture such as the wall lean, hammer on table, lean on counter, ect. to be usable by the player? I thought it might be simple enough to add a trigger box on top of it and link it to the furniture, then add a script that activates the furniture with the player as the activator. I did some digging and looked into the mineore and mineorefurniture and this is how they work as well. Clicking on the ore vein runs the following script (with a lot of conditionals in between) event onActivate(objectReference akActivator) ... getLinkedRef().activate(akActivator) ... endevent This I assume is what gets the player to enter the mineorefurniture, but this structure is not working with the special furniture I have tried. Just for a test I linked my trigger box to a normal chair, and it worked just fine. I don't know why I shouldn't be able to get this working. The player should have all the animations needed from their race. Is there something hard coded that won't allow the player to use these? The only thing I could find like this from searching the forums led to one thread where someone said they got the player to enter a wall lean using a package but they got stuck there. So, has anybody gotten this to work?
  17. I am going to agree with what elseagoat said about looking at what is already in the game. (Well, everything he said is good advice) If you are interested in questing, look at the quests already in the game, like the MQ line. Assuming you have done the main quest you will know how they worked in game. And I noticed that the developers were pretty good at putting comments in their code that explains what they are supposed to do.
  18. I'm still somewhat of a script noob but this may help. Since My_Horse is an alias and Game.GetPlayersLastRiddenHorse() is an actor you are telling it to set an actor to an alias. This seems correct to our human brains but papyrus says an actor is not an alias, so that is why you get the type mismatch. Try this: My_Horse.ForceRefTo(Game.GetPlayersLastRiddenHorse() as ObjectReference) http://www.creationkit.com/ForceRefTo_-_ReferenceAlias edit: I noticed that ForceRefTo needs an object reference and Game.GetPlayersLastRiddenHorse() returns an actor. So maybe Game.GetPlayersLastRiddenHorse() as ObjectReference will do it. See, still a noob at this. :whistling:
  19. I was in the same place as you a few weeks ago, but I feel miles ahead of where I started. So I feel like I can offer some advice from the point of view of someone just starting. The CK wiki seems unorganized at first, and yes, there isn't a very good tutorial on everything, just a basic "hello" script. But the search is great and most of the functions and commands are explained very well. The best way I found to get started is to start with simple things. You can have a larger idea in mind, but think of the individual steps and do each one by one. For example, start with just summoning a skeleton, then go to activating a rune, ect. It only took me a few more days until everything started to "click" and I'm certainly no expert but I can read a script and get an idea of what it is going to do. The Bethesda developers did a pretty good job of adding comments to their scripts that explain what is happening so they are a great resource to learn from once you understand the basics.
  20. Hehe, I forgot all about that. For some reason the only thing I thought of was the cart under statics that I assumed most of the cart drivers outside the cities use.
  21. One of the things I still can't seem to get a handle on is how to set up dialogue branches. I can do most of the easy stuff, but a seemingly simple thing has me stuck. First time someone talks to my actor, they will have one topic choice, and when that branch is finished, the player should now have 2 choices, the original one and a new one. For example the first choice is "who are you" to which the actor gives starts telling her entire life story. After that is over, there will be two choices: the original "who are you" and another choice of "where were you from again" which just gives a short reply. How do I set this up?
  22. I think you just need empty parentheses after them like this: IsDead() Enable()
  23. I think the checkbox you want unchecked is "protected". The description from the CKwiki states, "Protected actors are treated as essential to all damage except that delivered by the player. The player is the only one allowed to kill a Protected actor." Most of the followers are marked with this.
  24. I don't think so because the carts are static objects, but I kinda hope I'm wrong because that would be pretty cool.
  25. Starting them disabled then enabling them through the script is probably best way to go. Are you trying to have one group spawn when the previous one dies, or just have them all spawn at once? Obviously all at once would be easier, but maybe having a delay would be an acceptable middle option? Here is my suggestion: Keep the trigger as an activateself type so it opens the doors. Set up 3 xmarkers in the room for each group, (or only 1 if they all spawn at once), and set the trigger box as it's activate parent just as you did for the doors. On the xmarkers, start them as initially disabled, then add the following script on the script tab of the xmarker: (I couldn't find a good default one so I wrote my own, but I didn't look that hard) Scriptname EnableonActivate extends ObjectReference Event OnActivate(objectreference akActivator) self.Enable() EndEvent -note: If you are going to use the opposite enable state option that SinderionsBones suggested then change "Enable" to "Disable" and leave the xmarker initially enabled. With all the enemies set with the xmarkers as their enable parents they will appear when the xmarker is activated. This way makes it easy to add in a delay as you can enter a delay number (which i believe is in seconds) under the activate parent tab for each xmarker and door. Anyway, to add a reference (which I didn't use in my example) highlight the script and click on Properties then on Add Property. Choose the type you want (usually ObjectReference) and name it. Then with that new reference highlighted click Edit Value then you can usually select it from the render window.
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