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Everything posted by Ghaunadaur
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[LE] Unlock Spell Help Please
Ghaunadaur replied to DarShonDo's topic in Skyrim's Creation Kit and Modders
I think you could use the condition function GetIsObjectType for that purpose. So you will have 2 conditions on the magic effect: GetIsObjectType [Container] == 1 OR GetIsObjectType [Door] == 1 -
[LE] Event OnUse() ? xDDD
Ghaunadaur replied to TobiaszPL's topic in Skyrim's Creation Kit and Modders
Most of these events can be triggered by OnActorAction. That event needs to be registered for with RegisterForActorAction first. It's also possible to use OnAnimationEvent for some of the actions. It needs to be registered as well. A list with animation events can be found here, but it's not complete. And lastly there's OnPlayerBowShot. As far as I remember it only works for bows, but not crossbows. I have to add that these script events are not for use on weapons, but on a Player/NPC alias. -
SSE OnTriggerEnter assistance, please
Ghaunadaur replied to Rizalgar's topic in Skyrim's Creation Kit and Modders
I guess the script should be extending ObjectReference, not Actor. -
Some interesting ideas that you have here, I especially like the idea to pay with dragon souls for fast travel. People would have to decide if they spend their dragon souls on fast travel or unlock a new word of power. As far as I know a mod like this doesn't exist yet, so if you don't mind, I'm going to take your idea and try to make such a mod.
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[LE] onRead not working
Ghaunadaur replied to javaplaza's topic in Skyrim's Creation Kit and Modders
I think you had this issue before. Aliases are filled from top of the list to bottom, so the Satchel needs to be above the note in order to get filled. -
[LE] Start Quest Enabled
Ghaunadaur replied to javaplaza's topic in Skyrim's Creation Kit and Modders
Glad you got it working, well done! :thumbsup: -
[LE] Requesting help with 'if(NPC.isDead)'
Ghaunadaur replied to javaplaza's topic in Skyrim's Creation Kit and Modders
If the script is attached to the reference, it needs to extend actor, otherwise OnDeath event will not work. Maybe even better to attach it to the alias, so it will only trigger while the quest is active. The check for IsDead seems redundant to me, since the NPC is already dead when OnDeath triggers. This compiles, but not sure if it's doing what you want Scriptname A027_Q1BeggarScript2 extends ReferenceAlias Quest Property A027_Q1Quest Auto Event OnDeath(Actor akKiller) if (A027_Q1Quest.GetStageDone(20) == True ) A027_Q1Quest.SetObjectiveDisplayed(40) A027_Q1Quest.SetStage(40) else A027_Q1Quest.SetObjectiveDisplayed(30) A027_Q1Quest.SetStage(30) endif endEvent -
[LE] Start Quest Enabled
Ghaunadaur replied to javaplaza's topic in Skyrim's Creation Kit and Modders
Some things I noticed... Quest 1 - If the alias has fill type 'unique actor', the references need to have a persist location assigned. - Aliases FairplayAgro and CrazedMan need to have the 'allow disabled' flag, since their refs are initially disabled. Quest 2 - If the alias has fill type 'unique actor', the references need to have a persist location assigned. - There is no ref of 'A027_Q2BanditTheif' yet so the alias 'BrewTheif' cannot be filled. - If the alias BrewTheif is not filled, alias BrewCase can't be filled either. -
[LE] Start Quest Enabled
Ghaunadaur replied to javaplaza's topic in Skyrim's Creation Kit and Modders
This is shown when loading the mod in Creation Kit. It's also saved to the file EditorWarnings.txt in the Skyrim folder. -
[LE] Start Quest Enabled
Ghaunadaur replied to javaplaza's topic in Skyrim's Creation Kit and Modders
There are still issues with quest 2 and 3... Move the chest alias above the coinpurse alias to fix it. Aliases A027_Q2Actor1 and A027_Q2Actor2 are still not filled, this is preventing the quest to start. -
[LE] Start Quest Enabled
Ghaunadaur replied to javaplaza's topic in Skyrim's Creation Kit and Modders
Quests 1+2 are not set to start game enabled, they're both started via story manager actor dialogue event, at least that's how it looks in your uploaded file. For troubleshooting things like these, the console command SQV <YourQuestID> can be helpful too. -
[LE] Start Quest Enabled
Ghaunadaur replied to javaplaza's topic in Skyrim's Creation Kit and Modders
Maybe these editor warnings could be the cause (it has to be read from bottom to top) -
SSE Play sound FX on trigger box event
Ghaunadaur replied to pcaviator's topic in Skyrim's Creation Kit and Modders
I tested it with a random looping sound, and it started to play when entering the trigger and stopped when leaving just as intended. So I guess there's something wrong either with the way the sound descriptor is set up, or with the sound file itself. I'm not really an expert at sound editing, but maybe this article could be of help. Also, double check that the property is filled with the correct sound marker. For debugging you can also print out the Instance ID, if it's 0 then something went wrong. debug.notification("Player Entered Well Trigger, "+SoundInstanceID) -
SSE Worldspace Navmesh Deleteion question
Ghaunadaur replied to Mebantiza's topic in Skyrim's Creation Kit and Modders
Wow, responding to an answer like this a real dickish, but good luck with whatever you are trying to do... -
SSE Play sound FX on trigger box event
Ghaunadaur replied to pcaviator's topic in Skyrim's Creation Kit and Modders
If this is for SSE, the source files need to be in Data\source\scripts. As soon you fixed that, change your script to something like this, assuming it's attached to the trigger box: Scriptname _AST_FjotoitWellWaterSFX extends ObjectReference Sound Property _AST_FjotoitWellSFX auto int SoundInstanceID Event OnTriggerEnter(ObjectReference akActionRef) if akActionRef == Game.GetPlayer() if Is3dLoaded() SoundInstanceID = _AST_FjotoitWellSFX.Play(self) endif debug.notification("Player Entered Well Trigger") endif EndEvent Event OnTriggerLeave(ObjectReference akActionRef) if akActionRef == Game.GetPlayer() if SoundInstanceID Sound.StopInstance(SoundInstanceID) endif debug.notification("Player Left Well Trigger") endif EndEvent In this example, the source of the sound will be the trigger box (self). -
SSE TurnOff\On Player interactions on magic effect
Ghaunadaur replied to Jay093's topic in Skyrim's Creation Kit and Modders
You might want to take a look at the DisablePlayerControls function. It does exactly this. -
SSE How to, weapon perk?
Ghaunadaur replied to Werepire's topic in Skyrim's Creation Kit and Modders
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SSE How to, weapon perk?
Ghaunadaur replied to Werepire's topic in Skyrim's Creation Kit and Modders
( GetIsID == DBBladeOfWoeAstrid ) OR ( GetIsID == DBBladeOfWoeReward ) -
SSE Image inside a Message Box?
Ghaunadaur replied to yian's topic in Skyrim's Creation Kit and Modders
Image tags are supported in book text or notes, it's the only way I can think of. https://www.creationkit.com/index.php?title=Book -
SSE Image inside a Message Box?
Ghaunadaur replied to yian's topic in Skyrim's Creation Kit and Modders
No, it's not possible. -
SSE Help needed for problem with a timer script.
Ghaunadaur replied to TheWanderer001's topic in Skyrim's Creation Kit and Modders
With that script you will register the fragment script for update, but needs to be on the quest script. For that, you can add a function to the quest script like this: Function StartRegister() RegisterForSingleUpdateGameTime(24.0) EndFunction Then call the function from the fragment script (GetOwningQuest() as TWTimerScript).StartRegister() Also possible to use states for that purpose. See: GotoState, OnBeginState -
SSE Help needed for problem with a timer script.
Ghaunadaur replied to TheWanderer001's topic in Skyrim's Creation Kit and Modders
Events can't be used within fragment scripts. This needs to be in a seperate script, attached to your quest, and called from the dialogue script. -
[LE] Multiple languages in one mod
Ghaunadaur replied to ANaj's topic in Skyrim's Creation Kit and Modders
TES5Edit has an option to localize plugins. It will create strings files for the language that is set in the program. I use xTranslator For translating, but ESP/ESM Translator should work too. Oh, and another thing - If you pack the strings files in a BSA archive, leave it uncompressed.