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dredd3110

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Everything posted by dredd3110

  1. Hey, Trying various method and i'm always facing the same problem, all bedroll appears aligned on the Y axis and don't seem to be offseted on the X axis. I need to dig deeper around math :laugh: edit: I may have found a solution, thanks to Kinaga's Campsite source code.
  2. Thanks Dylbill for the info :thumbsup: I test that tonight.
  3. I'll try a step by step restart, I've got some free time tomorrow. I would tell you what it done, thanks you :thumbsup:
  4. This is how i done that, by using the tent angle and positions and then i call my function: But it doesn't work has expected :(
  5. Thanks for the quick reply Maxarturo, I should have given some info: it's a tent (activator) i place in world from inventory, then i activate it and select how many bedroll i want to spawn. The xMarker trick will requires me to know exactly where to move it to place my bedroll, it's on that exact point i don't know, how to get that precise coordinate (the green dot in the schema).
  6. Hi all, I try to spawn multiple bedroll in a tent at precise position using MoveTo(). I've got everything running, except for that precise placement on each of the bedroll... I'm not really at ease with sin/cos, this is what i'm using but not sure if i'm correct. In the schema: the big rectangle represent the tent with it's center being the red dot. the small rectangle represent the bedroll with it's center being the green dot. For MoveTo() i've tried things like that with no success : Bedroll01Ref.MoveTo(self, sin(angle) * (offsetXleft + offsetYfront), cos(angle) * (offsetXleft + offsetYfront), 0.0, false) or Bedroll01Ref.MoveTo(self, sin(angle) * offsetXleft, cos(angle) * offsetYfront, 0.0, false) Can someone bring me some enlightment please? i'm sure the answer is simple and is in front of me (well i hope so!) Thanks in advance :wink:
  7. Nice to read about you! Your videos have always been of great help! Thanks Darkfox :thumbsup:
  8. Hello! I try to create a remote control for a custom horse, but in game the Follow, Wait and maybe the Dismiss are not working correctly (for the Dismiss part the horse got teleported but I don't know if the code above is working, I still have the debug notif displayed). This is just this script, currrently no quest (this is a horse and I'm not sure how to handle dialogues, maybe by blocking the default horse activation), so no quest alias for the moment. And for this to works, does the horse need to have AI Packages, something like PlayerFollowerPackage? So, is anyone have an idea by chance, on how to do that? Thanks in advance for any input, cheers :D Edit: Actually mixing both spell with the menu attached on it and a quest done the job, need further test with AI packages. Edit 2: Ok got it working fine :)
  9. SKSE has a way to check if an object is on the favorites list but none to make one a favorite as far as I can tell. Thanks for the quick answer :smile: And sorry I did not mention that, it's for SSE, and yes after intensive research nothing came out! Thanks by the way, Cheers!
  10. Hello, Is there a way to force an item (a misc item actually) to be favoritized? There is something for FO4 http://www.creationkit.com/fallout4/index.php?title=MarkItemAsFavorite_-_Actor but not for Skyrim. Any clues? Thanks in advance :smile:
  11. Thanks for the interview :thumbsup: Have a nice day :D
  12. Thanks for the tips IronDusk33, that sounds better! I try to test it today. as SendAnimationEvent can supposedly cause issues = what kind of issues can we have with that? Thanks again. Well SendAnimationEvent bypasses all checks, which could interfere with other mods that use animations. Also on the Creation Kit wiki the SendAnimationEvent page lists these notes: This bypasses the check on ObjectReference that prevents sending events to actors. If you use it to send an event to actors, you will most likely mess up the actor permanently as the internal actor data may no longer match their animation state.Animation Event's will actually cause the actor to perform the action associated with it. For example, sending the animation event "AttackStart" will cause the reference to perform an attack. Anything in front of it will get hurt. This example is true for all animation event's. For example, sending the "DeathAnim" will actually kill the actor.In general I simply prefer to not use it if I can avoid it, but then I'm probably paranoid. Then again being paranoid with a modded Skyrim is usually the best way to not break your game. I do not even read this page, why :confused:? that's not good, I prefer safe modding practice too! And by following your previous advice I can now play my idle and return to normal by using: PlayerRef.PlayIdle(IdleStop_Loose) Thanks for your reply and your help IronDusk33 :thumbsup:
  13. Thanks for the tips IronDusk33, that sounds better! I try to test it today. as SendAnimationEvent can supposedly cause issues = what kind of issues can we have with that? Thanks again.
  14. Hi all, Is there a way to stop animation to play? I've got this: Debug.SendAnimationEvent(PlayerRef, "IdleWarmHandsCrouched") and I've try to add: Debug.SendAnimationEvent(PlayerRef, "IdleStudy_Exit") But it seems to have no effect, the "IdleWarmHandsCrouched" still playing and I need to press the jump key to unlock the player. Thanks in advance for any advices.
  15. @ IsharaMeradin Thanks for the advice! Edit: Unpacking all the DLC's scripts solve the issue. No errors ,that's so good :D Thanks again.
  16. Hello, I desperatly try to make a mod providing a new start option with Live Another Life, based on Arthmoor infos and mods already providing this (linked in LAL main page). But every time I get this error: ARTH_LAL_StartQuest is not a known user-defined type unknown type ARTH_LAL_StartQuest Properties are correctly set: And when I try to build my mod with all the LAL content unpacked, I've got even more errors. I don't understand what is wrong, I do exactly the same thing as other working mods, but it don't compile that line and so the entire mod can't be... :verymad: Someone here already tried? Thanks in advance.
  17. @Darkxenoth The CK still saying that on script compile: "RemoveAllItems is not a function or does not exist" many pages refer to this but it seems that there's no 'real solution', I keep searching!
  18. @Darkxenoth, wow thanks! I realize that I wasn't too far of this result, but I badly handle some CK Wiki example, and thus script don't compile! I try asap your method, look more clean than mine! Thanks again, you really help me a lot! Have a nice week end :D Edit: For that "Also note that RemoveAllItems() won't actually do anything until there isn't a menu open, as far as I know, which means you'll have to make the selecting those dialogues kick you out of the conversation to allow it to take effect." I plan to make a dialogue quest with 3 stages, stage 00: I iniate dialogue and I add this GetOwningQuest().SetStage(10) stage 10: dialogue are finished, menu are closed and the script do the job, GetOwningQuest().SetStage(20) stage 20: quest end.
  19. Hi, After many reads, research, tries and test, I finally ends up here hoping for some help... Here's what give me some hard time: Thanks in advance.
  20. that's a good thing! It's not always nice to simply ask for an answer, when it may be easy to find it, but I'm starting to use scripts so, good advices are really appreciated when they come from experienced persons! Thanks for your reply and for your support IsharaMeradin :thumbsup:
  21. Hello again, So I've finished and tested my script concerning a daily harvestable beehive, it work as intended, but due to the use of OnUpdateGameTime stuff, I would be grateful if someone can confirm that it's ok and should not break with time. Thanks in advance.
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