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Well If I can help you any animate, let me know. I haven't done character animations as you can see, the most I've done is movable statics but I'd be happy to help....if I can lol It was a pain in the ass to get it that far, I do agree with you there. I was also looking at static object properties but I guess I just don't entirely know what importing in nifscope (such as the 4097 and vertex color, etc.) I see what you mean by normals now, it makes sense. Also with vertex colors, I took a peak at the doorway and see what you mean. I don't think I would of ever got that on my on lol Again, thanks for all the help, you solved a problem that I have been working on for the past month. Hopefully it's smooth sailing from here.
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Quite odd as I have had luck with OnTranslationComplete() in an activemagiceffect (actually currently working on one that uses it) Out of curiosity could you try this instead I know it's not the same but just for testing purposes scriptName WeaponThrow extends ActiveMagicEffect import game import debug formlist property WeaponList auto objectreference WeaponFound referencealias property WeaponFoundRef auto Actor Target float RadiusToFindWeapon = 2000.0 Event Oneffectstart(Actor akTarget, Actor akCaster) Target=akTarget WeaponFound = game.FindClosestReferenceOfAnyTypeInListFromRef(WeaponList, akCaster, RadiusToFindWeapon) WeaponFound.SetMotionType(4) WeaponFound.TranslateTo(akTarget.GetPositionX(), akTarget.GetPositionY(), akTarget.GetPositionZ()+20.0, 0, 0, 0, 50.0, 3000.0) Endevent Event OnTranslationComplete() debug.Notification("Target "+Target+".") debug.MessageBox("Target "+Target+".") debug.SendAnimationEvent(Target,"StaggerStart") WeaponFound.SetMotionType(1) Endevent I just want to know if it's due to it being a splinetranslateto as opposed to a normal one (which I'm using atm) My script also works and complies fine
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You know, if I saw you right now, I would probably have to hug you, no homo. Apparently you're spot on about everything. I am also no expert at nif as that's my first thing I every created in blender and exported to nif. The problem I was having is that most people just swap out the TriShapeData with their object but since I was creating something brand new I had to just through all of the hoops just to get it readable in the creation kit. I think the UV Sets was a huge issue that I guess I just overlooked as I'm not to familiar with blenders export settings and on top of that, blender 2.49 doesn't have a offical skyrim export setting yet so that also doens't help. "the normals should be facing the way you want the texture to displayed." exactly what do you mean that they should be facing? Also with the 4097 portion, any idea what that stands for or means? I see what you mean as far as looking at vanilla nif's go but I was curious if you know why that is. Also, on the Vertex Color portion, why is that and textures related? I don't see how "Vertex Colors" relate to the texture (I know what vertices and etc are but I'm just unsure on how they are related) As I said, I also am no expert as that was really my first creation but the more I can learn, the better I'll be lol But again, Huge Thanks for that portion. I don't think I would ever of got any of that on my own. Thanks again.
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Hello all, I was hoping for some quick help on an issue. I went about creating a animated object to throw in skyrim but it seems that it's only semi visible. I'll try and explain this as best as I can but basically I can see it if what's behind the object is the ground, or trees, things of that nature but if you're looking at it up in the air it's basically invisible. Also it seems that the object can be seen through all environment objects, i.e. if it's behind a rock, you can still see it through the rock, almost like x-ray vision. I assume this is an issue with the BSLightingShader properties but I could be mistaken. Like I said, it shows up in the CS previewer and also in game, as long as the backdrop isn't the sky. All I care for is the object to be white, and have a white glow map, nothing crazy at all. I'll provide anything that's needed to help me solve this! The problem can even be seen by adding it as a movable static and placing it in the Render Window in a random cell. Object and texture below https://www.mediafire.com/?5gqdk8u6qt4lqi9
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I was curious if it was possible to share a variable across multiple active magic effects? Basically I'm trying to use a "flag" system for one of my spells. The jist of it is that once the spell is cast, stuff happens, and then I want to flag another script to basically start it's stuff. I know you can share properties from activemagic effects to objects but I can't seem to find anything on from activemagic effects to activemagic effects. The method of sharing a variable a property doesnt seems to work i.e. _Propertyfromscript Property SomeName auto SomeName.Flag = 10 Hopefully that makes sense. If there's an alternate way of sharing a variable across multiple magiceffects, I'm all ears because all that I tired resulted in no progress. Thanks
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Well I can tell you that you should really be looking in game, because I know that, with lighting at least, it looks different in game vs in the ck. Or, at least, it can look different. Point is, I always check in game to see if what I am doing is satisfactory, I don't trust the render window for that sort of thing. Yea that's what I just was doing, with the Developer Mod that is. I tested all of the imagespace modifiers and none seem to overlay a distinct color unfortunately. The predator only overlays a shader on actors so I don't think I could get it to work on the enviroment unfortunately. I'll do more digging but as of now it seems a new cell will need to be created and I guess I can just teleport there whenever the spell is active.
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I was wondering if you could do it via scripting because if I have to do it manually, aka world space wise, then I'll just create a different area entirely and adjust my code from there. I was hoping for a script effect solution if at all possible but I'll take a look at what you're saying. Thanks! I actually just checked for myself, and I was completely off base on that. I must have miss-remembered, you can't apply lighting templates to individual cells, only worldspaces and interior cells. Sounds like you were on the right track with the image space modifier. I have never worked with them myself, but I would add a trigger box around the area you want it to be in, with a script attached applying it when the player enters it and taking it off when s/he exits. As for why it wasn't working for you, I am not certain, as I have never messed around with them before, so I am afraid I can't be more help than I (possibly) already have been. Well darn, atleast you looked lol Yea I find it odd that not many of the changes I make in the image space modifier seem to pull through, atleast in the creation kit that is. I never made a change and then checked via skyrim yet though, so its a possiblility that it's the creation kit that's not working. The scripting isn't much of an issue at all, it's more or less the changing color. I'll fiddle and see what I can do. Thanks again!
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Right? I figure this should be a easy-ish thing to do but who know. Well maybe I'll have to take a peak into their code (hopefully they left some psc lying around) If I find anything, I'll of course post it lol I was wondering if you could do it via scripting because if I have to do it manually, aka world space wise, then I'll just create a different area entirely and adjust my code from there. I was hoping for a script effect solution if at all possible but I'll take a look at what you're saying. Thanks!
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script for moving/sliding a bookcase upon activation?
Someone1 replied to TheWorldofRipX's topic in Skyrim's Skyrim LE
Should just be an OnActivate along with a TranslateTo, granted you'll have to know the coordinates to where you want to move it to. I could be wrong as this is just a guess. -
Do you need to create a new game/save for certain instances? If so, let me know when I have to. Well I guess it depends on what you're testing. For me, I got to a good place, saved, and then added my spell through console. I think if I would of saved after I added a spell, it still would of worked but I went with safe then sorry. If you're trying to change something in a cell, my guess would be better if you saved before entering the cell so that everything in a sense is "brand new."
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I'll try and answer some of the scripting ones but basically I use Notepad++ for editing the script (there is a tutorial on the creation kit website on how to setup notepade++) but I use the default creation kit compiler. In order to compile with the creation kit compiler, you need to put the scripts in common\Skyrim\Data\scripts\Source for the compiler to recognize them, then go to the Gameplay tab->compile papyrus scripts and find your script. To debug script, I've only done it in skyrim. Recently I was testing out a spell script and I just made a save that was where I wanted it and then gave myself the spell and tested, went to the creation kit, made changes, saved plugin again, start skyrim, rinse and repeat. You can read the comiled script but it won't make sense to most people and on top of that you need a decomplier. It puts it in a Assembly/C language'ish. I personally will always provide sources. Once you have the mod working, you can put all the extra stuff (depending on how much you have) in a BSA file via creation kit. That's all I got time for at the moment
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Out of curiosity, is it possible, script wise, to change the color of the surrounding environment? I believe what I'm looking for is an image space modifier but I'm not entirely certain as when I'm fiddling around with the image space modifier, I can't really seem to get any color override in the ceration kit. At least, it doesn't seem to make a different what tint color I select, the image space doesn't seem to take effect though I do see blurs and effects like that. I guess to some it up, if I could just turn everything the player sees to yellow or gold I would be set. whether this is possible or not, I'm not sure. Any help would be awesome!
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Is there a (good/easy) was to make a object point at a reference point (via set angle maybe)? Say I have a door that I summon and I put it 100 meters away from me both in the X and Y plane but it also goes 100 meter up (z direction). I there a good way to have the door (any object for that mater) face the reference point via setAngle or other command? (trying to avoid atan2 if possible) for future onlookers, I found a decent way out to achieve what I wanted. The code is below, comment or message if there are any questions, but the code below is obviously not cleaned up so disregard that Weapon Property CircleWeapon Auto Activator[] Property EffectSummonBanishFX Auto ObjectReference[] Doors ObjectReference[] Doors2 Event OnInit() int i = 1 int f = 1 int orbitangle = 0; int orbitradius = 1000; float cX =self.GetPositionX() float cY =self.GetPositionY() float cZ = self.GetPositionZ() Doors = new ObjectReference[125] Doors2 = new ObjectReference[125] float NewAngle = 0 int highth = 10 float RollAngleX float RollAngleY While f < 20 if f < 20 orbitradius=orbitradius - 50 highth = highth + 50 else orbitradius=orbitradius highth = highth endif While i < 64 ;Self.SetAngle(0.0,0.0, self.GetAngleZ()) ;Self.PlaceAtMe(EffectSummonBanishFX[i]) Doors[i]=Self.PlaceAtMe(CircleWeapon) ;Doors[i].PlaceAtMe(CircleWeapon) Doors[i].Enable() orbitangle += 360 float newX =orbitradius*math.cos(math.degreestoradians(orbitangle)) float newY =orbitradius*math.sin(math.degreestoradians(orbitangle)) Doors[i].MoveTo(self,newX,newY,highth,false) NewAngle = Doors[i].GetHeadingAngle(self) float PosDifferenceZ = ((self.GetPositionZ()) - (Doors[i].GetPositionZ())) float PosDifferenceY = ((self.GetPositionY()) - (Doors[i].GetPositionY())) float PosDifferenceX = ((self.GetPositionX()) - (Doors[i].GetPositionX())) float xandy = math.sqrt(math.pow(math.abs(PosDifferenceX),2.0) + math.pow(math.abs(PosDifferenceY),2.0)) float angleneeded = math.atan(math.abs(PosDifferenceZ)/xandy) float LocalX =angleneeded float LocalY =0 float LocalZ =NewAngle float AngleX = LocalX * Math.Cos(LocalZ) + LocalY * Math.Sin(LocalZ) float AngleY = LocalY * Math.Cos(LocalZ) - LocalX * Math.Sin(LocalZ Doors[i].SetAngle(AngleX,AngleY,NewAngle) i+=1 EndWhile f+=1 i = 0 EndWhile ;Self.DeleteWhenAble() EndEvent
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Quick easy question, hopefully. Is there a good way when spawning multiple objects to have each of them face at a certain point. For example I place a xmarker down in the center, then all the objects spawn around that center point, and then all of the objects will face that center point. I thought I could just do it by using the GetAngleZ approach, but that quickly failed. Any suggestions? Edit 1: got it to work a lot easier than I imagined. Oddly enough, papyrus doesn't have a atan2 function but no worries, it has something better. The code below got all my objects to face the target regardless of where they were in the circle. NewAngle = Doors[i].GetHeadingAngle(self) Doors[i].SetAngle(0.0,0.0,NewAngle) .