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Everything posted by TheDungeonDweller
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Need help learning script
TheDungeonDweller replied to TrustyPeaches's topic in Fallout 4's Creation Kit and Modders
Message forms can't be passed as an objectreference, which I think is what lead to error #2. So instead: Event OnActivate(ObjectReference akActionRef) ; where akActionRef is the object that activated this object if akActionRef == < insert expected object here > ; code endif EndEvent And for your count variable, it only needs to be: count += 1 No need to assign the variable to itself in order to increment or deincrement. Yeah the auto flag not allowed error sounds like your script is tagged to be const, which isn't allowed unless the properties are also const. -
Force player to read a note.
TheDungeonDweller replied to DukePatrick's topic in Fallout 4's Creation Kit and Modders
I'm thinking use OnItemAdded and then activate the book that way. -
They will keep putting their products out as is, and they'll continue to do what they want for as long as you keep feeding them your money. So because that will never change, trends like this will continue. Money talks, and when there isn't enough, businesses will start wondering why. Beth has never had to wonder why.
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Skyrim Special Edition or normal Skyrim
TheDungeonDweller replied to KingNarwhale's topic in Skyrim's Skyrim LE
Oldrim has the edge that you don't have to get all the DLCs. Some people still make mods that don't depend on the DLCs. Unfortunately, you need all three if you want the USKP. SE forces all three on you so.. -
Uhm, don't give up just yet. There's always ways of doing something. Always when I want to do something in the game, I dig as deep as I can to see if I can pull off a proof of concept. If you know how to script, then you can script these effects where, an ability is added to the actors that make them immune to the effect.. as these are constant effect, this immunity could be permanent. Prior to casting the spells, the ability's spell conditions need to be set to not fire until the effect of the other spell is gone. I'm saying, keep working with the condition system. Look here: http://www.creationkit.com/index.php?title=Condition_Functions and see what you can use. Heck you can even prevent certain things from happening on the same day more than once by restricting said action to wait a different day, hours, weeks, or months, hell even years.
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The Community Uncapper is a mod that is good at controlling on how often you level.
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Now can we say "no more wait for skse"
TheDungeonDweller replied to VulcanTR's topic in Skyrim's Skyrim LE
Except for the PS4 where Sony doesn't want external assets from mods. -
https://www.creationkit.com/index.php?title=HasAssociation_-_Actor You can use GetNumRef with SKSE to grab all actors in a cell(and it will do just that, hence this function is slow). https://www.creationkit.com/index.php?title=GetNumRefs_-_Cell And then check their associations with each other with GetRelationshipRank and then use HasAssocation. Or probably skip GetRelationshipRank and just use HasAssociation. I'm terrible at arrays but if I weren't, I'd gladly write an example code out for you. The idea I got in my head is to iterate through the actors against the one I care about(the first actor) and the function will return whatever association type I'm concerned with. Obviously you want the functions' type to be AssocationType so it will return such.
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Join Empire or Stormcloaks? My Thoughts
TheDungeonDweller replied to LeddBate's topic in Skyrim's Skyrim LE
Both of them are racially motivated it seems, to which I can't join either. Tullius seems to have a problem with Nords and their culture. Ulfric doesn't care for non Nords. Can't support either. UNFORTUNATELY, Diplomatic Immunity and Season Unending sort of force you to pick sides anyway. -
And it's said improvements that bother me so much with Skyrim going 64. All they did was update the CK's executable to run with SSE :( but did not bring over the improvements to papyrus or even to the CK itself. I don't see what would have been the trouble; they are wasting all this time milking Skyrim, so why not? /rant
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I tried my hand this using a simple script. The issue is the text in the book doesn't update to reflect the changes to the name, but like you, the display and/or base name do change as expected on the item itself. I haven't worked out how to get around that myself. You idea sounds good, one thing that will change the text is an alias that has been removed. The text will show up as [...]. You can use that as a make shift check off. There's another alternative: You know about the counting down thing in some vanilla quests right? like 4/5, etc. Why not use that instead?
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The compiler has no idea what a GlomoroAbsorbCloak is and why Serana is trying to cast it on herself. You have to create a property pointing to the cloak, and the property type is Spell. Read this: http://www.creationkit.com/index.php?title=Bethesda_Tutorial_Papyrus_Hello_World and Read this: http://www.creationkit.com/index.php?title=Variables_and_Properties_(Papyrus) You are off to a good start thought!
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daedric better than dragon
TheDungeonDweller replied to Deleted41229045User's topic in Skyrim's Skyrim LE
As the others have said, you can reach the 567 AR cap with any armor, even Fur armor. So it's all about what looks best to you. The only edge in stats Dragonbone has over Daedric is the weapons. Base AR though, Daedric is the best in the game. I personally like the look of Daedric Armor, makes me look really menacing. -
Display Name: (optional) Can be used to rename the reference when it is assigned to the alias. The dropdown is a list of Messages - the Message Title will replace the reference's name. Note that this change is permanent - the reference will retain the new Display Name even when it is removed from the alias.
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This is true I'm afraid. I don't know if they fixed OnEffectFinish where it will fire reliably(in Skyrim it doesn't), but you can change the code a bit to compare the stored current value with the current health value at the time the effect finishes and then remove the added portion gained from the magic effect, leaving any possible modifiers from leveling intact. I don't know this new Actor Value system works.
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Curious at how you changed your CK's color scheme. Anyhow, try this: On the Magic Effect, tick the box "Recover". This will restore AVs to their original value when the effect is removed. If that doesn't work, you need to check if the Ability is still on the player after getting out of the PA, to which you then need to manually remove it and while that box is checked too. Edit: I see you said you tried different flags, so that means you tried recover. Alright then... let me see what I can think of. OK, what you can probably do, is don't add any HP modifiers on the effect itself. Just handle that with a script on the Magic Effect. You need to store the current health of the player before ANY modifications, and then modify the player's health to whatever you want. Then OnEffectFinish, set the player's adjusted health back to the current health value that was stored. OnEffectFinish will fire every time the effect is removed.
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Yeah. Look on Skyrim nexus(Old Skyrim), look for this mod called "Anim Catcher". It'll help you detect a lot of animation events. There's some here: http://www.creationkit.com/index.php?title=Animation_Events but I can't point out which is for shealthing and unshealthing, and many may not be entirely correct. I'm not sure if Anim catcher can be ported to SE, so you'll need to use Oldrim for testing.