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cfh85

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Everything posted by cfh85

  1. Firstly if I have a float in a script, say timeleft, and I wanted to use it in a conversation eg "I have 'timeleft' days left to my contract" could it/how would I implement it? I've created some hired companions, but it would be helpful to be able to find out how long until they need to be re-hired or let go. Also, any suggestions as to what the NPC should do as the contract is coming to it's end? Could I use a Ref from the NPC's script to create a quest update or just a message, containing the NPC's name? Would the script produce a message if the NPC wasn't anywhere near the PC? My other problems is with my custom summon spell. I'm sure there is a way to rename an NPC or creature to " Players 'original name of summon' " Can I replace player with the PC's actual name? the most important part is to retain the original name of the summon
  2. New version
  3. what about making the armour add you to a faction, only whilst equipped, that has negative disposition towards all the guard factions, mages guild, fighters guild, nobility and all the citizen factions.
  4. Oh, and just to check. You know you'll need to create separate nif's for male and female, removing the unwanted parts from either
  5. what about using scripts. Create the clothing with only it's world object nif and it's icon. Don't set any slots on it. Add this script to it Then create two items. One for male and one for female. Set the slots as nifs as you please. I think if you don't mark them as playable they will still be added and equipped, you just wont be able to see them. Add this script to both of them - this is to unequip if you equip another item Obviously change the scriptnames and object names to suit. I'm by no means an expert, but I'm sure others will point out if I've made any mistakes
  6. I didn't understand how comparemodelpath works. Thanks for explaining. I don't know why I wrote GedID, too tired probably Thanks for all your help with this. The current script - I will now be working on the new stone's script to make it attack enemies New script to make the replacement stones attack the PC's enemies. I added a few lines to the above script, all they do is reset the TempTimer in the script below
  7. TempRef.CompareModelPath "CFHARTrapEvilStonePCDefence" - this means it will compare the Nif of TempRef with "CFHARTrapEvilStonePCDefence"? if so it shouldn't make a difference... it's the same Nif . It's no problem to change it though. And yes it is cast on-self now. I didn't think to set an ref to compare it to. Still learning. What do you think of adding Let Counter -= 1 If TempRef.GetID == CFHARTrapEvilStonePCDefence return EndIf if CompareModelPath "CFHARTrapEvilStonePCDefence" should return be break? I don't want the spell to be cast multiple times. I've seen simpler scripts get messed up by using them to add/remove/move when they can't find what they think should be there. Sometimes the engine seems to do strange things. Given what the spell is doing I may make it a Greater Power, though that would be in my main mod as I'd want the PC to earn it. You said previously about the spell not removing all the Dark Stones if there is more than five. Is there any cells in vanilla with more than 5? I thought that would be a lot. I know given the mods available there could be a cell with 50. However the more I add in game the longer the script and the more persistent references (PS's) I'd have to create. I'm sure I read somewhere about PS's slowing the game.
  8. Scriptname CFHSpellDarkWelkyndDefenceScript Ref TempRef Ref Disabled1Ref Ref Disabled2Ref Ref Disabled3Ref Ref Disabled4Ref Ref Disabled5Ref Float Pos Short Counter Short DisabledCount Begin ScripteffectStart Set DisabledCount to 0 Set Counter to (GetNumRefs 18 0) Set TempRef to (GetFirstRef 18 0) While Counter > 0 Let Counter -= 1 if CompareModelPath "CFHARTrapEvilStonePCDefence" If DisabledCount == 0 CFHARTrapEvilStonePCDefence1Ref.MoveTo TempRef Set Pos to TempRef.GetPos X CFHARTrapEvilStonePCDefence1Ref.SetPos X pos Set Pos to TempRef.GetPos Y CFHARTrapEvilStonePCDefence1Ref.SetPos Y pos Set Pos to TempRef.GetPos Z CFHARTrapEvilStonePCDefence1Ref.SetPos Z pos Set Disabled1Ref to TempRef Disabled1Ref.MoveTo CFHDarkWelkyndStorageRef Set DisabledCount to 1 ElseIf DisabledCount == 1 CFHARTrapEvilStonePCDefence2Ref.MoveTo TempRef Set Pos to TempRef.GetPos X CFHARTrapEvilStonePCDefence2Ref.SetPos X pos Set Pos to TempRef.GetPos Y CFHARTrapEvilStonePCDefence2Ref.SetPos Y pos Set Pos to TempRef.GetPos Z CFHARTrapEvilStonePCDefence2Ref.SetPos Z pos Set Disabled2Ref to TempRef Disabled2Ref.MoveTo CFHDarkWelkyndStorageRef Set DisabledCount to 2 ElseIf DisabledCount == 2 CFHARTrapEvilStonePCDefence3Ref.MoveTo TempRef Set Pos to TempRef.GetPos X CFHARTrapEvilStonePCDefence3Ref.SetPos X pos Set Pos to TempRef.GetPos Y CFHARTrapEvilStonePCDefence3Ref.SetPos Y pos Set Pos to TempRef.GetPos Z CFHARTrapEvilStonePCDefence3Ref.SetPos Z pos Set Disabled3Ref to TempRef Disabled3Ref.MoveTo CFHDarkWelkyndStorageRef Set DisabledCount to 3 ElseIf DisabledCount == 3 CFHARTrapEvilStonePCDefence4Ref.MoveTo TempRef Set Pos to TempRef.GetPos X CFHARTrapEvilStonePCDefence4Ref.SetPos X pos Set Pos to TempRef.GetPos Y CFHARTrapEvilStonePCDefence4Ref.SetPos Y pos Set Pos to TempRef.GetPos Z CFHARTrapEvilStonePCDefence4Ref.SetPos Z pos Set Disabled4Ref to TempRef Disabled4Ref.MoveTo CFHDarkWelkyndStorageRef Set DisabledCount to 4 ElseIf DisabledCount == 4 CFHARTrapEvilStonePCDefence5Ref.MoveTo TempRef Set Pos to TempRef.GetPos X CFHARTrapEvilStonePCDefence5Ref.SetPos X pos Set Pos to TempRef.GetPos Y CFHARTrapEvilStonePCDefence5Ref.SetPos Y pos Set Pos to TempRef.GetPos Z CFHARTrapEvilStonePCDefence5Ref.SetPos Z pos Set Disabled5Ref to TempRef Disabled5Ref.MoveTo CFHDarkWelkyndStorageRef Set DisabledCount to 5 EndIf EndIf Set TempRef to GetNextRef Loop If DisabledCount > 0 Message "Dark Welkynd Stones are disabled" EndIf End ScriptEffectFinish is the same. The only difference is the first 'if' I tested it in my testinghall and it didn't work. When I changed it for the specific editor IDs it had no problem
  9. ElderScrollsFan - I need to know what each building is and how set you are on the dead straight ways. Are they stone or wood. Some guard towers??? Some pictures can tell 1000 words, that one not so much
  10. I actually liked the look of the journal mod so I'll download it and have a look at how it works before I try to write any scripts
  11. DocRob - I had covered all those points but, thanks for the help. It wouldn't of been the first time I missed the basics. Lanceor - spot on! Thanks. I suppose all the practise you've had with companions is really paying off now... Seriously though, your mod looks immense and I can't wait to finish mine so I can try it out
  12. okay. My plan to prevent it from being cast twice didn't work. I can either just settle for posting a warning or put it as a scroll spell, and re add a scroll to inventory on scripteffectfinish... probably another way. It didn't seem to cause a problem when I cast it twice, although that was in my teshinghall with only 1 darkstone. Perhaps it's not an issues - I don't know how scripted spells work. I suspect that as the script is attached to a spell, assigned to a player that it doesn't act as a separate instance of the script each time I cast it, to prevent spell stacking. Also, I couldn't get comparemodel path to work
  13. :biggrin: Got it to work. It works by scanning all activators in the cell and checking for Dark Welkynd Stones. Because you can not actually target the stones it has to remove all stones from the current cell (otherwise it might not remove the one your after) but it has a limit. I've put 5 replacers in game, so I can only disable 5 at a time. Some changes are needed though. 1 problem may arise from multiple casts before the first has finished. I had considered using a quest or global to prevent this however, I'm going to try using getincell on #1 stone replacer. If it's not in the storage cell then it'll prevent a second spell from running. 1 other upgrade would be to use comparemodelpath and another to set x,y,z positions. - Thanks DrakeTheDragon for the pointers Also, disable may not of been the way to go, as the scripts still run. I don't know if that means they could still cast or not, but I figured it's best to be safe. I'm hoping to have a trial mod released very soon to test it out anyway, my current script Scriptname CFHSpellDarkWelkyndDefenceScript Ref TempRef Ref Disabled1Ref Ref Disabled2Ref Ref Disabled3Ref Ref Disabled4Ref Ref Disabled5Ref Short Counter Short DisabledCount Begin ScripteffectStart Set DisabledCount to 0 Set Counter to (GetNumRefs 18 0) Set TempRef to (GetFirstRef 18 0) While Counter > 0 Let Counter -= 1 If (TempRef.GetIsID ARTrapEvilStone01) || (TempRef.GetIsID ARTrapEvilStone02) || (TempRef.GetIsID ARTrapEvilStoneAUTOFIRE01) || (TempRef.GetIsID ARTrapEvilStoneAUTOFIRE02) || (TempRef.GetIsID ARTrapEvilStoneAUTOFIREFAR01) || (TempRef.GetIsID ARTrapEvilStoneAUTOFIREFAR02) || (TempRef.GetIsID ARTrapEvilStoneAUTOFIRETest) || (TempRef.GetIsID ARTrapEvilStoneFast01) If DisabledCount == 0 CFHARTrapEvilStonePCDefence1Ref.MoveTo TempRef Set Disabled1Ref to TempRef Disabled1Ref.MoveTo CFHDarkWelkyndStorageRef Set DisabledCount to 1 ElseIf DisabledCount == 1 CFHARTrapEvilStonePCDefence2Ref.MoveTo TempRef Set Disabled2Ref to TempRef Disabled2Ref.MoveTo CFHDarkWelkyndStorageRef Set DisabledCount to 2 ElseIf DisabledCount == 2 CFHARTrapEvilStonePCDefence3Ref.MoveTo TempRef Set Disabled3Ref to TempRef Disabled3Ref.MoveTo CFHDarkWelkyndStorageRef Set DisabledCount to 3 ElseIf DisabledCount == 3 CFHARTrapEvilStonePCDefence4Ref.MoveTo TempRef Set Disabled4Ref to TempRef Disabled4Ref.MoveTo CFHDarkWelkyndStorageRef Set DisabledCount to 4 ElseIf DisabledCount == 4 CFHARTrapEvilStonePCDefence5Ref.MoveTo TempRef Set Disabled5Ref to TempRef Disabled5Ref.MoveTo CFHDarkWelkyndStorageRef Set DisabledCount to 5 EndIf EndIf Set TempRef to GetNextRef Loop If DisabledCount > 0 Message "DarkStones Disabled" EndIf End Begin ScriptEffectFinish If DisabledCount == 0 Return EndIf If DisabledCount >=1 Disabled1Ref.MoveTo CFHARTrapEvilStonePCDefence1Ref CFHARTrapEvilStonePCDefence1Ref.MoveTo CFHDarkWelkyndStorageRef EndIf If DisabledCount >=2 Disabled2Ref.MoveTo CFHARTrapEvilStonePCDefence2Ref CFHARTrapEvilStonePCDefence2Ref.MoveTo CFHDarkWelkyndStorageRef EndIf If DisabledCount >=3 Disabled3Ref.MoveTo CFHARTrapEvilStonePCDefence3Ref CFHARTrapEvilStonePCDefence3Ref.MoveTo CFHDarkWelkyndStorageRef EndIf If DisabledCount >=4 Disabled4Ref.MoveTo CFHARTrapEvilStonePCDefence4Ref CFHARTrapEvilStonePCDefence4Ref.MoveTo CFHDarkWelkyndStorageRef EndIf If DisabledCount >=5 Disabled5Ref.MoveTo CFHARTrapEvilStonePCDefence5Ref CFHARTrapEvilStonePCDefence5Ref.MoveTo CFHDarkWelkyndStorageRef EndIf End
  14. I'm creating two NPC's to act as pack mules, when you ask one to follow, the other should follow him. However the follow and stay dialogue is just not appearing. Both of their custom greetings are coming up, but no stay or follow. In the Quest - topic window it all appears the same as dark whispers (quest used for DB followers) with the NPCs changed. I have checked my NPCs and the topics appear in their dialogue window in the CS. Any suggestions on how to remedy this would be appreciated
  15. if it has a sheath and is 1 handed then yes. I'll put it on my list :biggrin: If I haven't done it in 48hours remind me
  16. I can't remember what I did, but I know something changed in my files. Wall statics were swapped with some other static (can't remember what but it wasn't anything remotely like a wall). I know I didn't change the editor IDs or the nif files. I really should of tried to find out what had happened, but even now I wouldn't know where to start
  17. I think a "Pack Mule" would be good. Give them extremely high encumbrance and low fighting ability. The idea would be to hire them for a very short period of time 1-2 days and only use them once you've cleared out caves. Low aggression & confidence. I think a Nord may be best suited as they're one of the physically biggest races I know a lot of people like immersion so they wont use things like bag of holding or 'cheat' items, some even the fast travel. This would probably be quite popular amongst these people - me included
  18. I may have used gecko or TES4edit. To be honest I didn't investigate the problem, I just accepted it and moved on which is now an issue as I want to use a esm, but I'm worried I wont be able to edit it later
  19. this sounds like it could be a fun mod to make, however 28 Days and a Bit seems pretty awesome. Zombie outbreaks seem like more or a mess about than a serious play
  20. What do you have in mind? I want to start working on my main mod and a new town could fall into that. I have loads of new meshes to use :biggrin: spent literally months adding them all to the game
  21. I had a major issue with converting esn's to esp's and back. It changed the editor Id of (I assume) every new item I'd added. I wasted a lot of time placing statics just for them to be replaced with something else...
  22. for now give them unique names in game so you know what is what. The one sword should be completely invisible. have you given the added the sheath to the correct slot? Clothing and as shield?
  23. do you know how to add items to the CS? place the new nifs in the same folder as the original sword, only rename them all different. then add into the CS. at this point you should have 3 nifs. sword without scabbard, invisible sword, and sword+scabbard as a shield. the two swords add under weapon - set as 1handedblade, set all the stats. Give them unique editor ID's but the same name, and make sure you know which is the invisible one. add the scabbard shield as clothing and set the slot as a shield. Go to containers, rename a chest/barrel/sack ass aaaatestchest, select to create new item. open it and remove any items in it, with the window still open, go back up to weapons, find your 2 new weapons and add to it, then clothing and add the scabbard. press ok on the container window. Now go back to containers. In the cell view window, make sure it says interiors in the drop down menu then scroll down to testinghall. drop your chest in there. in game just type "coc testinghall" in the console then check you have one sword without scabbard, one sword that doesn't appear and a scabbard that appears to your left (probably doesn't look like it's anywhere near your hand) then you need to start playing with the position of the scabbard in blender. Rotate it first the try moving it. export and test after each change. may take a while to get it right
  24. :wallbash: yes. I got it wrong
  25. blender took me AGES just to be able to rotate and move items :wallbash: good luck
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