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ghowriter

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Everything posted by ghowriter

  1. SO, I have my custom pieces done. Some aspects I had to skip because I couldn't resolve how to do what I wanted. In the meantime I have made a complete "set" of armor and weapons. What I've dont is create small set bonuses that are applied if the player is wearing a certain number of pieces. There are a total of 8 pieces (including weapons, shield, hood, cuirass, gloves, boots, amulet and ring). Wearing two pieces grants +5 to sneak, wearing 4 pieces grants +5 to pickpocket, and wearing 7 pieces grants 20% damage. I designed the logic conditions using the DBFullSet bonus as a guide. My issue is an error from the CK which is "Failed to get owner quest for unowned conditions." so I am seeking help with this specific error. I have not tested things in game yet so it may be nothing. I just want to be sure I've done it right.
  2. I've gotten my custom race near complete. I would, however, ask whats left of the community how I go about making my race immune from turning into a vampire or a were creature. I dont mind such things in the game, but to actually play one is not my thing. Becoming a werewolf is a disease or curse. My race is immune to disease. I gave her 100% resistance but I suspect the game doesn't allow it since her first encounter with a skeever gave her a disease. Still trying to sort that out. It's so hard converting a DnD race for this game. :)
  3. I am well aware of the conversation requirements. I need a script that would pause the game and start the conversation when the player hit an animal with his "Speak to Animal" spell. I also need the scripts to do the actions needed when certain selections are made. I already have most of the dialogue done but it's untested because I am lost in this nightmare scripting engine. It seems to me it was intentionally designed to be extremely complicated. I've done programming in raw assembly as well as a few languages and I always thought I could decipher any programming language but this papyrus or whatever it's called is utter nonsense to me. Just exploring a few scripts had me ripping my hair out. I found no logic to the form nor could I follow the path the script was supposed to be taking. Imagine a caveman looking at a simply algrebreic formula from today; looking at this papryus, I am that caveman and I just want to smash it with my club. No worries though. If nothing else, this forum has shown me that Skyrim is dead. I've trashed the idea and files. No point hitting a dead animal, it won't wake.
  4. I do appreciate the response. It's currently tied to an OnEffect or something like that. It shows in acive effects but I suspect it's not doing what it's supposed to. It's supposed to reduce all XP from skill jumps by 50% but I cannot tell if this is true. I gave up on it. I've searched Google and has 15 tabs of the wifi opened and didnt find even a sliver of info directly or indirectly related to what I was trying to accomplish. Maybe I'll look into running a mini quest on game start but it's not meant for mid game saves since the perk and associated abilities are tied to a custom race. I will not, however, install SKSE again. It requires a mod manager which I refuse to install. It also has too many requirements and/or dependencies to make it worthwhile. I had it installed along with racemenu and the xpme (likely wrong acronym) for skeleton mods. Never could get any of it working and I followed all the directions to the letter with the exception of installing a third party mod organizer which is likely why. Installing all those made my insanely expensive and fast PC run this game like it was twenty years old. FPS was at an all time low of 10 - 15 and CPU was at 100% all the time. The game was totally unstable with more than a dozen CTD in the first hour alone. No, I'll pass on SKSE and the like for now. This incident did teach me to back up my mods though, something I ought to have known. I deleted everything in the data folder and let Steam redownload the game files and had to start my mod over. No big deal, it's always fun to lose three weeks of work to stupidity and it was that indeed. Still, thank you so much for the reply here and the attempt to help. I should have noted that I wouldn't reinstall SKSE. If it cannot be done without that, I don't need it. :smile: EDIT: My scripting issue was due to the scripts folder having been deleted. I uninstalled CK and deleted it's INI which forced it to behave as if a first run which restored the scripts folder. (I ought to note that this was noted on several forums but not one of those posts had the required folder path right.) Go figure.
  5. 12 days now and still no answer.... I know you people don't like to share the info I am needing and the resourses onlike detailing script are ambigeous at best, totally wrong in most cases. I finally got CK to actually let me into the script editor... of course, now I have to find the correct method to send a single command to the game engine.... Game.GetPlayer().AddPerk(MyPerkToAdd) that's all I want it to do but, of course, it fails to compile. I am not new to scripting. I did a lot of it in NWN using NWScript so I know this script needs something more. I've reviewed over a thousand scripts and most, if not all, use an OnEvent() function. Is there a list of events I can review to properly assign one? Not that I can see. It's no wonder this game has died with the entire modding community refusing to share information like this. At least the NWN community isn't so closed minded about things. I am hoping someone, anyone, can lend even a hint at a tidbit of info concerning this but I dont expect it. Not based on what I am seeing from the community. Script as is now (edited to keep my names mine)....: ----------------------------------------------Scriptname ActorXYZ extends ObjectReference Game.GetPlayer().AddPerk(MyPerkToAdd) ; I make the perk already---------------------------------------------- And this is the compiler response:----------------------------------------------Starting 1 compile threads for 1 files...Compiling "ActorXYZ"...%PATH_OMITTED%\Skyrim Special Edition\Data\Source\Scripts\temp\ActorXYZ.psc(2,4): no viable alternative at input '.'No output generated for ActorXYZ, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on ActorXYZ---------------------------------------------- I am not asking anyone to write the script, I am asking for a reference to the format required for the compiler to understand what it is I am trying to do. In NWScript I would have to make it a function, void main(){script commands would go here;} I believethis would be similar but I'll be buggered if I can fins ANY info about it. People just assume that if we're trying to script we know how to script. THey ALL forget that they once had to learn how it all worked.
  6. So I made a custom race with a custom ability (Speak to Animals) and she can "talk" to any animal in the game. I've made all the custom actors needed for my idea to work but I am totally overwhemled by this game's scripting system. The ability is a lesser power usable at will and fired at any animal, even one attacking (has to stop the battle to allow the conversation script to trigger - open). There need be a few conversation options but first and foremost needs be surprise from the animal that this biped is speaking to it and understands. The conversation needs the options to allow the animal to surrender and walk away or to continue the fight and die (hehe) or to become the player's animal companion. Choosing the last would need to convert the attacking animal into the the pre-made animal companion actor by changing the race. Thus, if it's a bear, it would change the race to CompanionBear. A cave bear would become CompanionCaveBear and so on. As said, I've made one for every race (including the chicken and rabbit) except flying ones since I doubt they can work. By converting the creature's race, we need not change any scripts on the target animal. Should make it easy. I would also need a follower satisfaction script on the follower to encourage the player to feed his companion and such else the animal might leave the follower. Anyone interested simply send me a pm or respond here. Thanks
  7. I have no idea what any of that means but TBO it's more important that someone responded than that I understand it... I've done scripting for NWN and NWN2 but this scripting is too limited, it's like they dont want to let us do what we want. Thanks though; maybe one day it's make sense when I'm to old to be able to use it.
  8. Is there any way to make a magic effect that doesnt use concentration (holding the mouse buttons) but consume magica per second while active and dispel when magica is exhausted? Also need a second effect tied to the first that also dispels when the first does. I also want the ability usable a certain number of times per day. I been tinkering in the CK with this for a couple days now without any real success. Any thoughts would be appreciated.
  9. Thanks I was kind of hoping to apply it automatically at character creation. I figured out how to give abilities and such from looking at the race list. Just cannot figure how to auto give a perk at all and nothing I've tried has worked. (No indication in active effects.) I even made my own custom race and this would be the final ability to make her viable.
  10. New to Skyrim and to the creation kit. I dont have the script thing installed and would prefer not to for the time being. Let me adjust to the vanilla before trying to install extras. Anyway, disappointed with the game and how fast we level, I am in the creation kit trying to impose some kind of mod to reduce skill leveling by 50%. I have looked through the files and CK and I think I figured out how B did the boosts for the stones (thief, warrior, and mage) and I can imply duplicate those effects and change the multiplier. I am confused how the effect is applied to the player character as a permanent constant effect. From what I am seeing, they're using spells and they apply a specific named effect with no variable so either it's hardcoded or I'm missing something. Please don't send me links to sites with tutorials on scripting. I've likely visited a hundred such sites in two days and found most, if not all, utterly useless. If it cannot be done in the creation kit as a constant fire and forget effect then I'll discard the notion. I've even duplicated a perk that would actually do what I want if I could find some way to give the perk automatically. I won't use the console. Thanks id advance. I look forward to any response.
  11. Not one reply to this question in three years? I just got into the game and downloaded the CK and, amazingly, the same exact thing happens here. No data loads. Should have figured. I was going to ask the community about it but it seems there is no community.
  12. The medium and large refiners both work without any power source. This is an error in my opinion and should require either fuel or power or both. Any genius modders want to tackle this?
  13. spoke too soon; while the base spells work as intended, casting an enlarge on someone who is reduced fails to dispel the reduce and same the other way... but, hey, at least the radial works if nothing else does
  14. For two years I have been struggling with creating radial spells using every resource I could find by searching with Bing and Google. I was never able to get it working (until last night). My radial spells would always give the correct number of spells but they were always the same exact spell. I found a tutorial on the Vault detailing how they edit the feat ID in spells.2da to make radial spells work. I followed their math perfectly and, nope. Same exact spells in each radial. Using their math as a starter, I took the druid's wildshape spells and found a pattern. I should say found the pattern. Taking the wildshape_bear FeatID and dividing by 65536 I had an exact integer 1008. I subtracted the wildshape_bear spell ID (401) and had 607 left. I used the same math on the other wildshape_ forms and every one had 607 left. So I took my spells ID numbers and added 607 and multiplied by 65536 and entered the result in their FEAT ID column and, like magic, the radials worked. This may not be news to some, but it is a MAJOR breakthrough for me. So the formula to add radial spells (for my game) is: (SPELLID + 607)*65536 Every tutorial out there had me adding the Spell ID of my radial to the Feat ID and then multiplying. Ugh... Well, my Janni race now has his properly working Change Size ability usable twice per day. (He can choose to enlarge or reduce a creature's size. The radial allows the player to choose which is to be done.) YAY!! Hope this info helps someone else!
  15. I asked that last question because the toolset script editor has taken to do something rather odd. I had (it's been changed) a function that would assign 3 variables to the selected weapon for use later in the main script. These were the item property id numbers for the improved critical, weapon focus, and weapon specialization bonus feats for that specific weapon. My function assigned these values after I went through the ip_feats 2da to get the values since the toolset actually lacks those constants (and many other bonus feat constants). Now, when I select the text of the function in the main script it normally shows the function parameters so we know how it needs to be called. In my toolset, when I select the function, random text appeared that had nothing to do with the actual function. I assumed this was my fault so I removed the function and again made a custom 2da from which the script draws the information from if those bonus feats are chosen. I am now considering instead to make another include that simply has the constants as I think accessing a 2da slows the game, especially if its accessed a lot. A constant file include file would be more efficient, in my opinion.
  16. I split the +x enhancements and +damage bonuses out of the misc group so they're never duplicated. I like the idea of splitting the misc group though. I would have to weigh which properties are for higher level weapons but I think I can handle that. This way no duplicates. After I posted this I saw what I assumed was a duplicate draw: Bonus damage Electrical 1 but then realized the script selected electrical bonus damage and the weapon was adamantine which adds 1 electrical damage. I changed this so now if the script randomly selects electrical bonus damage on an adamantine weapon it upgrades the damage instead of duplicating it. As to the option 2, I have the script checking for the property and I had assumed I had the script set to select a new property and keep checking until one is selected that doesn't exist. The logic is sound, no duplicate properties should manifest. the script, however is likely running so fast that it is selecting a fourth property before the third property is actually added to the item thus bypassing the duplicate check because at the exact moment the item is checked the property doesn't yet exist on the item. I am considering a small delay routine after adding the misc properties that will loop until the property is finished being added thus making the rest of the script wait until the property is actually written. I am not sure if this will lag the creation process though. is it better practice to keep frequently access functions inside the main script or the include?
  17. So I made a custom script that randomly generates a weapon and randomly applies properties. I plan to set the power of the weapon that is created as variables that can be set on the placable calling the script. Right now I have the weapon's power based on a 1d20 roll with 1 being a simple +1 or energy damage boost or other misc property. The more powerful weapons this has created has boggled even my mind but I found a flaw I thought I had scripted to prevent. On the more powerful items it can draw 1, 2, or even three random misc properties and I considered and tried to script a routine to prevent duplicates but... well, on my test chest and out of 30 draws I saw duplicates at least twice. My guess is the script is running so fast, it's applying two powers at the same time or something like that. Anyway, I wonder if anyone might suggest a way to help prevent the doubling of properties. So far, I saw keen doubled and Massive Crit 3 doubled. I am also looking for a naming routine to name the created weapons... as is, they keep the exact name as the base item the script generated. note: this script uses a custom 2da to draw the tags of the base item from.
  18. I have to send you a personal chat to send the link from my google drive, I don't want the google info public. Permission?
  19. no idea what that means; I understand the skeleton part, the faces zipped over my head. its a model of a bear character I have been given and I was hoping someone with more learning than myself might look to see if its possible to import into NWN2. I would have to send a copy of the file but before I do I need to get permission from the creator of the file. Thus I sought interested persons. Sorry to be a bother. I'll just be going now. Oh: thanks for the reply... it meant something to me... anyway... edit: Nevermind, was going to post a link but the chat wont let me paste anything. So stupid, that is.
  20. Exactly the response I've come to expect in these forums.
  21. requires a download that sets my av to screaming; haven't had that happen in years
  22. Old thread, yes... but would someone out there be interested in trying to convert an fbx model acquired from the internet for use in NWN2 for me? I have read near every post in this thread and I am certain that al this is way beyond my knowledge. Please note that the model was not created for NWN2 so may need some editing to be compatible before converting. I tried using the tool but even that is confusing to me with all the naming conventions and such to make it more complicated than It needs to be. That any of you can do this makes me so impressed and, well, envious. Anyway, if anyone wants to attempt it I will post the file.
  23. thanks, not entirely sure how to use these but appreciate the response
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