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Everything posted by Rasikko
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SSE Body Disappear after death Script
Rasikko replied to morismark's topic in Skyrim's Creation Kit and Modders
Are you trying to simulate your own version of the dragon soul absorption sequence? I believe you can "fake it" by using its FX rather than using the code from the dragonactorscript. -
SSE Body Disappear after death Script
Rasikko replied to morismark's topic in Skyrim's Creation Kit and Modders
Template Data is data that is inherited from the base actor that is linked to the actor(the drop down). When you use "Use Script" it will use the script on the base actor instead. -
SSE Body Disappear after death Script
Rasikko replied to morismark's topic in Skyrim's Creation Kit and Modders
I don't know. The syntax is correct. Alternatively you can call Delete() which will remove the reference from the game entirely. Disable just removes the 3D but the reference is still there. Google Translate(assuming you're italian like your profile states): Non lo so. La sintassi è corretta. In alternativa puoi chiamare Delete () che rimuoverà completamente il riferimento dal gioco. Disabilita rimuove solo il 3D ma il riferimento è ancora lì. -
I've never tried this but you could probably do that with xEdit.
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Can you give an example of one of those NPCs? For ones I've ran across that use both the ability and the script, Beth was being fancy with trying to simulate the ghosts "phasing" in and out of existence every time they are hit with a weapon. This is done by turning off the shader and turning it back on. The script function appears to override the ability in this manner. Also, the ashpiles needs to be applied when they die.
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SSE Actors not using Quest Routines or equipping items
Rasikko replied to Domenicus7's topic in Skyrim's Creation Kit and Modders
Try adding a small wait between additem and equipitem. I don't remember why, but sometimes it's necessary to do that when certain functions are called behind each other. Utility.wait(0.1)- 1 reply
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- papyrus
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Long condition statements containing multiple short circuit operators(&& and ||) confuse me so I divide them when they get especially long.
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Let me think on that logic. Break up the logic so it's less confusing If dz_mcm.head_toggle == True && !Target.IsInCombat() if env == "playerh" || env == "dwelling" ; stuff else ; stuff endif else ; stuff endif So if any of those first statement is false, the || statements wont run at all. (yes nested if statements is possible) The statement in your post is basically this: if any of those are false, the body of the statement wont run.
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You are right to feel wary, for locations can be vast, or they can be a single cell. If you expect this to work in interiors, the location must be set to the interior only and not any exteriors, or it will fire as soon as you get the cell that holds the entrance/map marker. Thus this isn't reliable for vanilla locations.
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Can they though? Name one stable, well executed, well paced, well WRITTEN game that Bethesda Game Studios has ever made. The entire series. Edit: HeyYou - you can set it up where The Task Manager Window always is on top of other windows.
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[LE] Condition to Check for Summoned Actor?
Rasikko replied to Haravikk's topic in Skyrim's Creation Kit and Modders
https://www.creationkit.com/index.php?title=IsCommandedActor ? -
https://store.steampowered.com/app/72850/The_Elder_Scrolls_V_Skyrim/ https://store.steampowered.com/app/211720/The_Elder_Scrolls_V_Skyrim__Dawnguard/ https://store.steampowered.com/app/226880/The_Elder_Scrolls_V_Skyrim__Dragonborn/ They are unlisted and thus unsearchable as previously stated, but for obvious reasons they were not physically removed from the store. All you need is to find someone who has owned the original everything Skyrim prior to LE as they will have all the links to each of the store pages. You can thank me later.
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LE Damage Resistance While Knocked Down
Rasikko replied to SwissxPiplup's topic in Skyrim's Mod Ideas
This can be done with a perk. Mod Incoming Damage ~ choose how you want the damage to be modified. Perk Owner Condition: GetKnockedState --- Set it to: == 2.0000 Edit: Wrong thread/forum, I thought this was in the CK forum D:. -
[LE] Quest scene refuses to start
Rasikko replied to GoblinSlayeru15's topic in Skyrim's Creation Kit and Modders
The scene has probably started but the B actor is not doing what he's supposed to do, leading to a stuck scene. Check his packages, as I assume you have one on the B actor so that he knows where to run to. -
[LE] Reliably Getting Size of an Actor
Rasikko replied to Haravikk's topic in Skyrim's Creation Kit and Modders
It's not and even if it were, I don't think it would be useful to you. I went through the entire race list (vanilla skyrim only) Race | Size Dragon XL Giant XL MammothRace XL UndeadDragonRace XL AtronachFrostRace L AtronachStormRace L BearBlackRace L BearSnowRace L DwarvenCenturionRace L FrostbiteSpiderRaceGiant L ElderRaceVampire S MudcrabRace S SkeeverRace S SkeeverWhiteRace S SprigganSwarmRace S SwarmRace S WitchlightRace S All that aren't listed are Medium size. -
SSE Infinitely Repeatable Quests
Rasikko replied to DefinitelyNotLordEnglish's topic in Skyrim's Creation Kit and Modders
I'm looking in the files for some of the quests (Such as The Dark Brotherhood Forever and Fetch me that Book!) and I'm not seeing any kind of Reset() function. I am seeing a lot of Stop() functions at the end, however. Am I looking in the right place? I'm in the Papyrus Fragment tab of Quest Stages. Thanks for the help! Reset appears to not be necessary to restart a quest. SetStage can do this as well. Therefore the DB Forever is reset from the DBRecurringControlquest, IF the DB Forever quest has reached stage 200 or higher, which at that point the stage is set back to 10. The quest must first be stopped in order for any stage changes to take place(SetStage is coded to also start the quest and subsequently set the stage), that's why you see stop() at the very end. Polling is also required to keep checking to see if the DB Forever quest has reached 200. It's hackey on BGS's part but they probably couldn't think of another way to monitor the stage status of the quest, and it may be that Reset() was introduced afterwards. These scripts are fairly old. For the Civil War quests, there's a comment from one of the developers wishing they add arrays for example.- 4 replies
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SSE Quest Data
Rasikko replied to DefinitelyNotLordEnglish's topic in Skyrim's Creation Kit and Modders
Specifies what kind of quest it is. None = it falls under no specific type of quest.- 2 replies
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- creation kit
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