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Rasikko

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Everything posted by Rasikko

  1. I think it has to be hijacked via scripting through translating the vertibird. Things like pitch, roll, yaw, thrust, etc, all scripting.
  2. That event is useless for pipboy as has been said, and Bethesda has never commented on why. I think they always intended for us to mess with actual terminal references andby extension the holotapes within them.. Another thing that's trippy is the OnMenuUponClose event thing, the holotape strings don't work when you use the pipboy as well heh.
  3. 52,000 people probably had encountered bugs, said nothing and just uninstalled. I remember back when I was actively modding for Skyrim, I got like 2 bug reports and they didn't follow up, so I assumed they just uninstalled it. That's just as bad as the "help your mod don't works(with no info on what exactly doesn't work)" and "your mod don't works (because I can't read read mes)) as you don't know what to fix, if anything needs fixing, if they don't follow up.
  4. Ah that code is for oblivion and I think the order is different for Skyrim, which is ZYX, and this order doesn't change. I'm testing this and what's annoying but interesting is that the changes to X and Y are not reflected in the Reference Window until after the Z rotating is done in the Render Window. Changes to the Z in the Reference Window doesn't change the X and Y angles even after hitting OK. It's a dynamic change exclusive to the Render Window(well makes sense as you're technically in the game), making it really hard to test and figure out the math required >_____________>. Ok so I rotated a skull 90 on X angle(the skull is on its face with this angle) Y and Z are 0. I change the Z to -90.0 (top of skull is facing east) X changed to 180.000 even Y changed to 89.9802 so... X -180.000 Y - 89.9802 Z - -90.0000 This is useless because the values aren't static. If I rotate it 90 the other way, X is 179.xxx. If I rotate it back to -90, X is 179. So much for hoping to use regular math lol.
  5. That's fine but I REALLY didn't see any harm done with your post and it's clear you were talking about the topic with the video describing your problem, i.e. telling me to go take a look.
  6. I didn't say that under the assumption that you already knew that, I said that as a way of assurance. There is still many mysteries within the game that is left to be solved.
  7. Uhm.... ^^;;; I don't believe bridges have been burned, at least not on my end. For the longest time now I've not felt disrespected by anyone on this side of the forums. I believe there is a misunderstanding.
  8. Pretty sure antsubell is referring to his recent topic, but I do appreciate your concern. :)
  9. You have the leave and reset buttons swapped. If iButton == 4; leave ; do nothing Return EndIf If iButton == 3; reset debug.notification("Sending To Reset Time Function") ResetTime() EndIf When you hit leave (3) it calls resettime when you intended that to be for button 4. Edit: I make this kind of mistake all the time :P and am always happy to see it because it's simple to fix lol.
  10. For big files, you have to break them up in parts. This is what folks had to do during Oblivion modding heyday. It was nothing for Martigen's Monster Mod to climb over 1g.
  11. The reverse can happen as well, can't load the CK because steam is holding the process hostage. The only way is to restart steam.. sometimes you gotta kill this process called booststrap or whatever its called. This is rare for me though.
  12. I will rephrase what I said about the checking: The condition system processes the statements every second. This has been confirmed so very long ago. I can't say for certain what are the ramifications of having abilities/spells/magic effects/perks that run conditions along side scripts that have polling of some kind. If you want to at least get a handle on optimizing your scripts, something you have control over, then I could suggest making use of Debug.StartStackProfiling()/StopStackProfiling(), and see if your scripts are too slow (I usually try to get mine under 1s), it's in milliseconds, so you'll need to convert to seconds. It will tell you what functions are making other functions "wait" (queuing) and how long this wait is(for example, pretty much any function that returns a reference is gonna take time to return). The beauty of papyrus is that you don't necessarily need to put everything in one script, slower operations can be called elsewhere - running in parallel.
  13. Return does two things. For functions with return values, return will return that value(no pun intended). Int Function GetSum(Int aiNum01, Int aiNum02) Return aiNum01 + aiNum02 EndFunction This also serves to exit/finish the function, the other thing Return does. For menus, return will exit the menu, all I understand with this one is like if you want to make a cancel button which closes out the menu all together. For multiple conditions, including nested conditions, it may not be necessary to use Return unless you need it as a failsafe. The function/event normally exits when everything in a given condition has been met, however if you believe there could be some reason it may break(debugging is basically trying to break it and then add a prevention method), you could use Return to force an early exit. For functions with return values, you can't just use return by itself, you have to return the value that the function expects. Some examples: I wish I could think of an actual "broken" scenario but this the best I could come up with.
  14. Ok that really eliminates the need for a script at all, since you can just use a quest that adds the ability from the alias. I'll be sticking to that from now on when adding perks.
  15. Can use a quest script and then Game.GetPlayer().AddPerk() in Event OnInit() I think a non scripted was is to add an ability that can apply a perk.
  16. Abilities with conditions check every second. Spell conditions affect what will happen to the spell when it was attempted to be cast, it has nothing to do with magic effect conditions, which affect the effect that is attempting to be applied. Spell conditions in this case take priority for they must affect the target in order for the magic effect to activate and read its own conditions. This is a logical guess.
  17. https://www.creationkit.com/index.php?title=SetAngle_-_ObjectReference Maybe the notes provided by a rather talented modder on the Set Angle page can help you fix it yourself, I think. I'm not good with trig at all myself. Also not sure if this well help but it's another example of rotation scripting: https://www.creationkit.com/index.php?title=Spatial_functions_and_snippets
  18. Yeah you can filter spells by their keywords and then conditionalize access through other keywords/other means. Perks are underrated. You can do some seriously BROKEN crap with perks lol. https://www.creationkit.com/index.php?title=Perk_Entry_Point
  19. I think stacking can be done if both affect the same thing, don't have a dispelling keyword and the Effect ArchType is Value Modifier. So if A effect increases skill by 10 and B effect increases said skill by 10, the skill is increased by 20 in total. What I'm not sure about is stacking by doing the same action before the duration runs out. Like if you keep applying B effect 50 times, would that increase the skill by 50, for a total of 60(A effect + 10).
  20. Try this, but use OnCellAttach because it's more reliable than OnCellLoad AUTO STATE CellLoading Event OnCellAttach() GoToState("ExampleState") AddInventoryEventFilter(...) akSpeaker.OpenInventory(true) EndEvent ENDSTATE STATE ExampleState Event OnItemAdded(..params..) ....whatever you want to put here... EndEvent Event OnObjectUnequipped(...params..) ....whatever you want to put here... EndEvent ENDSTATE I was being lazy not adding the parameters for the events lol. This is a 1 shot script, meaning the cell check will only happen once, unless you want the state to keep reverting back to auto.
  21. Actor playerRef Event OnInit() playerRef = Game.GetPlayer() EndEvent Event ..... EndEvent Function .... EndFunction Never have to worry about multiple calls to GetPlayer().
  22. I can definitely say cell respawning doesn't work properly with standard time passing. Some cells do, some of them don't, some of the do but wont clean up the previous things from the last "reset". Fallout 4 is bit of a technical mess(but Skyrim is much worse).
  23. The game recognizes all kills from followers and summons as player kills. This is an inconvenience most of the time, but in your case not at all.
  24. The game already has the player as an alias in over 100+ quests so unless you plan to go beyond that, I don't think there's any real issue, outside of OnUpdate registrations of course. If you mean having multiple scripts attached to the same player alias, no idea.
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