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Everything posted by lofgren
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I believe the delay is to give you an opportunity to kill any witnesses before the crime becomes "official." One way of getting witnesses is to use an alias that fills with the conditions GetDetected and GetActorValue Morality. Seems to work very well, though obviously limited because you would need an alias for every single actor you wanted to affect.
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SSE Prevent the player from running
lofgren replied to lofgren's topic in Skyrim's Creation Kit and Modders
Thanks. Preventing sprinting is actually easy, because it can be toggled through an animation bool. -
SSE Prevent the player from running
lofgren replied to lofgren's topic in Skyrim's Creation Kit and Modders
Doesn't the PC still run when you change their speed modifier, just slower? -
SSE Prevent the player from running
lofgren replied to lofgren's topic in Skyrim's Creation Kit and Modders
Aaaaand spoke too soon. I never knew what an input layer was because it is a Fallout thing, not a Skyrim thing. -
SSE Prevent the player from running
lofgren replied to lofgren's topic in Skyrim's Creation Kit and Modders
THANK YOU. I have been searching for a solution to this problem for literally years and I never even knew what an input layer was. -
I've been trying to search Google for this, but the results are too cluttered with other definitions of "run" and with players trying to solve bugs. Has anybody found a nice clean method for preventing the player from running? Specifically I want them to be unable to run when under the effects of a particular spell. So far the only method I have found is encumbering them, which also slows their walking speed. Any help would be appreciated. Thanks.
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SSE Invisible Weapon in Right Hand
lofgren replied to lofgren's topic in Skyrim's Creation Kit and Modders
Sweet, thanks! -
SSE Can't seem to get OnKeyDown to work.
lofgren replied to ArrowFX's topic in Skyrim's Creation Kit and Modders
Sounds like you need to reinstall SKSE. Although why your other SKSE functions are working, I have no idea. -
SSE Can't seem to get OnKeyDown to work.
lofgren replied to ArrowFX's topic in Skyrim's Creation Kit and Modders
I don't see where you unregister for keys. That's going to be an issue. If you look at Form.psc, is RegisterForKey there? -
SSE Can't seem to get OnKeyDown to work.
lofgren replied to ArrowFX's topic in Skyrim's Creation Kit and Modders
Which line is 1770? -
SSE Can't seem to get OnKeyDown to work.
lofgren replied to ArrowFX's topic in Skyrim's Creation Kit and Modders
Actually, looking more at your script, I see a number of odd things, but it's a bit hard to tell because you are using some nonstandard coding practices. (Which is fine! Just makes it a little harder for an outsider to parse.) -
SSE Can't seem to get OnKeyDown to work.
lofgren replied to ArrowFX's topic in Skyrim's Creation Kit and Modders
Well what kind of errors? There's no reason you should have to declare a native function in your script. -
SSE Can't seem to get OnKeyDown to work.
lofgren replied to ArrowFX's topic in Skyrim's Creation Kit and Modders
Why do you have Function RegisterForKey(Int KeyCode) Native in your script? -
SSE Level player up through script - can be done?
lofgren replied to antstubell's topic in Skyrim's Creation Kit and Modders
Leveling up in Skyrim is not a reward unless you have the skill ranks to compete at that level. Leveling the player without increasing their skills is significantly to their detriment, because enemies get tougher while the player doesn't improve at all. You might be better off letting the player pick, say, ten skills to automatically gain a rank in. If they pick their higher rank skills, they'll probably increase a level. If they pick their lower rank skills, they probably won't increase in level, but in that case they probably don't want to increase in level because they are trying to improve a low ranking skill to the point that it is viable at their current level before they go increasing level again, and the game world gets harder. If the bonus you are looking to give the player is the +10 in an attribute, I would suggest just giving them an ability that boosts that attribute, because again otherwise you're actually penalizing them for completing your quest. -
SSE GetEquippedItemType. Are duplicates the same type?
lofgren replied to antstubell's topic in Skyrim's Creation Kit and Modders
The condition function that runs on spells and perks and returns the same numerical values detects animation type, but if that was the case for the papyrus version then I would have thought your lantern would be treated as a torch. I know for example IsTorchOut recognizes other lights besides the basic torch. "Is my lantern a torch" sounds like a very challenging philosophical question. -
SSE Is there an event for eating?
lofgren replied to antstubell's topic in Skyrim's Creation Kit and Modders
Both OnEquip and OnSpellCast will fire when an ingredient is consumed. The script should work regardless of the effect type. Did you: 1. Fill the property? 2. Compile the script? -
Anybody have any idea what would cause a weapon to not appear in the right hand when equipped? The weapon appears sheathed, but remains in the sheathe when the PC draws it. The hand appears empty, but makes sounds and strikes as if the weapon is held in it. The weapon is the honed Falmer dagger from Heavy Armory, but I suspect it's suffering from a more general bug rather than something unique to this one weapon. The sheathe always appears at the PC's hip, regardless of which position I have set for my daggers in the XPMSE menu. The weapon appears just fine in the left hand.
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Quest markers take locked doors into account. Does the NPC lock her door sometimes? Most do. When the quest marker is on the other side of a loading door, the nearest loading door is what the game uses to determine distance, regardless of how much distance there is on the other side of that loading door to get to the target. Quest markers do not (I am pretty sure) take fast travel into account, so the player fast travelling is not relevant. If the entrance to the dungeon is a closer walk than the entrance to the house, the marker will point to the entrance to the dungeon. I wouldn't call this a bug by any stretch. It's just the way this game system works. If you want to guarantee that the player goes to the house, then I would have the quest marker point to the door to the house until the player enters, and then update it to point to the NPC.
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I've been working on a mod that uses the Apply Combat Hit Spell perk entry. After editing the perks a bit, they stopped working. This was completely safe to do in Skyrim, but in Fallout it appears there are some bugs associated with the entry. While casting about on the internet, I found speculation that the perk entry stops working: When the perk is edited in the CK Randomly when moving between cells For whatever reason Removing and re-adding the perk doesn't seem to help. I was wondering if there was any more up-to-date information that I didn't find. Were the limitations of Apply Combat Hit Spell ever determined? Is there any workaround, for example removing the perk before editing it? For now I've been starting a new game to test, but it is less than ideal. Clearly the perks acquired during the course of the base game don't suffer the same problems – unless they do?
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I would guess that most mods that modify that list do so by script to preserve compatibility.
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When I went to bed last night, my brand spankin' new Skyrim install was working. When I try after work today, it won't launch. Somebody get over here and fix this.