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Elias555

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Everything posted by Elias555

  1. Then you'll have to find someone with the same passion to the project as you. It's nearly impossible to find people who will stick around, especially considering the games age. Good luck.
  2. I strongly suggest you have all the lines completed and the entire script given to the VA so they can be done with the work in one sitting. Don't keep adding things after they've finished with the expectation that they'll still be there. Make sure you're happy with the script and you don't plan to add anything else!
  3. I'm making an enhance shield spell, similar to the enhanced weapon archetype but I've run into some trouble. This script applies the enchantment to the current equipped shield. It's in the magic effect. Problems: Doesn't re-equip the shield once the spell runs out. Enchantment shader only plays while in an inventory or on the floor. This magic effect is responsible for removing the enhanced shield effect if the player decides to unequip the shield before the spell ends. Problems: Switching to a spell or dropping the weapon doesn't count as unequipping It has a while loop. I've been struggling with this for a while now and I'm willing to give my left nut for the solutions. ANY help is appreciated.
  4. Are you testing on a save that has already seen the quest?
  5. I've edited the first post so you don't have to read the whole thread to catch up. I really need help with this, I'm one of those people who can't move forward until he gets passed a step.
  6. Conjured creatures or ones you can find, talk to, trade etc?
  7. How can he use that function when it only checks the type of weapon equipped in each hand, not what the actual weapon form is? If Aslan's weapon is in left hand and another weapon of the same type is in the other hand, then both magic effects will apply when only the left-hand-effect should. Or am I missing something? My thinking is to add a layer to the checks starting with that one. If it worked we could continue adding conditions.
  8. In the enchantment. Open each of the effects and add the condition to each. Play around with it and see if the condition changes anything.
  9. What happens when you use GetEquippedItemType under each enchantment?
  10. To be honest, I like the questline more than the house. But no, it isn't too much. Most players are going to like that you have to put some effort into getting the deed and not just throw money at it. I still think it should come with a price some how. You could have to pay a sum to the closest Jarl to get the deed transferred to the PC name or something.
  11. This is in the enchantment effect script, the effect will never finish. I need to make a few changes to your script to get it to compile. Give me a sec. Okay, I see what was wrong now. I shouldn't have combined your script with mine like that. This works to 'remove' the enchantment if unquipped but not if player equips something else. I also don't like that there's a while loop. Now here's the first script, the applier. When the spell is finished the swap is made but I can't get the shield to re-quip. STILL NO VISUALS!
  12. I tried both and that was the last thing I tried so I posted that but neither worked. Passing none compiles but causes CTD. You can't enchant an already enchanted item, so a blank enchantment won't work. Edit: I think I'm getting somewhere with this. It gets removed but not replaced at all. I did make sure to have the AddItem first. Scriptname _AceTestingScript2 extends ActiveMagicEffect Armor EquippedShield Event OnEffectStart(Actor akCaster, Actor akTarget) EquippedShield = Game.GetPlayer().GetEquippedShield() Armor BaseShield = Game.GetPlayer().GetBaseObject() as Armor ;ObjectReference BaseShield = Game.GetPlayer().GetBaseObject() as ObjectReference While Game.GetPlayer().GetEquippedShield() == EquippedShield Debug.Notification("shield is equipped") If Game.GetPlayer().GetEquippedShield() != EquippedShield Game.GetPlayer().Additem(BaseShield, 1) Game.GetPlayer().RemoveItem(EquippedShield, 1) EndIf EndWhile EndEvent BaseShield returns with None. Damn, I really thought that was going to work.
  13. What, how? A quest alias? Any ideas on how to get rid of the enchantment when the spell ends? I was hoping that I could make a switch but If you or anyone know a better method I'd like to know.
  14. Does it fire when you hit an actor? I think that FF, Aimed scripts will only fire when they make contact with something that can be affected by the spell.
  15. WHY! Is there a workaround? There's no RemoveEnchantment function either. What have I got myself into? Scriptname _AceTestingScript extends ActiveMagicEffect Enchantment Property MyEnchantment Auto Event OnEffectStart(Actor akCaster, Actor akTarget) WornObject.SetEnchantment(Game.GetPlayer(), 0, 0x00000200, MyEnchantment, 1000) Armor EquippedShield = Game.GetPlayer().GetEquippedShield() Game.GetPlayer().UnequipItemEX(EquippedShield, 2, False) EndEvent Just found UnEquipItemEx. Not sure how it works because it's not unequiping the shield but it is 'refreshing' the enchantment so now it functions again! Still no visual or method to remove the enchantment. For disenchanting I tried attaching this script to the enchantment but nothing fires. Scriptname _AceTestScript2 extends ObjectReference Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) Armor SelfShield = Self.GetBaseObject() as Armor if akNewContainer && !akOldContainer akNewContainer.Additem(SelfShield, 1) akNewContainer.RemoveItem(Self, 1) EndIf EndEvent Event OnEquipped(Actor akActor) Debug.Notification("We were equipped by the player!") EndEvent
  16. Perfect, thank you! I went with the second one and it applies the enchantment only to the particular shield. Same visual problem, but I'm glad that part's finally done. Edit: I now have to manually unequip and re-equip for the enchantment to take place. This doesn't work for some reason. fml. Scriptname _AceTestingScript extends ActiveMagicEffect Enchantment Property MyEnchantment Auto Event OnEffectStart(Actor akCaster, Actor akTarget) WornObject.SetEnchantment(Game.GetPlayer(), 0, 0x00000200, MyEnchantment, 1000) Armor EquippedShield = Game.GetPlayer().GetEquippedShield() Utility.Wait(0.1) Game.GetPlayer().UnequipItem(EquippedShield, False, False) Game.GetPlayer().EquipItem(EquippedShield, False, False) EndEvent
  17. I don't get it. SetEnchantment already exists and it functions here: Armor EquippedShield = Game.GetPlayer().GetEquippedShield() EquippedShield.SetEnchantment(MyEnchantment) How can you have two functions with the same name? It compiles when I make it an event, but this doesn't: Scriptname _AceTestingScript extends ActiveMagicEffect Enchantment Property MyEnchantment Auto Event OnEffectStart(Actor akCaster, Actor akTarget) SetEnchantment(Game.GetPlayer(), 0, 0x00000200, MyEnchantment) EndEvent Error: SetEnchantment is not a function or does not exist. I tried kSlotMask39 as well it and "variable kSlotMask39 is undefined".
  18. Yeah, tried a different shader and the same thing, works in the inventory or on the ground but not when held. I have no idea how to use SetEnchantment event without an example. Event SetEnchantment(Actor akActor, Int handSlot, Int slotMask, Enchantment source, Float maxCharge) int kSlotMask39 ;shield akActor = Game.GetPlayer() slotMask = kSlotMask39 EndEvent
  19. Alright, I got the effect to apply but not visually. It applies to all shields with the same base object and I don't know how to make it only the object reference in the players hands. I also need a way to remove the enchantment if the player decides to drop the weapon. Anyway, one thing at a time. Visuals don't appear on the shield while it's equipped on the player but appears when in containers, inventory, on the floor. Scriptname _AceTestingScript extends ActiveMagicEffect Enchantment Property MyEnchantment Auto Event OnEffectStart(Actor akCaster, Actor akTarget) Armor EquippedShield = Game.GetPlayer().GetEquippedShield() EquippedShield.SetEnchantment(MyEnchantment) Game.GetPlayer().UnequipItem(EquippedShield, False, True) Game.GetPlayer().EquipItem(EquippedShield, False, True) EndEvent Edit: I had thought of adding a check to make sure the player has the shield equipped but I still don't get why the enchantment shader wouldn't work. It's the same shader I'm using for a weapon enchantment.
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