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Elias555

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Everything posted by Elias555

  1. I like the idea, lots of work though. If anyone does decide to pick it up I suggest you don't use vanilla actors, create a school and have it done there with 6 voice actors and in blocks of 5 levels instead of 1 by 1. Far easier than editing each vanilla actor and causing many incompatibilities and having to create individual training areas for each actor.
  2. I had a go but I don't think this is the smartest way. In the MGEF, FF, self: Scriptname AceRunePlacingScript extends ActiveMagicEffect Actor Property PlayerRef Auto Message Property AceOptionsMessage Auto Activator Property Rune1 Auto Activator Property Rune2 Auto Weapon Property Rune3 Auto ;testing if I can place it Event OnEffectStart(Actor akTarget, Actor akCaster) Int Chosen = AceOptionsMessage.Show() If Chosen == 0 PlayerRef.PlaceAtMe(Rune1) ElseIf Chosen == 1 PlayerRef.PlaceAtMe(Rune2) ElseIf Chosen == 2 PlayerRef.PlaceAtMe(Rune3) ElseIf Chosen == 3 Debug.Notification("Cancel") EndIf EndEvent Problems: Orientation. Can't place on walls. Not self cleaning. Edit:Changed it slightly. It's now a FF, Aimed and the explosion places the activator with the code above then the menu comes up and I can control what to do from there. This means I can place the 'runes' on walls.
  3. Nice voice! Would've preferred to hear some of your Euro accents, fits better into the game. If you make another video could you give a sly/shifty cockney accent a go?
  4. It um, makes them resist fire damage. Problem solved, you're welcome.
  5. I tried the ability method and it didn't work, not that it would matter due to the exploit. I could of course just make the limit higher, that would be easiest but I don't know where those values are changed. I was hoping not to have to create a new system but I can't think of another way. For a new system, I want to use a script for placing and give the player the option to select 1 of 3 runes. I'm thinking PlaceAtMe and then setting it to the ground before it arms itself. How do I force the object to the ground once placed? If you have a better idea let me know.
  6. What does giving the atronach actor a fire resist ability do?
  7. I'm trying to offset my rune spells and only my runes to not count towards the limit. I've tried attaching the script to the MGEF but the MGEF on runes only seems to go off after the rune has already exploded even when using OnInIt(). I'll add the checks later to prevent my count abuse but here's the basic idea I've tried: Event OnInIt() Int Num = 1 ;iMaxPlayerRunes+1 ;not working Game.SetGameSettingInt("iMaxPlayerRunes", Num) Debug.Notification("iMaxPlayerRunes = " + Game.GetGameSettingInt("iMaxPlayerRunes")) EndEvent Not sure what else to try.
  8. Use racemenu mod to adjust them to a shape you prefer.
  9. I like global variables but perks allow for other options and additions. I don't think the difference is a big deal. Adjust bow draw and arrow speed. in skytweak? by deadly i meant significantly hitting, not legolas'ing or hawkeye'ing :D i turned on arrow script in skytweak, everyshot costs 5 and i want to increase damage. I meant in the CK. If all you want is damage then increase the damage or adjust the archery tree values. Maybe try the request section or detective thread if you don't want to do that.
  10. I like global variables but perks allow for other options and additions. I don't think the difference is a big deal. Adjust bow draw and arrow speed.
  11. I've seen something like this in the past, early days of modding. Another one for artifacts enchantments to be transferred to your chosen item. I don't recall the names of the mods.
  12. Yes. You can see the recent files for the last month and there are several big projects yet to be completed.
  13. http://4.bp.blogspot.com/_07OsOk2YFzc/TNNKsZF4bKI/AAAAAAAAADk/Ly3dBKZtLlw/s1600/zz.png I WANT TO WORK WITH YOU-ELIAS
  14. I'm looking to play the voice power animation for a lesser power. I looked into how it was done in convenient horses and tried to replicate it but it didn't work. The mod dev added a condition to the magic effect of his whistle power, GetGraphVariableInt bVoiceReady to run on subject. As far as I can tell, that was it. Does anyone here know how to do it?
  15. I don't think that one was ever finished/released. There is a similar one though, can't remember the name, 1 side has a steel plate, the other was red dragon scales or something.
  16. I went with GetCurrentGameTime() and I'm happy with how it functions! I still don't know how to set the scale though, this was my best attempt: Float TorchScale = TorchObject.GetScale() TorchObject1.PlaceAtMe(TorchOff.SetScale(TorchScale)) ;SetScale is not a function or does not exist Here's the current full code I'm working with, it doesn't have comments like the first post but I'll be renaming things to be more clear eventually: Edit: I think I'm going to need a different method of switching objects, there are so many logs and embers and having a list for each one, checking for each one would eventually slow things down. Any different ideas would be great! Edit2: I have the scaling problem fixed now which means this code all works. It's just inefficient or clever and will have more than 20 FindClosestReferenceOfAnyTypeInListFromRef and if statements in the 1 OnInIt() alone and a clean up for every single one. So if you do have a better idea for the switch, please let me know. Code has been edited too.
  17. lol I did try it, it wouldn't compile and my guess was the incorrect syntax. http://www.creationkit.com/index.php?title=GetScale_-_ObjectReference I'd put it in the OnCellLoad() event of course. So it'll run, do the check then stop checking until the event is called. Gotcha. I'll try both and see what feels more realistic.
  18. As fun that first suggestion is, I want to be able to turn modded cell lights off too. Is GetScale() out of the question? Thanks for that second part. Yea, I didn't add them yet, when I make all the lists I'll make sure they're all there. Does the registerForSingleUpdateGameTime get called everytime the PC enters the cell or just once? What about GetCurrentGameTime() OnInIt and then checking if it's greater than it's number plus another number at the time of re-entering the cell.
  19. That pretty much is the whole script, minus the properties. I haven't tried removing anything, as it's already as minimal as I can make it. That's not what I mean. Remove conditions until the vfx plays then slowly add what you need and see what's causing the vfx not to play. It's just for testing purposes.
  20. It's up to you where you share your mods.
  21. Need some help with my water arrows script. So far I can turn the lights off and then have them turn back on when the player re-enters the cell. I'd like to add time passed as a condition to make it more realistic. The second thing I'm having a problem with is replacing an item to give it an off state. I have managed to make the permanent torches turn off and on but I'm having some trouble with ember piles(due to scaling). If you've got a better/more efficient method for object switching please let me know before I make 30 one item lists. I placed some comments with in the script with what needs addressing. Edit: The code has been updated on post 6, I no longer need to check for re-entering the cell to turn the lights back on but all else is still a problem. The author of sneak tools said I could use his script but I didn't understand the majority of it and I don't remember it being able to turn off permanent torches either. IsharaMeradin, my savior, I need your help!
  22. Cool idea! Playing vfx is a weird one, it annoyed me to no end before it finally worked out for me. How much of the code can you strip away before the vfx plays?
  23. I see no issue. Any issues would come from poorly written scripts in use on the objects. Plus if the objects are pre-placed in the CK then I believe that they won't "clean up". And as the player spends time away from the cell it will eventually be dumped from memory. Save bloat comes from poorly written scripts and in-game placed objects that aren't cleaned up. FPS drop comes from large quantity of data (textures/meshes/scripts) being loaded and ran as the cell is being interacted with. If you see no FPS drop while in the cell, there should be none related to it when no longer in the cell. But that is just my 2 cents, others might have more insight into the subject. I should've mentioned they're not preplaced. The player can create hundreds in a cell if they want to and never come back and only coming back will initiate the clean up. Since they have an OnCellLoad() script attached to every single one, would that mean they're always running or do they just run as the player revisits the cell?
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