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Elias555

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Everything posted by Elias555

  1. I re-installed everything and it's been a while since I had done so and it's entirely possible that I have forgotten a step but iirc, you've got to extract the scripts.rar file if you want to access the script. I did so and I don't see pex files. Which means I can open and edit scripts but I can't change the properties. Where are the pex files located?
  2. Did you try something simple like this? Scriptname Your properties Event OnEffectStart(Actor akTarget, Actor akCaster) If akCaster.MagicEffectStart(STSlowTimeEffect3) == 0 SlowTimeTest3.cast(akCaster) Else debug.notification("Slow time is already running") EndIf EndEvent
  3. I think you're right. Add a condition to the cast, something like if !slowtimetest3.HasMagicEffect() SlowTimeTest3.cast(game.getplayer()) EndIf or a condition to the spell that does the same thing as well as the no-recast. As for the 1 second, add it to the spell itself.
  4. I'm surprised myspell.cast() doesn't work. Why not just make the slow time spell a concentration spell like the others?
  5. The clicking is a pretty common failure. It's the drive failing to get a servo lock because it cannot read the data from the platter. The cause of the read failure can vary though. In any case it's a mechanical problem and no amount of software will be able to retrieve it without hardware modifications. If you have no plans to attempt recovery through a 3rd party, then a last ditch effort is to hope maybe it's a slight alignment issue. If you have the skills to take it out of the pc, do so. Place it in the freezer for 24 hours. I know sounds dumb but sometimes it works. Then remote it to try again. Place it on a paper tower if you can arrange to plug it in without mounting it. If not then don't worry about it. If it doesn't work the first time don't bother repeating as it is unlikely to work even after more attempts. However if it does work and you get some data but the problem comes back, feel free to repeat it. However make sure the drive has cooled down to room temperature before placing back in the freezer. You want to avoid condensation as much as possible. As for the external drive options. The WD Passport drives work pretty good. The small drives like that which are the "portable" externals as I call them, tend to have a higher and quicker failure rate in my experience. The passport is by definition an external hard drive. It's easier to differentiate the types as saying laptop external, or desktop external to signify the size and style of device. In any case I wouldn't put too much thought into it other than finding a reasonably priced drive as I said before, they all will fail. It's just a matter of is it your only copy when it fails. Don't be like some of my naive customers and think putting the data only on the external drive is a backup. A backup is an additional copy besides the original. So the original presumably staying in the pc main hard drive, then the second copy on the external is a valid "backup". But you can always go paranoid like myself with 5+ copies of everything. Edit: Uhh...I just reread that and saw the part you said about opening it up. You opened up the hard drive cover to expose the platters and arm inside? That's a fairly good way to damage the drive. You could still try the freezer trick but if that doesn't work it's pretty likely gone without someone like DriveSavers. What do you mean with that last part? Are the platters light sensitive or something? My first one is samsung and it's lasted around 8 years thus far, the other 2 seagate(the failed one) and WD. I haven't had any problems with WD but I still need to buy another internal hdd. At least that failed hdd let you boot it once more. I hope the methods I've been reading will let me do that. I just need to get the important stuff, shouldn't be more than 200gb. Wow, that's unlucky! I haven't had anything like that happen, thankfully.
  6. Damn. I'm getting a 4tb passport thing in an hour or so and will periodically make back ups. Are passport drives good? I'll look into the link shortly, cheers. I have 1 that's about as old for my OS and it's still kicking, the one that failed isn't even 3 years old. I don't think it's even detectable. Woah, massive post, thanks for all the effort! It makes a tone and then a click sound over and over for approximately 10 times and then it gives up. That happened the day before but it didn't stop for several minutes. I panicked and put the computer into sleep mod, the next day I noticed my CK was closed, and I was missing a hdd. There were no earlier warnings, if anything, Skyrim was starting up a lot faster than usual in my test environment. Playing games felt normal. The CK was behaving normally too. I did open it up to see if there was dust or something but it's surprisingly clean, no scratches on the top disc. I haven't attempted to fix it since it's way outside of what I know. I doubt I'll get it fixed, it's way too costly. Most of what's on it will take time to download and reinstall, the mods that have been taken down and the mods I've made/making are the only things I can't recover in full. Would you recommend using a passport hdd or external hdd for monthly back ups? Or are passport hdd similar to flash dirves in function?
  7. The hdd I use for games and mods just gave way and I lost everything. I just want to know if reinstalling the CK will give me back my back ups or anything I had previously. I was working on a mod for a couple of months and I only have a few meshes saved outside of the hdd. Any other help is appreciated.
  8. Oh right, I've used that before but someone else did the calculations for me. I think I'll just go with a similar script to yours. Thanks FF! Edit: Hmm, not working as intended. Spell Property MySpell Auto Activator Property MyActivator Auto Event OnEffectStart(Actor akTarget, Actor akCaster) ObjectReference MyTarget = akTarget.Placeatme(MyActivator) MyTarget.MoveTo(akTarget, 0.0, 0.0, 500.0);It needs to be placed in reference to the akTarget since the caster is the PC MySpell.cast(akTarget, MyTarget);This is what I want but it's not working. Swapping these around works though ;Utility.Wait(0.3) ;MyTarget.Delete() ;MyTarget = None EndEvent The projectile fires in front of the akTarget, not towards the activator. I made the marker visible so it's definitely being placed where I want it to be. Edit2: The problem is the projectile wants to move in the direction the actor is moving. When standing still, the projectile moves towards the activator. Looks like I need to create 2 markers unless someone has a more elegant solution. Edit3: This works. Not sure what will happen when the actor is oversized. Scriptname AceProjectileAngleScript extends activemagiceffect Spell Property MySpell Auto Activator Property MyActivator Auto Event OnEffectStart(Actor akTarget, Actor akCaster) ObjectReference MyTarget = akTarget.Placeatme(MyActivator) ObjectReference akTargetLocation = akTarget.Placeatme(MyActivator) MyTarget.MoveTo(akTarget, 0.0, 0.0, 500.0) akTargetLocation.MoveTo(akTarget, 0.0, 0.0, 150.0) MySpell.cast(akTargetLocation, MyTarget) MyTarget.Delete() MyTarget = None akTargetLocation.Delete() akTargetLocation= None EndEvent
  9. I did think of using a target like that but my concern was what happens when there's a ceiling or if I want to give the projectile a trajectory? If there's no other way, I'll just go with that method. Is there any reason you use a static and not an activator? I've always used activators for that sort of thing.
  10. I want to have a projectile fire vertically from an actor. I had an attempt but it didn't even compile. Scriptname AceProjectileAngleScript extends activemagiceffect Spell Property MySpell Auto ;Float ProjectileAngleZ Event OnEffectStart(Actor akTarget, Actor akCaster) Float ProjectileAngleZ = akTarget.GetAngleZ() + 90 MySpell.cast(akTarget.ProjectileAngleZ) EndEvent "ProjectileAngleZ is not a property on script actor or one of its parents" I tried declaring the float but I got another error about it already being defined. Is this even the correct method?
  11. Open the original up in the CK and look at the path. From there you can use a bsa extractor to take the mesh out. Open the mesh and find BSEffectShaderProperty. Alter the emissive colour to what you want. Do this to all BSEffectShaderProperty. You may need to change the gradient but first try what I said.
  12. Looking for blood magic related ideas. I have around 20 spells so far but I'm looking to add a few more and some gameplay elements too. I want to do something with collecting vampire blood but I'm not sure how to implement it. I'm not looking for any absorbing health spells. Any spell school as long as you can relate it to blood, especially if it's flashy and unique. Thus far, I have no spells that can directly damage automatons that doesn't require melee. Some examples of what I have: Blood pump: Stamina regenerates much faster. Decoy: A mist of blood that enemies will attack. The decoy does nothing other than take aggro. Nullify: Damages stamina and magicka. It'll prevent the enemy from using power attacks and spells for a short time. Release disease: While diseased; release a powerful shockwave damaging those around you while removing the disease. Alter blood: Change blood type to allow resistance of certain elements at the cost of fire/frost/void salts Raven: During combat, stamina and magicka won't regen, but health regen is boosted. Adds a raven to the shoulder of the caster. Toggleable.
  13. I'm looking for a method to allow the PC to be unseen by the player but the art object is still visible. I have tried SetAlpha but that makes the art object also invisible. I have thought about making the art object 10 times larger and scale the PC to 0.1 but I don't think that's a good method. Invisiblity effect archetype does what I want but invisibility is still visible to the player. Any ideas on how to implement the effect?
  14. Where's the script? What's the question? It seems like you just wanted to tell us about your mod.
  15. I found that AshPileObject.Play(akTarget) makes the SetAlpha redundant. I did use it at first but when I removed it was still the same. Either way, when I do that I can still hover over the invisible actor and open their inventory. I need to block the inventory being openable if I want to go down that route. The body will still show up under detect dead so it's not an ideal solution but I'll go with it if I have to. Edit: Can't believe I missed this. When reading the code I thought it was some variable for something else. https://www.creationkit.com/index.php?title=SetCriticalStage_-_Actor
  16. Trying to make a spell that causes the dead actor to explode. I need to get rid of the actor and replace it with an ashpile. Here's the script: Scriptname AcePlaceExplosionDeadActorScript extends activemagiceffect Explosion Property MyExplosion Auto Float Property TimeDelay Auto Activator Property AshPileObject1 Auto EffectShader Property AshPileObject Auto Event OnEffectStart(Actor akTarget, Actor akCaster) If AkTarget.IsDead() == 1 akTarget.PlaceAtMe(MyExplosion) AshPileObject.Play(akTarget);this makes it invisible AkTarget.AttachAshPile(AshPileObject1) ;Utility.Wait(TimeDelay) ;akTarget.Disable() ;akTarget.Delete() EndIf EndEvent The problem is the ashpiles only work as containers when the actor isn't disabled or deleted. Anyone know how to do it properly/a work around? Also, to clean up the ash pile can I use OnCellDetach() or is there a cleaner/scriptless method? Edit:Updated script. Looks like it works like this but the dead body is still there, just invisible and activatable.
  17. How does this work? https://www.creationkit.com/index.php?title=GetDisease What's the script equivalent? I need to check whether the player is diseased or not. I have tried: If PlayerRef.HasMagicEffectWithKeyword(Disease) ;Which is straight from the wiki but I can't find the keyword If PlayerRef.GetDisease() == 1 If PlayerRef.GetDisease(1) If PlayerRef.GetDisease(True)
  18. Are there any custom meshes for potions that look like that? Because I can't think of any vanilla ones that do. Might be able to mess around with a potion meshes X,Y,Z values. Higher Y, lower X and Z.
  19. Nice idea. A potion model would work. It'll can be made upside down so the hand looks like like it's holding the potion or the model can be shrunk down to fit in the hand another way.
  20. Are you using a new character that hasn't been spawned into the game before?
  21. How did you let the perk know that the material is meant to benefit from the perk?
  22. Well I planned on it being part of the next release of my Anti-mage mod however I am unsure of it's practicality now. Turns out, having a cloak spell that casts something like a firebolt at every target it affects lags the game, since it does it simultaenously. Basically I had it as a contact spell, so when you would strike with the weapon it would apply a 1 second cloak to the target, which in turn would affect any npcs around them which would for each individual cast the spell from the npc with the cloak at the npc affected by the cloak's radius effect. When this would happen my game would hang for a small moment. I've made some pretty convoluted spell scripts so far and none of them have caused the game to hang like that, but I can understand why having that script run simultaenously for every npc around the cloak target would cause lag like that. So in other words I am probably not going to use it after all that trouble, a shame really but not really practical. However, if you're truly interested in using it I can pm you the scripts for it. :smile: I see. You could try my method. There was no lag for the heartbeat power but also no spell was cast, just a sound effect. Extremely simple script: Scriptname AceHeartBeatScript extends activemagiceffect Sound Property MySound Auto Event OnEffectStart(Actor akTarget, Actor akCaster) ;Maybe something like this will work: MySpell.cast(akCaster, akTarget) If !akTarget.IsDead() int SoundPlaying = MySound.Play(akTarget) Sound.SetInstanceVolume(SoundPlaying, 5) EndIf EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) ; EndEvent What's your script look like?
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