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Everything posted by Terra Nova
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I know how I'd attempt to do it but figure you would have tried the same thing I did initially.What did you end up doing? To print out a string array just debug.trace(myArray) Same for bools. Other types like reference aliases arrays you gotta call get reference on it. Not at my pc . will post more detail later. Right, that's what I would have assumed. Also you still have to iterate so the trace prints out the entire array. I find it is better to place trace for arrays in a separate while loop and not include it in the loop running the code you're checking. Something like.. Bool bWaitForLoop = true Function myFunction() While (i < iIndex) if myArray[i] == none ; do something bWaitForLoop = false else i += 1 endif EndWhile if bWaitForThisLoop == false While (iIndex) ; the length of the array iIndex -= 1 debug.trace(myArray[i]) EndWhile endif bWaitForLoop = true EndFunctionI think trace "unlocks" a thread and running before the rest of the code, so it doesn't always report like it should in this case. So better to put a "hold" on it first. This is similar to what's called a "spin lock". GetFormID(), GetReference(), GetName()(these are the common three I trace with, especially GetFormID()) can all be called in trace if the types of the array allow for it, and casting if needed. You know, the usual.
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I know how I'd attempt to do it but figure you would have tried the same thing I did initially.What did you end up doing? To print out a string array just debug.trace(myArray) Same for bools. Other types like reference aliases arrays you gotta call get reference on it. Not at my pc . will post more detail later.
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My little rant about Mod development support posts
Terra Nova replied to icecreamassassin's topic in Skyrim's Skyrim LE
I used to help, but I am hard to understand it seems. No matter how many different ways I explain something, people a lot of times simply don't get it, and come back and says something doesn't work. Really, I SEE every "0" reply post on this boards. This is part of my desire to never ignore people when spoken too(unless we have beef), so stuff like that does not get past me. But I cannot help anyone, experience has taught me that. It is INCREDIBLY DEPRESSING. -
How do I print the contents of a string array using debug.trace ? It wont print anything, even though I know the array is filled by looking at my array info in the console. Nevemind, I got it.
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This is a problem with the settings in BSLighteningShaderProperty. One of those color settings I think.
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I always skim through at least 3 pages before I post my problem.
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The papyrus engine doesn't begin until a save has been loaded. Nothing natively that I know of can get around that.
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What is a layer bikini (or similar) - amazingly dumb question!
Terra Nova replied to BlueGunk's topic in Skyrim's Skyrim LE
My 3D Modeling side tells me that this simply means a bikini that is skinned to the body therefore making it equippable or unequippable. It will not be fitted well to a body that it has not been skinned/fitted for. etc. It will have its own ArmorAddon in the creation that you can add to an Armor, etc. Now if you mean a bikini on top of existing armor or under it, yes that can be done to, but it's easier to just skin it to a body -
How do you check an actor's actions with a script?
Terra Nova replied to Cavaticus's topic in Skyrim's Skyrim LE
The problem with this is, it will run for anything else that has a crafting menu. I remember having that problem in one of my mods, which checking containers, and finding out that weapon racks count as containers. -
How do you check an actor's actions with a script?
Terra Nova replied to Cavaticus's topic in Skyrim's Skyrim LE
;Requires SKSE Event OnInit() RegisterForMenu("Crafting Menu") EndEvent Event OnMenuOpen(String MenuName) if MenuName == "Crafting Menu" ;stuf endif EndEvent Event OnMenuClose(String MenuName) if MenuName == "Crafting Menu" ;stuff endif EndEvent -
Simple Activator Script Help please
Terra Nova replied to saintgrimm92's topic in Skyrim's Skyrim LE
Should be fine, since you're not looking for something based on a keyword. GetItemCount just borks when you try checking for keywords along with a property. -
Altering Transmute Spell (scripting help)
Terra Nova replied to MadModderJess's topic in Skyrim's Skyrim LE
You're gonna have to go through the code one statement at a time to find out which one is not doing what it's supposed to do. From my end, it looks like a logic error somewhere with the iron ore coding. -
Renaming an esp. Anything I should watch out for?
Terra Nova replied to TheBawb's topic in Skyrim's Skyrim LE
Changing the esp name is also a problem as far as I know, if there's a mod using Game.GetFormFromFile() and uses your modname in it. -
Help with script for custom weapon I want to make.
Terra Nova replied to Durai's topic in Skyrim's Skyrim LE
Attach the script to a quest. Doesn't need any aliases. Make it start game enabled, make a single quest stage and check the "Start Up Stage" box. That's all there is too it. Note you will have to do additional coding if you only want the event to fire if the weapon is currently equipped. Otherwise it's going to fire every time the player swings any weapon. -
Scriptname RestoreHealthOnBlock extends ActiveMagicEffect Actor PlayerRef Float HealthBeforeBlock Float HealthAfterBlock Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, Bool abPowerAttack, Bool abSneakAttack, Bool abBashAttack, Bool abHitBlocked) ;/OnHit is a slow function. It may not catch every block. Furthermore it runs on EVERY kind of hit. Not just what you have coded it to listen for. Stack overflow is a concern with this function./; PlayerRef = Game.GetPlayer() HealthBeforeBlock = PlayerRef.GetActorValue("Health") if !abHitBlocked HealthAfterBlock = PlayerRef.GetActorValue("Health") if HealthBeforeBlock != HealthAfterBlock PlayerRef.RestoreActorValue("Health", (HealthBeforeBlock - HealthAfterBlock)) endif endif EndEvent I'm not walking you through on how to attach this. You'll have to learn on your own. This script is intended to work as an ability type spell. I'll give you links to help you through setting this up. http://www.creationkit.com/Spell http://www.creationkit.com/Magic_Effect
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How will ES:VI impact Skyrim modding
Terra Nova replied to TheknightofRand's topic in Skyrim's Skyrim LE
The same way Skyrim affected Oblivion. -
retarded eh? That damage cap is the result of you players complaining about being too powerful in oblivion. So they gave you what you asked for. Nice try though.
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In response to post #22538124. Not really.. next year makes 5 yrs since Skyrim's release.
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yes now that is possible. Not very efficient though due to the way on hit works but if its just for you go for it. Not at my pPC right now to post example code.
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No because of the internal damage cap has an insanely high diminishing return. You'd have to use a modifier up into millions to get 100%. All this to facilitate the intended cap of 85%.
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How to create a new banner with custom textures?
Terra Nova replied to Jowain92's topic in Skyrim's Skyrim LE
If the textures were made with UV map in mind its fine to do it that way. Otherwise the textures might be messed up in certain areas. -
Not even close because you didn't use OnAnimationEvent()