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Thorham

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Everything posted by Thorham

  1. Goto? Papyrus doesn't have goto.
  2. Hi, Does anyone know why the following code crashes the game if I run it in an OnPlayerLoadGame event? If I add Utility.Wait(10) it works, but unreliably. When I have this code run by, for example, equipping an item (OnObjectEquipped event) it works fine. Anyone any ideas? Game.UpdateHairColor() Game.UpdateTintMaskColors() NiOverride.ApplyOverrides(thPlayer) NiOverride.ApplyNodeOverrides(thPlayer)
  3. Hi, I'm having a problem with a script I wrote that replaces the players armor models during the game. To do this I use ArmorAddon.SetModelPath (the script un-equips an armor, changes the model and then re-equips it). Works fine except when changing armor models that are made of multiple parts (as in multiple selectable parts in NIFSkope, such as the stalhrim gauntlets). Anyone know how to solve this, or is it an SKSE problem?
  4. What on earth does 'race' have to do with voice acting?
  5. After finding out about the amazing Vegetable Soup item, I was wondering if anyone knows of any other seemingly useless items that turn out the be awesome. Vegetable Soup: Restore Health, 1 point for 720 secs. Restore Stamina, 1 point for 720 secs. Ingredients: Potato Cabbage Leek Tomato With this you can do power attacks and shield bashes continuously, because you can't run out of stamina while the soup's effect is active. Does not work for sprinting, though.
  6. I have three characters: First one was played briefly to get a feel for the game. Second one was serious, but I've remade that one into the character I play now: Syra, female Imperial warrior. Uses sword, shield and heavy armor. All items are legendary dragon bone items with two enchantments each, and some enchanted jewelry (no glitches and exploits used). Uses healing spells. Has crafted thief gear for sneaking and pickpocketing. Has lock picking/carry weight jewelry. Has Augmented Flames for increasing damage of enchanted swords. Uses the Steed standing stone for the carry weight and weightless armor. Follower used is Serana who has a full Dragon Scale armor set with a Dragon Sword, all enchanted, except the sword. The game has become very easy with this character, so, for my next game I'm going to use Requiem for vastly increased difficulty.
  7. Yeah, that's certainly possible, and because the content of a cell isn't static, that reference can change when the script takes to long. However, it doesn't matter anymore! I've come up with a way to change what the player character looks like without having to update other characters. Simply change the nifs of the equipped armor pieces, update the player character, and then change the armors back to the way they were. NPCs are updated when a cell is loaded, but because the armors are restored after the player character is updated, they'll look the way they're supposed to, while the player character doesn't seem to be updated when a cell is loaded, and will therefore still look like what you want them to look like. I have it running right now, and it seems to work like a charm :) No more messing around with cloning armors :)
  8. No one has any ideas as to why npc changes in the inner loop while it clearly shouldn't?
  9. Yes, I used 43 before, but tried type 62 (character). When I changed it back, I made a typo, and posted the code with the typo.
  10. Hi, The script below is supposed to loop through a cell's list of NPCs. For each NPC that isn't the player, a second loop is executed. The problem is that the loop is also executed when the NPC is the player. Anyone have any ideas as to why this is happening? event OnLocationChange(Location akOldLoc, Location akNewLoc) area=Game.GetPlayer().GetParentCell() player=Game.GetPlayer() as Actor bla=area.GetNumRefs(43) loopy=0 while loopy < bla npc = area.GetNthRef(loopy, 43) as Actor if (npc!=Game.GetPlayer()) loopx=0 while loopx < 3 Utility.Wait(1) if (npc==Game.GetPlayer()) Debug.Notification("1234567890") endif loopx+=1 endwhile endif loopy+=1 endwhile endevent
  11. Finally got the NPCs to update by unequipping, updating and reequipping the item. Someone on another forum suggested it. All I had to add to that were some waits :) if (npc!=Game.GetPlayer()) item = npc.GetWornForm(4) as Armor Utility.Wait(0.01) npc.UnequipItem(item, false, false) npc.QueueNiNodeUpdate() Utility.Wait(0.01) npc.EquipItem(item, false, false) endif
  12. If it's possible to get the 1st camera to behave like the 3rd person camera, then it might be simple, but there's of course the fact that there's only on 1st person skeleton... Another thing, I tried Actor.QueueNiNodeUpdate() on NPCs, but it doesn't work, only the players nifs are updated (this works fine). If it did, this would most likely be a done deal :(
  13. Thanks IsharaMeradin for giving this serious thought, but I've found a way to change 3rd and 1st person view models while in game! There's an ArmorAddon script, and it's not in the CS documentation. Check out ArmorAddon.psc in scripts\source. Combined with actor.QueueNiNodeUpdate(), you can change the look of an armor on the fly (tested, armor changes looks immediately). If it's possible to make the 1st person view behave like the 3rd person view, all this can be done simply by changing the 1st person nifs. What I'm doing now is something else: Change 3rd person nif, update player. When player changes locations, restore original nifs, update all actors, change nif again, update player. If this works, it'll work for any item.
  14. That's what I'm trying to avoid. Yeah, thought of that, except the CS only allows duplicating one item at a time :wallbash: Also has the disadvantage of conflicting or not working with armor and clothing mods. Interesting. So if I understood this right, you're basically saying that the way the player character looks can be changed from within a script? If that's the case, then all that's needed is for certain equipped items to be invisible on the player character. Except that I'm trying to copy something digitally. It would be very odd if a digital copy would be different. Yep, seen it, but I sadly couldn't find anything to actually set keywords. Thanks for the replies, guys :thumbsup: I think it's time for a different approach. As long as it's impossible to duplicate an item in the way it's duplicated in the CS, and then change the nif files, I don't think this is ever going to work very well, because there's just too many possible loose ends. Time to look at writing an SKSE plugin :) Perhaps that will allow me to simply change player character apparel more directly.
  15. Not a bad idea, however I just discovered that armors have other properties that can't be copied, such as the improvements from tempering. Probably uses a keyword for this, so who knows how many templates are ultimately needed. Well, that's probably the end of my mod :(
  16. Of course, but then it won't be a mod anymore ;) The whole point is to be able to do everything from within the game.
  17. Templates aren't a bad idea, thanks :thumbsup: The only problem that remains is with armors and clothing that have quest related keywords, but that probably doesn't affect a whole lot of items, so that might not be a big issue. Isn't there a way to copy a whole item in one go, similar to what happens when you duplicate an item in the Creation Kit? I tried changing an armor in game, but all the instances of the item are changed as well. It's never easy, is it :rolleyes: You'd almost try remaking the whole game in Unity3D simply to be able to do everything you want :biggrin:
  18. The armor I've added has a script assigned to it with an OnUnEquipped event. When that armor is unequipped it checks if anything is equipped in the armor slot, if so, it copies the properties from that newly equipped armor: Scriptname ThorhamsCloneArmor extends ObjectReference Armor Property clone Auto int Property slotmask Auto Armor item Event OnUnEquipped(Actor akActor) If (akActor == Game.GetPlayer()) item = akActor.GetWornForm(slotmask) as Armor if (item) akActor.ModActorValue("CarryWeight", -clone.GetWeight()) clone.SetArmorRating(item.GetArmorRating()) clone.SetWeightClass(item.GetWeightClass()) clone.SetWeight(item.GetWeight()) clone.SetEnchantment(item.GetEnchantment()) clone.SetName("clone "+item.GetName()) clone.SetSlotMask(item.GetSlotMask()) akActor.ModActorValue("CarryWeight", item.GetWeight()) endif endif EndEvent That complicates things. For example, how is an NPC going to react when the cloned armor is a cuirass and clothing at the same time? Or the perks for heavy and light armor. This sure ain't pretty :( Maybe having three versions of the armor pieces (one for each wight class) is a good solution.
  19. That doesn't sound good :( I've made a mod that adds armor pieces to the game that can clone other armors. Example: When you have Clone Armor equipped and then equip Steel Armor, Clone Armor is normally unequipped and now has the properties of Steel Armor. This can be repeated at will. The idea is to get something similar to RPGs where equipped armor doesn't show on the player character. One problem is that if a cloned armor doesn't have, for example, the ArmorHeavy keyword, it won't get the effect from the Juggernaut perk (makes no sense, seeing how there's a weight class property :rolleyes:). I sure hope this can be soved somehow :(
  20. Hi, Does anyone know how to set armor keywords such as ArmorClothing, ClothingRich, etc, from inside a script? I can't find anything in the documentation, except about how to read those keywords. Very frustrating. Is there a way, or is it simply impossible?
  21. That's the only thing I didn't try :wallbash: Tried it, and it seems to work, same for armor ratings being screwed up when cloned because of missing HeavyArmor keyword :wallbash: Now all I need do is clone the keywords in my cloning script :) Thanks :thumbsup:
  22. Hi, I've made a mod that adds clone armor pieces to the game (the clone armor pieces have a fixed appearance). With these armors you can clone existing armor properties, without cloning the appearance of those armors. The problem is that when my character is wearing a cloned cuirass, the NPCs will make 'You're naked' comments. Anyone any ideas as to why this is happening?
  23. Solved. Reinstalling the Creation Kit replaced the Script Extender scripts :wallbash:
  24. Hi, When I compile this script, the compiler complains that 'GetWornForm is not a function or does not exist': Scriptname armortestscript extends ObjectReference Spell Property Blizzard auto Armor chest Event OnEquipped(Actor akActor) If (akActor == Game.GetPlayer()) Game.GetPlayer().AddSpell(Blizzard) Debug.Notification("armor equipped 1234") chest = akActor.GetWornForm(4) as armor EndIf EndEvent Event OnUnequipped(Actor akActor) If (akActor == Game.GetPlayer()) Game.GetPlayer().RemoveSpell(Blizzard) Debug.Notification("armor unequipped 1234") EndIf EndEvent This script is just a test I'm using to learn Papyrus+SKSE. What I ultimately want to do is make a dummy armor that can clone an equipped armor, except for it's appearance. For this it's obviously necessary to get a reference to the equipped chest armor. The script works fine, except for GetWornForm. Any ideas as to why GetWornForm doesn't seem to exist, or is there an alternative to this function?
  25. Hi, 1. Is there any way to have a fixed outfit? I want to be able to equip anything I want without the appearance of my character changing. Oblivion has Fashion Anvil for this, anything similar for Skyrim? 2. Is there a mod that allows you to view an NPC's inventory and equipped items? Oblivion has RefScope, anything for Skyrim? Any pointers are appreciated :thumbsup:
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