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Everything posted by YourUnequal
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Normally I have a habit of putting War and Peace to shame when I describe what I'm trying to do so this time I'll try and be concise as possible. There are certain idle animations for a particular mod which should really be played in third person camera mode; if you're in first person mode, it won't switch to third person mode to play the idle; in fact, it won't play in first person at all; the camera angle just resets itself and hangs for a few seconds. In order to make the script handle these idles a little more elegantly, I toyed with the idea of using the GetCameraState() native global which I noticed was an SKSE function. Only problem is, it doesn't seem to be activated for Skyrim. The function is defined in the Game script but doesn't seem to have anything associated with it. With this in mind, is there a way in which I can manually implement the GetCameraState function to be able to call it elsewhere and / or use a substitute which already exists (which of course I wouldn't be aware of right now, hence writing this) in order to determine the CameraState and to switch modes appropriately? I've got the foundation set up with ForceFirst/ThirdPerson() but ideally I need an 'IF' in there so you're not forced into playing in either first or third person mode when using the mod. Any advice would be much appreciated. Cheers. Regards, YourUnequal
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The title says it all really; I no longer appear to be able to transform into a Vampire Lord. The spell remains in my inventory but whenever I use it, something strange happens. I've had a look around online and although I've found some people having trouble with the Vampire Lord, it doesn't appear to be this problem. So far I've tried disabling Dawnguard and all its dependents, starting a new game, saving said new game, then re-enabling Dawnguard and attempting a Vampire Lord Transformation but that doesn't seem to work, making me think it's a scripting problem outside the DLC; right now, the only option I appear to have is to do a complete purge and re-install the game / mods (which of course I'd like to avoid since that takes a while). To help illustrate my problem I thought I'd bash together a quick video, instead of explaining it in detail. If anyone has had this same problem and knows what's causing it and how to fix it short of re-installing everything, I'd be most grateful. Thanks. YourUnequal Link to illustration: http://www.youtube.com/watch?v=S0KEcgXTo9U
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UPDATE: Problem solved. Wasn't anything to do with the quest stage at all; equals signs gave me the old 'one-two'...
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Hope this is in the right forum... I'll keep this as concise as I can: I'm using the debug.trace() function in a script I'm working on; it's supposed to be a conditional statement based on the stage of a quest (so it also uses the getstage() function). I've looked up the integer I want using the Quest Data in the CK and put that in as a property in one of the instances of the script. Unfortunately, though my character meets the requirements, the event which is triggered upon not meeting the requirement happens instead. With this in mind, I decided to add debug.trace() functions to both the true and false events to see exactly which stage the game thought I was at. I defined the stage my character was currently at with [QuestCurrentStage == QuestReq.GetValue()] with QuestCurrentStage being an internally defined integer and QuestReq being a Quest Property, then put [debug.trace(QuestCurrentStage)] at the end of the script. Unfortunately, I cannot find the integer in the papyrus log. I'm looking at the logs created in the same area as 'Skyrim.ini' so I'm certain it's the right place, just the debug functions aren't appearing. Does debug.trace() send this data to a log in a different folder or does it send it as data which needs interpreting. In order to help myself I also added a line [debug.trace("Find me as a reference!")] but that didn't appear either. It's rather frustrating when testing the condition since I know which stage I'm at in the quest but the game seems to think I'm slightly behind. If anyone knows anything I can do then I'd be grateful; it's the first time I've really had to use the debug functions. Cheers, YourUnequal
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Have you recently installed either any graphical mods or any mods which alter / overhaul existing skills?
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When you say it doesn't appear do you mean it doesn't appear in the CK or the CK itself doesn't appear?
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Problem's all in the title, really; I've done 10+ Thieves' Guild quests in Windhelm now but Delvin just won't tell me he has a special request for it. I've done the other 3 unique quests and just can't seem to trigger this final one, which is getting rather annoying. Unfortunately trying to start the quest using the Console Command doesn't work either, since the 'setstage' command doesn't seem to work at all on my game (not just for this quest, sadly; whenever I try to use 'setstage' on any quest, nothing happens). If anyone has any insight into this I'd appreciate it. Cheers, YourUnequal
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Alright, I'll give that a go; thanks.
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I've had a look at the website but I can't seem to find part of a tutorial which helps for this particular problem; I did find some useful things about skin tones on bespoke NPCs though for some other stuff I'm working on :happy:.
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Okay, it should be one of the easiest things to do and I've done this plenty of times before, so why it's not working this time around is starting to bug me (no pun intended...okay, it was, really). All the attached script needs to do is add a spell to the player's spellbook whilst it is equipped; once the item in question (this time it's a ring) is removed, the player 'forgets' the spell. As I said, I've done this same thing for other pieces of jewellery and it's worked fine (hence the generic name I game to the script). The code I'm using is as follows: Scriptname ApplySpellOnEquipScript extends ObjectReference Spell Property SpellToApply auto Event OnEquipped(Actor akActor) if akActor == Game.GetPlayer() Game.GetPlayer().AddSpell(SpellToApply, abVerbose = true) endif EndEvent Event OnUnEquipped(Actor akActor) if akActor == Game.GetPlayer() Game.GetPlayer().RemoveSpell(SpellToApply) endif EndEvent SpellToApply has been assigned a spell and I have tested the spell itself by inserting it into the game via a tome; the spell itself works fine and it appears in the spellbook under the right category (Conjuration); interestingly enough, if I learn the spell from the tome with the ring equipped, then unequip the ring, the spell stays there, which suggests the script is not being called on at all for some reason. I have tried multiple variations of the .AddSpell() and .RemoveSpell() functions, including omitting the 'if' statements and replacing Game.GetPlayer() with akActor so as to make it apply to any character which equips the object, but to no avail. If I've missed something obvious please do not hesitate to be cynical, as I'm not used to such few lines of code not playing ball :ermm: . Thanks in advance, Your Unequal
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It would be useful to know what you're running :happy:
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What's that supposed to be a picture of, exactly? :huh:
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Title says it all, really; every time I try to fast-travel out of a DLC specific cell (namely from outside Fort Dawnguard or off Solstheim) I get an infinite loading screen. Fast-travelling to the areas is fine, it's just the return journey. Up until now I've been using 'coc lefthandmine' and then exiting that cell if I want to get anywhere but I'm sure most people will agree this is not ideal. What is strange is that if I manually walk out of Dayspring Canyon or talk to Captain Gjalund (think that's how you spell it) it seems to load fine. Again though, I'm a little fed up of having to walk all the way through Dayspring Canyon and having to return to an NPC every time I want to change areas. I've tried a clean install and that doesn't seem to solve the issue, unfortunately. Does anyone have any ideas as to why this is happening? Many thanks, Your Unequal
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Okay so sometimes when Serana is my companion she'll freeze in the middle of combat; it's usually if she's about to cast a spell on an enemy and I get greedy and kill it before she can let fly. She just stands there in the combat stance and doesn't move. Now, normally simply fast-travelling somewhere fixes the problem, but this time she just disappeared completely. At first I thought the game might have auto-dismissed her but she isn't at Fort Dawnguard. I've also tried player.moveto and moveto player commands using Serana's referenceID but it says the parameter isn't saved (which is a little annoying). Just in case I'm making a foolish mistake the ReferenceID I'm using is 'xx002B74' (I've tried both 'xx002B74' and '002B74'). Does anyone else know of this happening and / or know how to fix? The main problem is the game acts as if she's still my companion so I can't get anyone else to follow me. Thanks, Your Unequal
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You know it's a good thing I got this reply over a forum because if it was in person you'd be feeling really uncomfortable when I gave you the BIGGEST HUG EVER :biggrin: with a little tweaking it eventually played ball; fortunately 'VampireStatus' is defined as a property in the PlayerVampireQuestScript so it could be called upon. Also since I completely messed up altering the original script I had to reinstall the game so it had a hissy fit on QetQuest() before I re-installed SKSE but I've just run it through a test and it does exactly what I want it to do for every stage of vampirism. Basically all it does is negate the VampireSunDamage0x (with x being the stage of vampirism) effect at the cost of considerable movement speed and damage reduction capabilities. The reason I needed the VampireStatus property was so the game knew which VampireSunDamage effect to re-apply OnUnEquip(). Also I didn't help that I mis-spelled vampire as vamprie :blink: sorry about that, but a huge thanks since I now know how to call variables from other scripts using full properties (hint hint I didn't understand the tutorial on the CK website, I'd already checked that out).
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Okay normally I don't get much response on the forums but I can't find how to do this anywhere on the CK website or even through Google, so I'll give this another shot. I'm currently working on a script which extends ObjectReference. Inside this script I want to extend a script which 'extends <quest>' by calling on an integer in that script. The problem is it's not a GlobalVariable; it's specific to the parent script. I'll try to contextualise: There is an integer in the script 'PlayerVamprieQuestScript' dimmed 'VampireStatus'; in the script, this integer takes the value of 0, 1, 2, 3 or 4 to represent the various stages of vampirism the player is in. I am working on creating a piece of jewellery which does different things depending on which stage of vampirism the player is in, not simply whether or not the player is a vampire (otherwise it'd be easy and I could just use the GlobalVariable PlayerIsVampire). This is why the script I am working on extends ObjectReference because it is attached to an amulet. So what I want to know is how (if possible; surely it must be somehow, though) you call on this integer 'VampireStatus' in the script PlayerVampireQuestScript but can use it in a script you are working on. Since PlayerVampireQuestScript is a core script of the game it's best I steer clear of editing it; I already tried that by changing VampireStatus to a GlobalVariable and it messed up all the aggression rules for stage 4 vampirism which Dawnguard was supposed to fix. If you got this far, congrats and thanks :happy: Your Unequal
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Basically I've been trying for quite some time now to attach a Value Modifier Spell Effect to the 'SunDamage' abilities associated with being outside during the day as a vampire. What I'm trying to do is to partially recreate what vampirism was like on Oblivion in the sense that you take x health damage per second based on which stage of vampirism you are in. I'd prefer to do this without having to attach an 'ExtendsActiveEffect' script if possible. Does anyone have any ideas? Thanks. YourUnequal
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Simply wondering how one might go about introducing a new category to particular interfaces, especially when using a forge; for example, some mods I use add new categories to the list of Iron, Steel, Ebony etc. and HearthFires adds the 'Building Materials' to the list. Thanks. YourUnequal
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Yeah that sounds like the best way forward. I know there's there's certainly a pre-made script for applying a perk when you have a weapon equipped since I used that for a couple of extra crossbows, though I'll look into applying that to a piece of armour as well. Thanks :smile: also I wonder why they hid the perk but made it active all the time and only becomes useful when you equip the shield...if you take the condition up a level into the actual perk window then having the shield on should then dictate whether or not you have the perk at all. Then the effect could just run itself :P
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Yeah I know it's simple that's why it's annoying me so much :tongue: as far as I've looked at it, the same conditions (with the exception being where Targe of the Blooded requires that shield to be equipped I've changed it to Combat Shield) are in the same places and the same effects are used just the types have been changed since I duplicated all the entries. Just out of interest though, what do you mean by perk system?
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Basically I'm trying to make a spell effect which connects with a particular shield (Dwarven Shield simply called 'CombatShield') which gives it a little more...oomph. Right now I have a perk entry with the requirements 'GetEquipped CombatShield' (RunTarget on Self) with an Entry point of 'Apply Bashing Spell'. The 'Apply Bashing Spell' is set to 'CombatShieldBruteForce'; this effect contains a Magic Effect called 'CombatShieldBruteForceME' which is currently set to spell type 'Stagger'. As a debug to make sure the effect was connecting I changed the effect from 'Stagger' to 'Value Modifier: Health' then set magnitude 50 and duration 20; I did this just to make sure the shield was actually causing this magic effect upon bashing an enemy. It isn't :confused: now I'm no stranger to the CK and going through the entries with a microscope it's exactly identical to the entries for dunShieldTargeoftheBlooded. That works, why won't this one? Any ideas? Cheers, YourUnequal
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OK I'm hoping people will be kind especially since I'm new to Papyrus and only really started learning how to do it a few days ago because I wanted to make an immersive health mod which gradually applies stronger Imods based on the character's health. Since there was no existing papyrus script that seems to link to the game in the CK relating to the 'LowHealthImod' I decided I should try and make my own script from scratch. As a result, what I have is a hidden quest which starts on load (since that also seems to be the only way I can get a papyrus script to be running all the time and not as a result of something happening) and attached to that quest is a script. The problem is that I get an error when trying to compile the script. This also means I can't test it since it doesn't generate an output. So with that said, this is what I have so far: Scriptname HealthStagesImods extends Quest Hidden {Script Supporting various health level fades.} ImageSpaceModifier Property HealthEightyPercent Auto ImageSpaceModifier Property HealthSixtyPercent Auto ImageSpaceModifier Property HealthFourtyPercent Auto ImageSpaceModifier Property HealthTwentyPercent Auto float Property PercentHealth = 100.0 Auto PercentHealth = GetTargetActor().GetAVPercentage("Health") ; ; debug.trace(self + " Enter Bleedout"); While PercentHealth < 1 If PercentHealth <= 0.8 HealthEightyPercent.ApplyCrossFade(0.2) ElseIf PercentHealth <= 0.6 HealthSixtyPercent.ApplyCrossFade(0.2) ElseIf PercentHealth <=0.4 HealthFourtyPercent.ApplyCrossFade(0.2) ElseIf PercentHealth <=0.2 HealthTwentyPercent.ApplyCrossFade(0.2) EndIf EndWhile Generally I want a fade between Imods of varying strength at increments of 20% health. When I try to compile the script, this is the error I receive: C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\HealthStagesImods.psc(9,14): no viable alternative at input '=' So whether or not this script is even remotely right is beyond me; I might not even be going about this the right way (attaching a script to a quest which is always active) and the script might not even work when I run the game. All I would ask is if anyone has any advice they can give me on how to go about accomplishing this or any alternative ways of having a papyrus script that just runs in the background while the game is running on a continuous loop (the example that comes to mind is that there must be some code somewhere in the game which is always running and tells the game to apply the LowHealthImod once health is <= 20% and continues to play it until health >20%) I would appreciate it greatly; it would also give me a chance to enrich my knowledge of Papyrus. This is a steep learning curve for me and for anyone who thinks that scripting something like this would be easy, then you have my respect. But be gentle :blush: Thanks (for taking the time to read all this, mostly!) YourUnequal
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Yep, that's what I was afraid of. Best get started, then :tongue: thanks anyway though
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Basically what I'm trying to do is to create various subtle overlays using Imods for health at various stages, probably in increments of 20% (mostly irrelevant but at least a short on what I'm trying to do). In the Creation Kit -> Gameplay -> Default Objects, I can see the list of Default objects, including the object 'Imagespace: Low Health' entry with its corresponding Imod 'LowHealthImod'. My query is twofold: first, is there a form list / psc file which the Creation Kit translates into this Default Object List and if so whereabouts is it so I can add entries to it? And also, where is the papyrus script or other entry such as a magic effect which dictates that the lowhealthimod is activated at 20% health? If I knew that, I could duplicate various animated Imods with varying alpha levels and a fade in/out sequence activated at 80, 60% health etc. Hopefully I put this in the right place and that someone can shed some light as to what I'm overlooking. Thanks. YourUnequal