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javaplaza

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Everything posted by javaplaza

  1. Did you ever work this out? Where is the script for the spell? Is the AI package you tried at the top of the NPC's packages list? Here is what I suggest... 1. Make your dialogue, make sure it works. 2. Put the spell into the NPC's Spell List in the CK, it will need to be there for anything to work properly. 3. Go back to your dialogue and in the "End" papyrus fragment add this : yourSpell.cast(WhereSpellWasCastFrom, WhatSpellIsCastOn)4. Make sure you link the script properties!! try that.
  2. Is there a way to complete an objective WITHOUT it popping up in game and making that sound? Here is how I managed to do it. Keep in mind this is for a misc quest, im not sure how well it would work for a main quest . MyQuest.SetObjectiveDisplayed(15, abForce = false, abDisplayed = false) setobjectivecompleted(15)
  3. I'm creating a messagebox menu thats pretty extensive, so when it opens twice it seems way more confusing than it actually is. I put the script on a magic effect (Fire and Forget on Self) and put that onto a spell. The Script: Event OnEffectStart(Actor akTarget, Actor akCaster) if akTarget == game.getplayer() MenuMain() endif endEvent Anyone know why this would fire twice in a row? Or how I can prevent that? Thanks EDIT:: As a test, I changed things around and put the script on a ring. When you equip the ring the menu works perfectly. Something is going wrong with my OnEffectStart... i would prefer to use it so any help would be much appreciated!
  4. I got him working I will update with how I did this a little later today
  5. This is one of the more simple scripts for Hermaeus' appearances, thanks I hadn't looked before. This does seem consistent with the vanilla codes I've been reading, although my attempt to play/wait for anim01, then play anim02 did not work. I'm determined to keep trying. Thanks for your reply! :happy:
  6. How Does Hermaeus Mora Work? [sOLVED] Hermaeus Mora (HM) is unlike any other NPC in the game, he’s “‘modular” for lack of a better term. There are multiple parts that are essential for getting him to appear. If the parts are not hooked up correctly you could lose hours, days, YEARS and never even catch a glimpse of Hermie in-game. Step1 – A Working Quest First, you’ll need a quest that’s running in whatever way your heart desires, create a ‘new script’ and copy this code. Don’t put it on a Quest-Fragment script - create a new one! This is code I copied from DLC2MQ05 and edited, and don’t worry about hooking up any properties yet. We will come back to that. IMAGE: Step One ObjectReference Property HermaeusMoraTA auto ObjectReference Property HermaeusMoraActivator auto DLC2HermaeusMoraFaceFXSCRIPT Property DLC2MQ05HermaeusMoraFXRef Auto Function EnableHM() DLC2MQ05HermaeusMoraFXRef.ChangeState() HermaeusMoraActivator.Enable() HermaeusMoraTA.Enable() EndFunctionStep2 – Placing Hermaeus Mora HermaeusMorasFace01,02,03 are the Hermaeus Mora meshes in all their squiggly greatness. You can place as many of them as you like (I strongly suggest 8 or less at this time) and arrange them however you like. Also! This guide does not include HM movement. if you want him to move around or follow you, you'll have to figure it out on your own. Once you get your HM Faces placed where you want them, move onto Step Three. Step3 – Dungeon Diving IMAGE: Step Three Go into a cell where you can find HM, you’re going to copy/paste the three boxes from this image (orange, green and red) and place them next to your Hermaeus Faces from Step Two. I copied them from the interior cell ‘SeptimusSignusOutpost’ but you can find it anywhere Hermaeus appears in the vanilla game. Green - DLC2DA04HermaeusMoraFXRef001 Red - DA04HermaeusMoraActivatorShunt Orange - DA04HermaeusMoraREF Once these boxes are placed in your cell next to Hermaeus, you’re almost done! Now we need to set up the script properties for all these parts. Step4 – Script Properties Quest Script Properties First, go back to your quest from Step One and open the new script I had you create. Connect the property ‘XXHermaeusMoraFXRef’ to the green box you just placed, property ‘HermaeusMoraActivator’ to the new red box, and ‘HermaeusMoraTA’ to the new orange box. IMAGE: Step Four 01 Red Box Properties Now navigate to the cell you pasted these new things into and pull up the properties for the red box. ‘RealActivator’ property should be pointed to the new orange box you placed. IMAGE: Step Four 02 Green Box Properties Next, open the properties for the green box, this will be a little tricky… here’s what that looks like before we edit it: IMAGE: Step Four 03 What needs to be done here is clearing all these values, but I found clicking the ‘clear value’ button didn’t do anything. Instead, click on one of them and change the cell it’s looking in and the value will change to None. Then you can add your new Hermaeus Mora faces/meshes that you added in Step Two. Example: IMAGE: Step Four 04 After this is complete, the function that’s in the quest script you added in Step One can now be called on any quest stage you like. kmyquest.EnableHM() is the function you’d type into your stage fragment and watch Hermaus appear before your eyes! If any of this didn’t make sense or you have any trouble, just comment and I’ll do my best to help. -java
  7. was going to try but then i found this
  8. whats impossible? porting the oldrim version?
  9. im having this same problem edit: i fixed it by doing this: The Skyrim .ini Tweak: Open ../Documents/My Games/Skyrim/Skyrim.ini Add these lines under [display]: iSize W=(desired resolution X) iSize H=(desired resolution Y) Save and launch Skyrim.
  10. I'm happy to work on this if either of you two are still around!
  11. I was about to take on this mission for you guys but I found this. Seems to take care of what youre talking about. https://www.nexusmods.com/skyrimspecialedition/mods/7617
  12. i haven't found a loopable leaves sound in the game yet but you can do this fairly easy if you can find the sound file youd like to replace it to. Actor>EncSpriggan>Sounds points to Actor>AudioTemplateSpriggan>Sounds replace that sound with the one you want.
  13. EDIT: I filled in the code above with my info and it worked. You've done a great service, Thanks very much. :laugh: :happy:
  14. let me look over this but thank you so much for replying ! some had suggested using states in this same way but im still struggling to get that to compile. im going to fiddle with your code for a little while and fill in the blanks. it looks like exactly what i was trying to do! tyvm edit: the notes you provided really help
  15. Good morning - I've been working on a message box menu with sub options/categories. It half works but I am running into a few specific problems. First is I have to click buttons twice for them to register. The other bigger problem is I can only go through part of the menu before it closes itself. It doesn't matter which order I go through the menu, it only allows me to make one selection before it closes itself entirely. Here is the code.. and Thanks in advance.. (the goal is to have a menu that works similar to the one seen in Campfire mod) Event Oninit() Game.DisablePlayerControls(False, False, False, False, False, True) ; Momentarily disable other menus Utility.Wait(0.01) ; This ensures equipping the token from the favorites menu works Game.EnablePlayerControls(False, False, False, False, False, True) ; Undo DisablePlayerControls Menu() endEvent Function Menu(Bool abMenu = True, Int aiButton = 0) While abMenu If aiButton != -1 ; Wait for input (this can prevent problems if recycling the aiButton argument in submenus) aiButton = myMenu000.Show() ; Main Menu abMenu = False ; End the function If aiButton == 0 ; OPTION 1 - Message Menu debug.notification("self start mod") ; OPTION 1a - Default (closes menu) aiButton = myMenu004.Show() ElseIf aiButton == 1 ; OPTION 2 - Custom Menu aiButton = myMenu004.Show() If aiButton == -1 ElseIf aiButton == 0 ; OPTION 2a - Location Options aiButton = myMenu001.Show() If aiButton == -1 ElseIf aiButton == 0 ; OPTION 2a1 - All Locations aiButton = myMenu004.Show() debug.notification("All Locations") startall() ElseIf aiButton == 1 ; OPTION 2a2 - Capitols Only aiButton = myMenu004.Show() debug.notification("Capitols Only") startCap() ElseIf aiButton == 2 ; OPTION 2a3 - Back aiButton = myMenu004.Show() EndIf ElseIf aiButton == 1 ; OPTION2b - Merchant Options aiButton = myMenu002.Show() If aiButton == -1 ElseIf aiButton == 0 ; OPTION 2b1 - ON aiButton = myMenu004.Show() debug.notification("Marketplace Open") startMarket() ElseIf aiButton == 1 ; OPTION 2b2 - OFF aiButton = myMenu004.Show() debug.notification("Marketplace Closed") endMarket() ElseIf aiButton == 2 ; OPTION 2b3 - Back aiButton = myMenu004.Show() EndIf ElseIf aiButton == 2 ; OPTION2c - College Options aiButton = myMenu003.Show() If aiButton == -1 ElseIf aiButton == 0 ; OPTION 2c1 - ON aiButton = myMenu004.Show() debug.notification("College Open") startcollege() ElseIf aiButton == 1 ; OPTION 2c2 - OFF aiButton = myMenu004.Show() debug.notification("College Closed") endcollege() ElseIf aiButton == 2 ; OPTION 2c3 - Back aiButton = myMenu004.Show() EndIf ElseIf aiButton == 3 ; OPTION2d - DONE debug.notification("Please Wait") myFadeOut.apply() EndIf EndIf EndIf EndWhile EndFunction
  16. when i wrote this blog i didn't have a code at all, because i don't know how to do what i am trying to accomplish. simply put, i was asking how to fill an array with variables the player chooses from a messagebox menu. after a lot of tinkering, i may be onto something right now, will update with my code when its complete
  17. The way ive made my mod, there is one list of enemy types. (not a form list, so far its only location is in a script.) ie: -bandits -warlocks -giants -forsworn By default, the player will have to defend the location from random attacks (one enemy type at a time of course) based off that list. The player has the option to toggle (turn off/on) any of those enemy types via a messagebox menu. I'm not sure the code above does this, it seems the it allows you to select one of the enemy types, not more than one.
  18. the part i dont know how to do is fill the array with the players choices .
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