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Everything posted by javaplaza
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[LE] Can I play a scene during Combat ?
javaplaza replied to javaplaza's topic in Skyrim's Creation Kit and Modders
lol i hate posting here for that very reason , but i know part of this process IS reaching out... even if i get it myself in the end -
[LE] Can I play a scene during Combat ?
javaplaza replied to javaplaza's topic in Skyrim's Creation Kit and Modders
yeah , its a daily struggle for sure. uh thanks for your vote of confidence and advice tho. not sure where to put the stopcombat yet but im sure ill figure it out. -
[LE] Can I play a scene during Combat ?
javaplaza replied to javaplaza's topic in Skyrim's Creation Kit and Modders
ive tried creating my own global conditions ive tried SM Nodes posting here is my last resort after about 2 weeks of doing my best :) -
[LE] Can I play a scene during Combat ?
javaplaza replied to javaplaza's topic in Skyrim's Creation Kit and Modders
stopcombat won't work in papyrus and thats where i have this fight scene scripted out. Currently trying to think of how I can do this.... -
[LE] Can I play a scene during Combat ?
javaplaza replied to javaplaza's topic in Skyrim's Creation Kit and Modders
this might be a little off topic but how would i get an NPC, say a Dremora, to say a particular line of his own vanilla dialogue on command during one of these scenes? thank you -
[LE] Can I play a scene during Combat ?
javaplaza replied to javaplaza's topic in Skyrim's Creation Kit and Modders
INTERESTING! wow I hadn't thought of that. Thank you very much I'm hoping this will work during the massive fight I have going on, but am definitely going to give it a try! -
I have a long fight scene I'm making, and I need a few NPCs to talk back and forth to each other during the battle. I've poked around in the CK and found Mercer Frey's final battle with the thieves guild has some moments like this. Although when I do it, the lines of dialogue only work about 10% of the time, and usually when my NPC is not currently fighting enemies. Combat dialogue won't work because there are more than one line that need to be read at a time in some cases. Please and thank you to anyone who has ideas or help on this.
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So i'm trying to write my first array.. I'm familiar with basic scripting and papyrus in the CK. But its time to learn something new. I have a group of npcs(enemies) that will be attacking the player. When one or two of the enemies are left, another group will spawn and continue attacking. I'm guessing what I need is a script that checks how many are dead. But havent found any solid examples I could take apart and look at. Any help would be appreciated =)
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[LE] Multiple If Statements
javaplaza replied to javaplaza's topic in Skyrim's Creation Kit and Modders
my code at the top actually seems to run so far. i hadn't felt confident enough to test it. -
[LE] Multiple If Statements
javaplaza replied to javaplaza's topic in Skyrim's Creation Kit and Modders
first error was because QEffect isn't defined. -
[LE] Multiple If Statements
javaplaza replied to javaplaza's topic in Skyrim's Creation Kit and Modders
Tobiaz : your code came back with: -
[LE] Multiple If Statements
javaplaza replied to javaplaza's topic in Skyrim's Creation Kit and Modders
Tobiaz your code helps me understand the list a lot better.. that is where I'm a little nervous. But if I read what you said after correctly, do you think my long code above would run? I also haven't tested it. -
[LE] Multiple If Statements
javaplaza replied to javaplaza's topic in Skyrim's Creation Kit and Modders
thank you so much but some of this is pretty over my head currently. can i do this without using an array? -
So I'm writing a quest where the stage will only advance if you can perform a certain few spells. 7 to be exact. I have this script attached to the target's alias in the quest, and it functions properly, but only for one of the seven spells needed. Can someone please guide me on how I can add the other 6 into the script? int property myStage auto quest property myQuest auto magiceffect property myEffect auto Event OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect) if akCaster == Game.GetPlayer() if akEffect == myEffect myQuest.setStage(myStage) endif endif endEvent What I'm trying to avoid doing is this: (unless it looks correct, id really appreciate it if someone would let me know if it does.. thanks) int property myStage auto quest property myQuest auto magiceffect property Effect001 auto magiceffect property Effect002 auto magiceffect property Effect003 auto magiceffect property Effect004 auto magiceffect property Effect005 auto magiceffect property Effect006 auto magiceffect property Effect007 auto Event OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect) if akCaster == Game.GetPlayer() if akEffect == Effect001 myQuest.setStage(myStage) endif if akEffect == Effect002 myQuest.setStage(myStage) endif if akEffect == Effect003 myQuest.setStage(myStage) endif if akEffect == Effect004 myQuest.setStage(myStage) endif if akEffect == Effect005 myQuest.setStage(myStage) endif if akEffect == Effect006 myQuest.setStage(myStage) endif if akEffect == Effect007 myQuest.setStage(myStage) endif endif endEvent
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I'm roaming around in the dialoguemenu.swf script... When I tried to add this, dialogue across the entire game wouldn't progress past the starting topics. this.TopicListHolder.TextCopy_mc.textField._width = 600; My goal is to enlarge the window of visible player response topics during conversations with NPCs. The mod I'm working on has a bug that sometimes causes topics to be invisible if there are too many characters for the vanilla interface to handle. I found a mod that has a fix for this bug, but I'm not interested in using any of the other features the mod offers.
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[LE] Dialogue appearing invisible in game
javaplaza replied to javaplaza's topic in Skyrim's Creation Kit and Modders
i thought i had fixed this, but i'm still having a problem. If anyone can help, id really appreciate it -
How to remove a master file dependancy from a mod?
javaplaza replied to Trolloverlord's topic in Skyrim's Skyrim LE
Ctrl+Del for me caused a crash -
So, I'm attempting to figure out how the headless horseman works in the creation kit. What I know: He appears in random locations across Skyrim. He speaks to the player. Very rarely, but it does happen. He always ends his ride at Hamvir's Rest What I'd like to know: Where are all of his starting positions, or is it anchored to the player somehow? How does he speak if there is no dialogue in his quest? [WE12] Where are his voice files? (they're not in the folder for maleuniqueghost I have spent two days looking through files and wilderness events, and have found no luck on this. Any help is really really appreciated. Thanks
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Many thanks ahead of time
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this isn't a bad idea
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Attaching light to object dynamically with papyrus?
javaplaza replied to AvelonHellfyre's topic in Skyrim's Skyrim LE
am trying very hard to get this working for a set of armor so far no luck, but will keep trying for the rest of the day if anyone has any extra tips/tricks EDIT .. I found a "way" to make this work for me.. I missed the part above where someone explains you have to copy/duplicate the candelight magic effect in order for this to work. -
how would one do this? sorry for the zombie blog
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i saw a house that had a cave basement like youre describing once, hell if i can remember the name though