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Cipscis

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Everything posted by Cipscis

  1. The autocomplete file should go in the /plugins/APIs/ directory and doesn't need import. The syntax highlighting file doesn't need to be placed anywhere in particular, and should be imported via Notepad++'s "User-Defined Dialogue..." window (look under "View"). Did you save the "run" command in Notepad++ with the right shortcut? If not, that would explain why using the shortcut wouldn't work. Cipscis EDIT: Also, the wiki is open to public editing. If you feel it's not clear enough, and you think you can make it clearer, please feel free to edit the page. Cipscis
  2. It's either a variable, a property, or the parameter of a function in which that line of code resides. Can you see it declared as a variable or property elsewhere in the script? Cipscis
  3. Ooh, I hadn't seen that event before, thanks. I never have any issues with sharing my source code, but I didn't use Papyrus at all in any of my mods that reduce NPC greetings (all variations on one another). The required distance between the player and an NPC before they'll greet the player is controlled in a gamesetting, and all I had to do was edit its value. The name of this setting is fAIMinGreetingDistance. Cipscis
  4. To get a script to run when the game starts, just use a "Start Game Enabled" quest (make sure it's set to "Run Once") with an OnInit block. You can't use formIDs scripts, unless you want to use GetForm (although why you might do that is beyond me). Instead, take a look at this - EditorIDs in Papyrus Cipscis
  5. There is no native "OnAnimation" event. Here's a list of all native events - Category:Events What you extend depends on what your script will be attached to. If your script will be attached to an Actor, for example, you'll want to extend "Actor". Cipscis
  6. Skyrim uses a completely new scripting system called Papyrus. All of the scripting information on the Oblivion Construction Kit Wiki is no longer relevant for scripting. AddItem is the correct function for adding an item, and RemoveItem can be used to remove an item. You might also try Debug.Notification to make sure that your code is actually running - it should print a message to the screen. Cipscis
  7. The syntax of your script call is incorrect. You need to create a property for your spell (see EditorIDs in Papyrus) and call your Cast something like this: InvisibilitySpellProperty.Cast(Self, Self) Cipscis
  8. Try this: ScriptName RemoveKeyOnOpen extends ObjectReference Event OnOpen(ObjectReference akActionRef) akActionRef.RemoveItem(GetKey()) EndEvent Cipscis
  9. Is that no effect including no sign of the debug message in the logs? Have you set up your property in the editor correctly? Cipscis
  10. Oh, of course! You were treating akActor as though OnRead has such a parameter that lets you use the actor doing the reading, but this event will only run when the player reads a book. Because your akActor property is never set, it will default to None, and your condition of "if akActor == Game.GetPlayer()" can never be true. This should work: Scriptname AddThunderPerk extends ObjectReference Perk property ThunderPerk auto Event OnRead() if Game.GetPlayer().HasPerk(ThunderPerk) == false Game.GetPlayer().AddPerk(ThunderPerk) Debug.Trace("Heart of Thunder added") endif EndEvent Note that I changed "== 0" to "== false". We have proper boolean types in Skyrim, so using "== 1" or "== 0" is now semantically incorrect, even if the automatic cast will make it work. If nothing else, this is something you should be aware of. Cipscis
  11. I'm not sure, but setting it to false might cause them to switch back to "Outfit only" mode... Worth experimenting with, at least, I guess. Cipscis
  12. That looks fine, does it compile? Have you associated your perk with the property "ThunderPerk"? Cipscis
  13. You need to use SetPlayerTeammate to enable that behaviour. Don't worry - it's their AI packages that actually make them act like a teammate, so you should be able to use this safely on anyone, I expect. Cipscis
  14. That's default behaviour. Have a look at one of these pages for instructions on how to set up a decent IDE (I recommend Notepad++, but haven't used Sublime) - Notepad++ Setup - Sublime Text Setup The Creation Kit's in-built editor is pretty featureless. You'll be better off using one of the above editors for scripting. Cipscis
  15. If I weren't in the beta group, I think I'd hope that specific information wouldn't be released while the test was going on. At least that way I could have some kind of indication that the features aren't set in stone yet, so the developers might listen to the testers. That goes for the wiki as well - if it were available while testing was still going on then any changes made due to suggestions or bug reports from the testers would be publicly visible. That would make the kind of closed beta testing they want to do much more difficult. The kit will likely be released at around 1pm (in Bethesda), which is about 15 1/2 hours away. Cipscis
  16. It doesn't seem quite so generic when you keep in mind that the engine Bethesda used to create Skyrim has been renamed the "Creation Engine", though. Also, hi guys! Cipscis
  17. Why do you assume they're controlled by Papyrus? A lot of core features, like skill gain and the pricing of generated items (not to mention that generation itself) are handled directly by the engine. Sometimes we can tweak these features, but if you want to re-write them completely you'll need a pretty big workaround. That said, if a feature is controlled by Papyrus then it would be very easy to make large changes to it. Cipscis
  18. Oh, I thought you were talking about the information most commonly given on these and the official forums - I haven't seen anyone trying to give that advice. It sounds like the wiki you were looking at is incorrect, but there are still issues with ShowRaceMenu in Skyrim. Cipscis
  19. @Knobody13: Except that was never an issue in previous games. If I remember correctly, it will only mess up your stats if you also change your race. Cipscis
  20. It certainly would be, but almost definitely not without the Creation Kit I'm afraid. Cipscis
  21. So long as the discussion focuses on how this feature might be implemented, and potential issues involved, instead if just "I want this too" and "this would be cool", then I expect it can remain here in the "Mod Talk" forum, now that discussion has already started. @DeadxPixels: I'd be interested in seeing how that's determined in the Creation Kit. It might be feasible to create a copy of each (vanilla) weapon that is sheathed on the opposite hip, and somehow automate the "player.resurrect" bug in order to add an extra holstered weapon on the opposite hip. Doing it for any arbitrary weapon, including modded weapons, would not really be possible with this method. It's also worth noting that the bug has a few minor drawbacks, and I don't yet know if they will be easy to circumvent. Cipscis
  22. Unconscious isn't the same as sleeping. You might be able to use "TAI" on a sleeping actor to prevent them from waking up, although I wouldn't be too confident with that method. Cipscis
  23. I think you mean this: ShowRaceMenu Beware of changing your race in this menu, as it will muck up your skills and stats. It's also worth noting that you will have to re-apply the makeup-like settings, and most passive effects seem to be removed. I expect "player.SetRace" will let you safely change your race, although I haven't tested that. Cipscis
  24. Given that some main-hand weapons are sheathed on the left and others are sheathed on the right, wouldn't dual-wielding say, a sword and an axe, clash as the PC tries to holster them both on the same hip? Cipscis
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