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morrowind1979

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Everything posted by morrowind1979

  1. So like the title says I am trying to make a trigger box with a script that kills every actor who enters it with the custom Keyword "KeybladeActor". The script will just not work this is teh best I can do: Scriptname DWKBWarriorKillScript extends ObjectReference Keyword Property KBW Auto Event OnTriggerEnter(ObjectReference akTriggerRef) If(akTriggerRef.HasKeyword(KBW)) akTriggerRef.kill() EndIf EndEvent But the CK returns the error: Starting 1 compile threads for 1 files... Compiling "DWKBWarriorKillScript"... C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\Scripts\Source\temp\DWKBWarriorKillScript.psc(7,14): kill is not a function or does not exist No output generated for DWKBWarriorKillScript, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on DWKBWarriorKillScript Does anyone know how I can make this work? p.s adding an actor property instead is not an option as I have multiple actors in the same cell
  2. I have made a door with a chain across it I want to make a script that disables the chain when the door is unlocked. This is as far as I have got: Scriptname EDChainUnlockScript extends ObjectReference ObjectReference Property CHN Auto ObjectReference Property TRPD Auto Event OnLockStateChanged() If (TRPD.IsLocked()) CHN.disable() EndIf EndEvent The problem is I cannot find the opposite version of Islocked. I have tried IsUnlocked, Islocked(false), Islocked(0), IsNotLocked but nothing is recognized as a function or command. There is nothing on teh CK Wiki either only examples for the function Islocked. Does anyone know how to make this work?
  3. I already auto generated navmesh for the whole worldspace hence my current predicament
  4. My wordlspace is an island with about 2000 odd cells. Fixed about 200 odds. Just another 1800 to go. Ugh! LOL. I can see me getting bored rather quickly :laugh:
  5. I guess not.... Well there should be, as cell by cell navmesh correction is s extremely inefficient and time consuming :down:
  6. Hi all. I have just generated navmesh for my custom worldspace using the Creation Kit Autogen havok based navmesh. I have over 1000 pathfinding errors that need fixed. The only way I know how to do this is checking the navmesh one cell at a time with the creation kits check navmesh tool. Its going to take me months to fix all the errors one cell at a time. Is there a tool or way to check and fix the whole worldspaces navmesh in one go?
  7. Hi everyone. I am trying to script an activator that allows the player to reset and redistribute perk points, like the altar you gain access to after completing Dragonborn but without the player having to spend any dragon souls or anything. I tried to analyse the scripts attached to the altar but its all gobbldegook to me and I cant make head nor tail of it. Does anyone know how make a script like this I can attach to my activator?
  8. I gave up on that idea and just generated a custom heightmap with Geocntrol
  9. This does not work. Even though I painstakingly changed every single form ID and followed this tutorial to the latter: https://steamcommunity.com/sharedfiles/filedetails/?id=798570279 The new esp does not create a new worldspace it still overrides and tries to replace the default Tamriel worldspace.
  10. I found a way to do it. It can be done in TES5Edit, but the process is quite lengthy I am renumbering all the form IDs as we speak which will take an age It can only be done one worldspace at a time though. But all I need for my project is the Tamriel worldspace, So I am just editing that one.
  11. I had a mod idea about creating an alternate skyrim world by duplicating Skyrim.esm and converting it to to Skyrim.esp and renaming the file Trinity.esp. The problem is when I try to load Trinity.esp with masterfiles Skyrim.esm and Update.esm. The Creation Kit reports a localized string error and crashes. Does anyone know if this is possible to achieve?
  12. Still have 1 female part to fill. Send auditions to [email protected]. If Interested. Thanks: ------------------------------------------ Dreamer (Insane female Dark Elf) ------------------------------------------ We have you in our discerning eye. We see you, waking and sleeping.
  13. Double click on the armor addon (in the item menu). And make sure the race of your actor wearing the outfit is selected (highlighted in blue). Also check which race the armor is set to(also in the item menu, armor not armor addon). Usually I find setting it to defaultrace works best (dont change the race in the armor addon just the armor). Also in the racemenu for the race of your actor on the general tab make sure armor race is set to a humanoid race. e.g. dark elf, nord.
  14. Fixed it! Got it working by adding a seperate global and condition for each spell that is added to the above script. Now everything works and the addspell messages are only displayed once
  15. Exact same result: The global is increased but the spells & swaprace are not added to the player. Got it to work using this script changing == to >=(the game dosen't seem to like ==). But the problem I have now is that all spell adds and raceswaps work fine. But the spell added messages are being displayed every time the player feeds instead of only when the global has met its value. Scriptname MW1979DemonFeedScript extends ActiveMagicEffect SPELL Property Claws25 Auto SPELL Property Claws50 Auto SPELL Property Claws75 Auto SPELL Property Claws100 Auto SPELL Property DMAbsorb Auto GlobalVariable Property FeedCNT Auto Race Property DemonRaceAbsorb Auto Event OnEffectStart(Actor Target, Actor Caster) If FeedCNT.GetValue() <= 2000 FeedCNT.SetValueInt(FeedCNT.GetValueInt() + 1) EndIf If FeedCNT.GetValue() >= 49 Game.GetPlayer().AddSpell(Claws25) If FeedCNT.GetValue() >= 99 Game.GetPlayer().RemoveSpell(Claws25) Game.GetPlayer().RemoveSpell(Claws75) Game.GetPlayer().RemoveSpell(Claws100) Game.GetPlayer().AddSpell(Claws50) If FeedCNT.GetValue() >= 199 Game.GetPlayer().RemoveSpell(Claws25) Game.GetPlayer().RemoveSpell(Claws50) Game.GetPlayer().RemoveSpell(Claws100) Game.GetPlayer().AddSpell(Claws75) If FeedCNT.GetValue() >= 499 Game.GetPlayer().RemoveSpell(Claws25) Game.GetPlayer().RemoveSpell(Claws50) Game.GetPlayer().RemoveSpell(Claws75) Game.GetPlayer().AddSpell(Claws100) If FeedCNT.GetValue() >= 999 Game.GetPlayer().SetRace(DemonRaceAbsorb) Game.GetPlayer().AddSpell(DMAbsorb) EndIf EndIf EndIf EndIf EndIf EndEvent
  16. I cant get my feeding/perk script to run correctly. This is what I have: Scriptname MW1979DemonFeedScript extends ActiveMagicEffect SPELL Property Claws25 Auto SPELL Property Claws50 Auto SPELL Property Claws75 Auto SPELL Property Claws100 Auto SPELL Property DMAbsorb Auto GlobalVariable Property FeedCNT Auto Race Property MW1979DemonRaceAbsorb Auto Event OnEffectStart(Actor Target, Actor Caster) FeedCNT.SetValueInt(FeedCNT.GetValueInt() + 1) EndEvent Event OnEffectFinish(Actor Target, Actor Caster) If FeedCNT.GetValue() == 49 Game.GetPlayer().AddSpell(Claws25) If FeedCNT.GetValue() == 99 Game.GetPlayer().RemoveSpell(Claws25) Game.GetPlayer().RemoveSpell(Claws75) Game.GetPlayer().RemoveSpell(Claws100) Game.GetPlayer().AddSpell(Claws50) If FeedCNT.GetValue() == 199 Game.GetPlayer().RemoveSpell(Claws25) Game.GetPlayer().RemoveSpell(Claws50) Game.GetPlayer().RemoveSpell(Claws100) Game.GetPlayer().AddSpell(Claws75) If FeedCNT.GetValue() == 499 Game.GetPlayer().RemoveSpell(Claws25) Game.GetPlayer().RemoveSpell(Claws50) Game.GetPlayer().RemoveSpell(Claws75) Game.GetPlayer().AddSpell(Claws100) If FeedCNT.GetValue() == 999 Game.GetPlayer().SetRace(MW1979DemonRaceAbsorb) Game.GetPlayer().AddSpell(DMAbsorb) EndIf EndIf EndIf EndIf EndIf EndEvent The problem is that the global is being increased correctly(I checked this with console commands.) But the spells are not being removed or added when the global reaches the corresponding value. Does anyone know what I am doing wrong?
  17. Got this working now. The only way I could get it to work was to duplicate and edit the playerwerewolfquest and its scripts. It seems there is some sort of problem with playidle and sendanimation commands. One problem solved, another couple to go! Getting there!
  18. You have to set your quest as a script property: Scriptname NERScriptQuest30 extends ObjectReference. Quest Property NERQuest01 auto Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == Game.Getplayer() NERQuest01.setobjectivedisplayed(10) EndIf EndEvent And don't forget to fill the script property as your quest (click properties on the edit script tab thingy, Choose NERQuest01, edit property, then choose your quest from the drop down menu. Sorry I forgot an EndIf too add the EndIf to all your scripts that have an If function, put the EndIf in the line above EndEvent. Also you dont need the conditional flag on your actor script
  19. 1) To start the quest via reading a book use something like. No idea how to script the courier though. Event OnRead() myquest.Setstage(10) EndEvent Change myquest to the name of your created quest 10 to whichever Stage you want to update. 2) Have a triggerbox set up beside the mapmarker big enough for the player to enter with the following script attached: To display an Objective: Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == Game.Getplayer() myquest.setobjectivedisplayed(10) EndEvent To complete an Objective: Event OnTriggerEnter() myquest.setobjectivecompleted(10) EndEvent Again change myquest to your quest name 10 to whichever objective you want to update. 3) Use this script attached to the actor the player will kill Event OnDying(Actor akKiller) If akKiller == Game.GetPlayer() myquest.SetObjectiveCompleted(10) EndEvent Again change myquest to your quest name and 10 to whichever objective you want to update.
  20. I have set up a magic effect that adds a damage multiplier perk (perk to apply dropdown menu) to the player via a spell ability. I have set magnitude, duration, area etc to 0 in the spell box (not the magic effect box). My first question is will the spell still apply the perk even though I have set magnitude etc to 0? My second question is: I there anyway to display a global variables value in the player UI. e.g. spell effect menu(as a magic effect), or as a misc stat etc. The global i want to display is for the value of how many hearts the player has eaten in demon form. So I would need the value to dynamically update in the players UI as it increases.
  21. I am setting up a custom feeding system for this new demon form mod and I want the demon to play the werewolf feeding idle every time the player uses the feed spell (The demon model I have is rigged to the werewolf skeleton and animations). This is what I have and the idle does not play: Scriptname MW1979DemonFeedScript extends ActiveMagicEffect Idle Property DemFeed Auto Event OnEffectStart(Actor Target, Actor Caster) Game.GetPlayer().PlayIdle(DemFeed) EndEvent The DemFeed Property is set to SpecialFeeding. UPDATE: By use of debug message boxes I can see that the command playidle(DemFeed) is being sent to the player but the animation is not playing. The demon model I have is capable of producing this animation as I have tested it in the animations tab of the actor window. I am perplexed as to why its not working
  22. Thanks I will give it a try. My only concern however is that GetRace function will not be carried between both seperate Magic effects/scripts Hey The Getrace function did carry between the two scripts. It works perfectly now and I only have to press Z once to revert form instead of rattling the button multiple times. Thanks, you always solve all my scripting issues. One of these days I will find one that bamboozles you too lol :laugh:
  23. I Thanks I will give it a try. My only concern however is that GetRace function will not be carried between both seperate Magic effects/scripts
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