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dirtfoot84

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Everything posted by dirtfoot84

  1. Run TES5Edit and search for which mod alters the items. The weight value is attached to them.
  2. In response to post #43868385. Yeah press 1 a couple times and the object youve selected will disappear. If you want to make all objects visible again press ALT+1. Doing this just makes it invisible in the render window, the object still exists. But it's a great way to select an object behind another one.
  3. So a quick question here as I have been looking all through the creation kit for an answer but nothing yet. I want to play the sleep animation on a rabbit (IdleSleepStart animevent, according to the creation kit animation info). The problem is I can only find PlayIdle package data, and when you use an IdleMarker you cant select basic animations for the Hare. I HAVE noticed that SabreCats in particular have a special laying down animation for them under Idles. Humans have a ton of animations to choose from. But the hare, I just cant find anything to make him lay down and sleep when a certain time comes around. My main question is, where is the data stored for allowing the modder to select the sabrecat's idle? How do I replicate this to allow myself to set an idle for a Hare, so he will appear to sleep? I seem to be getting caught up on these little tiny issues and spending hours just trying to find something that, to me, seems to be so simple and should be so easy to do.
  4. Another update, I had released my Snails mod to Nexus, then a few hours later I noticed I was having CTD issues when fast traveling to Riverwood. I disabled my snails mod and the CTD issue went away. I am guessing something to do with the script was causing some huge issues, so for now I will just settle with hand placing snails as to avoid the scripting issues until I have more knowledge.
  5. Thank you for the reply Ishara. I added a simple script directly to the snailNPC that uses OnUnload and the an event to disable and delete. It is as follows: Scriptname _bdg_snail_script extends ObjectReference Event OnUnload() Disable()Delete() EndEvent --------------------------- It works as far as I can tell and allows the spawner (mushrooms) to have a snail around at all times, and deletes the previous NPC on unloading. For what it is, it works. I just dont like having attached a script to a base object. Also, I understand the xmarker advice but that would still require me to hand place an Xmarker at each location, correct? Im also looking for a way to "bump" the snails up out of the ground after they spawn. Apparently there is a ModPos command you can use to move something on its axis by increments, but it is new to FallOut4 and doesnt work with Skyrim creation kit. So as it is, my snails sometimes appear underground. Thanks for your help I will post any updates.
  6. UPDATE I found a very simple script to spawn an NPC near an object, however it is still a script attached to the mushroom flora. Script is exactly as follows: Scriptname _bdgray02_snailspawner extends ObjectReference actorbase property SnailNPC auto Event OnLoad() self.placeatme(SnailNPC) EndEvent -------------- What it does is basically, when the object (mushrooms) load, they spawn the snail at their location. Huge milestone for me at the moment, will still be looking for ways to spawn them in without the need of attaching a script directly to the object.
  7. So, my dilemma here is that I have working snail NPC actors that I have singled out from the Beasts of Tamriel mod with permission from the mod creators (SpikeDragonLord and Jboyd4). I would like to place them into the game using scripts rather than just hand place them, which would take quite some time, but still is a possibility if this scripting isnt possible. I would attach my script to something such as Cabbage, or mushrooms within the game, but Id rather not interfere with that item itself as it can negatively effect other mods. My question is, is it possible to create a script that will Spawn the snail NPC near mushrooms and cabbages, without me having to attach a script to those mushrooms and cabbages? To clarify, let's say I enter Riverwood. In Riverwood there is a small farm behind the Sleeping Giant Inn that has several cabbages. My first idea was to create a script attached to those cabbages which would, when the cabbages are loaded using the OnLoad event, then the script would spawn a snail near that cabbage. I'm not familiar enough with scripting beyond the PlaceAtMe function, I have no idea to tell the script where the said cabbage is and that there is where I would like to spawn the snail. Not only that, I realized that cabbages are a type of TREE and I was unable to attach a script to them. Foremost, I would rather not attach scripts to base items, as I have done with my Firefly mod (attached script to all mushroom flora). This can conflict with other mods. I would much rather prefer some way of spawning in the snails to cabbages/mushrooms in a safer manner. Besides using trigger boxes, onload events, Im at a loss of understanding. HOWEVER - I have seen an example of what I want to happen in the mod SkyBirds, where nests are spawned dynamically near trees. I have no idea how to do such a thing, nor how that script becomes active in the first place. Hope to hear any kind of help on this issue, as it is I will continue to scan through script examples and native scripts for some kind of example to use. Thanks!
  8. Okay after fiddling around through the conditions I found one I didn't see before: GetActorValuePercent and I set it to value of <= 0.5, and chose to run it on player instead of subject. This worked, it's what I was looking for exactly, just posting this as a reply in case anyone else has the same question in the future :)
  9. So over the past two days I've been trying to get this enchantment on a piece of armor to work the way I want it. Basically, what I want it to do is begin healing the player when health gets under a certain threshold, say under 50%. Now, I can get the enchantment to work constantly without a problem. What I can't figure out is how to, WITHOUT scripting (as I dont know how to do that) make this happen. So far I have gone through just about all of the conditions in the creation kit, such as GetHealthPercentage (which apparently doesn't work as I've tried all manners of numbers, and have found other threads where people say it just doesn't work), IsInjured, Isbleedingout, isinjured, etc.. Is this possible to do without creating a custom script for it? I don't want to put a dirty script in anyone's game so I haven't messed with it.
  10. Ive been looking for help about this also. It looks like you are talking about scripting, but I'm looking at the conditions you can set in the creation kit. I use gethealthpercentage condition, and I've tried several different numbers and none of them have worked so far. I am trying to make a piece of armor only heal the player when they are at under 25% of health. I've typed in 25, 0.25, 250, etc. and I can't seem to get the effect to work. I'm really trying to avoid using scripts as I have no clue at all how to script, just the creation kit. Is there an easier way to do this?
  11. I haven't had any luck with it, any time I create a shout and a spell to add spawner, it doesn't work. I can't even unlock the shout without a CTD. I'm pretty sure it's something that would have to be entirely scripted from scratch, I can't find anyway to bring the insects into the game except for using the critterspawns they give you. I'm looking into the scripting stuff right now and it looks entirely possible to bring them into the game using that, so... i'll just keep trying.
  12. I just started using the creation kit yesterday, and I have a goal of creating a quest line mod at a later date that adds different nature related shouts to the game. I was playing around this morning trying to see if I would even be able to do this but, one of the shouts is going to be a restorative type of shout, and I want it to give the feeling of life eminating from the player once it is used, one of the effects i was thinking of was adding insects to the world (bees, butterflies, etc.) but I don't even know if that's possible. The only type of object I found so far was the critterbee that you can actually add into the game, otherwise I have no idea how to spawn, say for example, a butterfly in front of the character that will fly about as they do. Any ideas? Thanks for reading. edit: Just to be clear I meant that I was trying to create a shout that adds insects into the world.
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