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ArronDominion

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Everything posted by ArronDominion

  1. Looking at this line: SummonEvilMharph.Cast(SpawnLocation, SpawnLocation) You have both the target and source as the SpawnLocation. Looking at cast: Cast(ObjectReference akSource, ObjectReference akTarget = None) , I would change your function to this: SummonEvilMharph.Cast(SpawnLocation, akActionRef) Let us know if it works.
  2. You don't want to directly edit papyrus fragments if you are. When you setup the fragment in the dialogue, you need to assign the properties you are going to use directly to the fragment.
  3. Exterior navmeshes are a pain. They are divided into grids, and requires finalizing between each segment that was originally connected to the mesh. You might have to extend the navmesh so that it is in close proximity to the adjacent mesh.
  4. An issue I currently see is having your functions defined within your If statement within the event. Move both functions outside the Event block. Then call your functions within the Event block and give each your time interval (don't see time used in either function currently). Not immediately sure what ImageSpaceModifier has for functions without the CK page : http://www.creationkit.com/ImageSpaceModifier_Script Looks like you might want to use the apply and remove functions for the ImageSpaceModifier properties, and have the game Utility.wait (time) in between the apply and remove calls.
  5. Just started on the events/functions series based on the feedback here. I decided to have the presentation portion shorter with more live coding/live testing per ThreeTen's feedback and hopefully it helps incorporate some of Darren's feedback (did not get hammered for the first sorry xD). Once it finishes uploading, here is the first episode of the events/functions (will wait to post future episodes in the events/functions till I have more):
  6. I wasn't trying to sound bored :(. I will try to make future videos less dry/boring, although I tend to be boring vocally. I do have to say trying to teach the basics of variables/events/functions conceptually can be a little dry also (was pretty dry during my intro comp sci classes in my undergraduate software engineering program, which is where I got the delivery style inspiration). Hopefully once I get past the events/functions/objects it will also be more interesting.
  7. Hello everyone. I was inspired from the topics here in the Skyrim Mod Author section to start a video presentation tutorial series to teach Papyrus. The format I have been doing so far is PowerPoint presentation of the concepts, a live code section, and testing the coding segment. I started off with an intro, Hello World (starting off early using Notepad++ as the scripting environment), and a variable segment. I split variables into 4 videos, starting with the basic types, variable manipulation, variable comparisons, and variable scope. Here is the result so far for variables: Skyrim Creation Kit Scripting Series: Papyrus Tutorials - Variables: http://www.youtube.com/playlist?list=PLrN7sXqWQOBNdVMivGkGl0vKuM8lRNsDq My current idea for series progression is to cover basics of events/functions, cover objects, provide a few videos after to pull together variables/events/functions/objects, cover design of simple and complex scripting systems, and have a few videos for example problems utilizing design. Feedback is appreciated. Also if there are any special topic requests, I will do my best to work an episode in. I will update this post when I finish the various segments or special requests. I also plan to upload the PowerPoints and PDFs once I finish the series.
  8. Another portion of the update that may or may not be useful is the elimination of the file size limit for Steam Workshop. Haven't beta tested it.
  9. I haven't tried this particular framework before so any trouble shooting I give might not be helpful. Have you tried using Notepad ++ to get around the editing/saving portion?
  10. My only suggestion for trouble shooting (don't deal with sound too much) would be to compare vanilla boss music volume to yours and see how much of a difference there is.
  11. Try changing MiscObject to Form (don't gain anything with having it of type MiscObject )
  12. {Summons a dwemer spider when ingot is picked up by PC, no special effects) If you look at the end there is a ) instead of a } which will throw everything off.
  13. If you use the above script, you need to store the Target actor for that script as an Actor property, and where Target (in Ishara's PoisonPoison.Activate (Target)) is called within the update and replace the word Target with the name of your property [since after OnEffectStart's target data terminates after the event call]
  14. Register for key will not register until the player enters bleedout due to your event chosen (it is not the function to register for the key at fault, but the timing due to the chosen event). So the moment you start blocking, it will not apply the Key check until a bleedout event occurs. Logically speaking, you want an event such as Matthiaswagg's example of OnInit () that will register your key from an event early on. On combat state change could work as an event because it will register your key on your first combat encounter.
  15. Think about when you're block will be registered for in this case. When your character enters bleedout, the key press will be listened for, when it is too late. It is better to use a different event that will be activated sooner. On another note, your script for the key down will cause the vulnerability status to change potentially while the key is still pressed. Edit: This script also registers for key 17 instead of pulling the block key necessarily(what if someone binds the key elsewhere)
  16. Where is your logic failing exactly (since there is a logic error somewhere)?
  17. What part is not working, and what is your error message? (Make sure you are using SKSE if are not currently)
  18. If you rolled with this idea, make sure the book itself doesn't teach a spell (as it will destroy the book). Also, for the not trained rank, you could display a message saying that you don't have sufficient knowledge for this spell, instead of adding a spell.
  19. Something I noticed in an earlier version on the dialogue side of things was the weather dialogue would hang other types of dialogue from starting. Could it be a dialogue issue causing some of the wonky A.I. behavior? If that isn't it, it might be useful to look into A.I. packages.
  20. Global variables can be used as dialogue conditions if that is also what you were asking
  21. Ok, this is a weird CK bug. Comment out your current fragment, and do a simple function such as Utility.wait (0.1). Compile that, and add the properties after. Once the properties are added, remove the wait, and uncomment your original fragment
  22. If you are wanting to change the npc faction (assuming the speaking npc), what is here currently will change the player's faction membership. akSpeaker is used for the speaking NPC. It is helpful to post full error messages since the error message provides useful information on the specific problem and hints on what you need to change (won't tell the solution though) Please post the error message so we can help you better
  23. If you want to sift through the animation events and register for the animation events related to blocking. Once you register for the events, use OnAnimationEvent to switch your value to mimick blocking vs not blocking. I would use a binary system to keep track if you are using this as a value check within a OnHit() event On a brief look through on I saw a blockStop animation event for One-handed swords, but I am not sure if this is the right event or the other events. ---------------------------- Outside of this, while still using a binary system, unfortunately I believe (not 100% on this one) that you might need SKSE for this feature. Use GetMappedKey() to get the block key and assign it to a property, and use OnKeyDown() event to listen for the key being pressed. Since players will change block eventually, you will need to register for a menu event via RegisterForMenu("Main Menu") and have OnMenuClose event to re-assign the key after the main menu closes.
  24. I have a few of the script source files if you needed to look at that, although it shouldn't be needed to do A.I. functionality.
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