Jump to content

BurnTheBooks

Members
  • Posts

    9
  • Joined

  • Last visited

Nexus Mods Profile

About BurnTheBooks

BurnTheBooks's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Week One Done
  • One Month Later
  • One Year In
  • Conversation Starter

Recent Badges

0

Reputation

  1. Hi, I have been experiencing a problem lately, after new installation of skyrim from steam and after I installed my modpack which works for me all the time... I experienced this crazy bug... My elven races are using body replacer I installed (UNPB) (dunmer, bosmer, altmer, even new drow and snow elf overhaul races) my human races and beast races on the other hand are using default body mesh.(but new textures) I was trying to find a problem in the form files for races, nothing there, they all seem to be using what they should... Even when I open the race models in creation kit, it is using correct body meshes. I am lost guys, my last idea is that maybe some bsa contains body meshes, but it should use the body mesh from the folder if there is some. I think. Can anyone give me advice what could be causing the problem?
  2. ok, I found the issue... weather has no "name" property, so it was returning empty values... Thanks for the advice, that led me to the skse function declarations in Form.psc and I found out the problem after that.
  3. Hi, I have some problems with weather scripting. I am trying to compare current weather to a weather I created to apply special effects. I am able to compare it by form id, but that is not relative, so not good for me. I need to achieve one of the two: get the name of the weather from this Weather currentWeather = Weather.GetCurrentWeather() or, get the property in my script to work Weather Property someWeather Auto I attached property of weather to my quest script, and it reads as none and I am smashing my head into it for two days now, and google results on my searches don't help much. In creation kit everything seems to be fine, weather is attached, but I can't seem to have it available in my script. Any advice is much appreciated.
  4. thanks for the advice :smile:, I was able to test it properly and your solution works, the only difference I made was in the actor list, because I have to pick one at random filtered by actorbase race. That took some thinking but already done. Now I have a problem with integrating it into another mod. The author made in a fashion that I can't add more properties to it (meaning I cant assign the formlist which is checking the actors already in use). a) Is it possible to add property to a script with another tool instead of CK? b) is it possible to add the list as property to another script and then use that script as a dependency in the script mentioned? (compilation works fine with the script to which I need the property attached) EDIT: I am sorry for this sort of questioning, I am a javascript/php programmer. Papyrus script is something quite new to me :).
  5. Well, the thing is, papyrus can spawn actor flagged as unique multiple times. And I can't know for sure if the actor I am spawning is an actor used in game already or a new one from the list since it is picked at random. as for the method mentioned, I will test it tomorrow morning. The essential flag can be changed for specific actorbase by papyrus, so it could in essence work as the variables you mentioned before.
  6. One posibility could be: make them non essential in creation kit, and while selecting them from the list, make the actorbase essential with ActorBase script SetEssential(Bool abEssential). while spawning I could then check used actor base if it is essential or not. Does this sound reasonable? :D I am not sure if only that one instance mentioned would be essential or all other instances of that actorbase would be essential (which I am hoping for).
  7. Check if the actor already exists would be nice, I just cant find a function to check exactly that :D. I believe it would be better to check if actor I want to place exists than and then decide instead od declaring new value for each actor in the list. I only found this: http://www.creationkit.com/GetDeadCount_-_ActorBase which is not an option here. EDIT: I do not understand why I can count dead actors, with no simmilar function to count the living ones :D
  8. Yep, already have them as unique. The script doesn't care though :) since it is selecting actors at random. It spawns the actor even if it is flagged as unique, the game then counts them both as the same entity and for example if you make the first occurance as follower, both are now behaving as followers. I am trying to prevent the spawn in the papyrus script by some condition which will first look for the actor/actorbase in game and after that pass or fail actor placement itself.
  9. Hello, I was messing with some scripts for my small mod. The thing I need to do is to spawn actors from the list at certain conditions at random. Actors are unique and essential so I can use them as followers. The thing I got stuck on is, that sometimes, the same actor is randomly picked twice (it does not happen often, as the list is 30 actors long) but I would still very much like to avoid it at all. The question is, is there a way to check with papyrus if certain actorbase is already spawned in game? or is there a better way to prevent this duplicate spawning?
×
×
  • Create New...