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Takahanbu

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  1. Is there any generalized way to find the parent location (as defined in the CK) of a given location at runtime ? For example, I'm trying to check, if 'MyCurrentLocation', or any of its parent locations have the 'LocTypeCity' keyword (= if the player is still within a city or in any of its buildings). Unfortunately, the location script has no 'parent' member or function? Sure, as long as I have a specific form list of 'city' locations, I could test for each with 'IsChild()'. But this requires a form list for each LocType (it would be easy to miss a few locations) and does not automatically work with additional locations added by other mods, even if they use the right keywords. I would much prefer a more generalized approach if possible. Am I out of luck here? Or might there be a solution I am missing?
  2. Here's a problem I've been struggling with: I want an event to trigger every time one of the player's followers, but not the player herself, kills an enemy. But, whenever an active follower (as in member of the 'CurrentFollowerFaction') gets the last hit, the kill is attributed to the player, instead of the follower: The value passed to 'OnStoryKillActor' as 'akKiller' is the player actor.'(akVictim as Actor).GetKiller() returns the player actor.'OnDeath' events (on the victim or magic effects attached to the victim) receive the player as 'akKiller'.Tracked stats (i.e. "People Killed" or "Animals Killed") are increased.As a workaround I'm currently relying on a cloak effect and the 'OnHit' event of the target. It works, but I have to track health and reliability seems questionable. Has anyone else had this problem before? Is there any simple solution I'm not seeing?
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