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Sphered

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Everything posted by Sphered

  1. Best I believe you can do is Input.TapKey() to automatically turn pages, but that will take a moment. No way to just open it at custom page
  2. Bool InTheSameAreaA = WhateverRef.GetCurrentLocation() == PlayerRef.GetCurrentLocation() Bool InTheSameAreaB = WhateverList.HasForm(PlayerRef.GetCurrentLocation()) Bool InTheSameAreaC = WhateverMapMarker.GetDistance(PlayerRef) < 5000.0 Many ways to scan, and perhaps all the above are not ideal. Depends mainly what your specific goal is, before good specific advice can be offered, but above are some ways to wing it with proximity
  3. For the actual key tap you can try this input script Input.TapKey(Input.GetMappedKey("Right Attack/Block")) It will keydown and keyup your attack button. Test this to see if that releases the arrow while you are still physically holding said button. Never tried that and can't test atm so have to just see
  4. I don't believe that is an active feature in Skyrim For models you want to merge together, use Nifskope imo
  5. Answering the headline real quick since didnt see this mentioned Event OnSpellCast(Form akSpell) Int FirstEffectCastType = (akSpell as Spell).GetNthEffectMagicEffect(0).GetCastingType() ; Constant Effect 0 ; Fire And Forget 1 ; Concentration 2 So if the above Int = Two you know it is concentration so do whatever. Anything other than two do nada
  6. Ref translation does not require 3d be loaded actually. The issue you might have is motion type like dynamic or keyframe, which that does needed 3d to change Any other clarity needed let me know
  7. Solid example from I what I used a ton back when. Needs XEdit for you to do modify the attached fragment labelings, and also to renumber IDs so it can identify itself. In this case I use a SKSE call to check the last digit, so naturally this means numbering the ids in a sequential manner like below. I liked this method quite a lot, was a huge headache saver ScriptName EZTopics Extends TopicInfo Hidden Function Fragment_0(ObjectReference akSpeakerRef) Int RequestID = StringUtil.SubString(Self,StringUtil.Find(Self," on") - 1,1) as Int) If RequestID == 1 (akSpeakerRef as Actor).SetPlayerTeammate() ElseIf RequestID == 2 (akSpeakerRef as Actor).SetActorValue("WaitingForPlayer",1.0) ElseIf RequestID == 3 (akSpeakerRef as Actor).SetActorValue("WaitingForPlayer",0.0) ElseIf RequestID == 4 (akSpeakerRef as Actor).OpenInventory() EndIf ; Etc EndFunction
  8. You got me curious so I messed with the concept a little bit. Short version is I got it to work, but making it "flow" visually in an immersive not-ghetto manner... yeah this is probably why they left bound bow usage in a beta-like status, lol. Its clunky at best imo without giving this more time than it should need to perfect it visually What makes this so messy is the need for more than just a bound weapon. It also needs the ammo which for npcs can make AI be fussy if you add items to their inventory after they enter combat. If the ammo is there before combat then they will wear that bound quiver most of the time out of combat which is def a visual clash imo Your follower could benefit from being a custom race if only for the ability to turn off certain weapon types, but you might be able to work around that. Otherwise I suggest giving your follower a script or an ability or an alias script so you watch when they enter combat and exit combat. This concept def needs semi-precision timing of things like casting bound bow, and the right moment to add arrows and have them draw weapon, etc in an immersive way, and to reliably use the bow. There are a lotta ways from here to play with it and make it neat but its really in preference territory from here Too wordy but anyway that was fun to mess with for a little bit heh. Good luck
  9. There are NPCs in the creation kit that use bound weapons. You can try copying one of them as a base, and change the spell to bound bow. Might have to tweak what combatstyle they use and other things. Just basically a non-finalized concept Bethesda threw in, that can work, but will need trial and error testing
  10. Pretty much it has to be a key then. Those cannot be dropped, and as long as there is no lock in the game that it would unlock, it would never go away. It can also have a script, so can listen for events
  11. Common route for that is to store that item property at the quest level script and call it from there Game.GetPlayer().AddItem((GetOwningQuest() as NameOfTheScriptOnTheQuest).TheItemPropertyWeBuiltIntoThatScript) There are a few ways to do it. You could also just give it to the player alias inventory. And when aliased, the item will get added
  12. Yeah this is not something that one just "does" real quick. You are in 3DSMax levels of territory, aka no sane way to do something like this in Skope etc. Would need to basically rebuild the skin for each hair you want to do this for. Then there is adding the physics components which you would probably want to look for detailed guides and possibly a discord server etc to get some pointers. Sadly none of this is even close to beginner-friendly and very time consuming even for those that know how to do it
  13. Just tested and yeah changing skin will visually update if you do UpdateWeight() after setting skin. Sorry on the AR BR I skim a lot and assumed you were talking about armor terms lol
  14. The torch component would be particularly quirky to pull off. If SKSE was in play, you could registerforcontrol upon entering a trigger area near the wood or root or whatnot, and when block is hit, aka you nudging your torch, and x distance away, that could be detected. But you could well maybe have an animation to listen for, which would not need SKSE Previous me from a couple years ago would prolly solve this really well for you lol. Used to spend way too much time with Papyrus and I enjoy solving things with out of the box thinking. Sadly I dont believe there is really an exact method that will fully encompass every feature you are wanting for this project. I like where your imagination is though
  15. Prolly would want to use XEdit here Make the aliases. Eat the long names for a moment until they are all created. Save and close CK and touch up names etc in XEdit. Lot faster, albeit will need to be done manually. As for preventing this annoyance entirely, not so much. Could well be a nifty XEdit script out there to streamline this but yeah kinda just one of those things templates are good to keep around for
  16. Helpful reply edit. If you want this you could make a staff with no 3d aka just a blank object that will not be seen. Give it no enchant. Equip it forever in the hand you want to not do anything. When you attempt to use the staff it wont do anything since no charge and no melee attack available. The only real visual quirk would be you still "draw" it but imo it would look less bad than fists up Empty
  17. Could use a formlist with all the valid spells that qualify for the criteria. And do a HasForm() call to check for a hit
  18. I know what you are aiming to do, and yeah at times I want the same thing, to not worry with a swarm of texture sets Use Nifskope for this. Take meshes you want to reroute textures for and do it there in the shader properties in skope Very quick and easy once you see how. Just have to get acquainted with that app
  19. SKSE functionality is not supported for consoles And sorry if I misunderstood something
  20. My blueprints mod does this and is literally all it does. LE only tho I dont have ez access to SSE atm Aside, this is pretty basic to do anyway. Make a headpart record in a plugin. Point it to the high poly head nif and tri. In your follower's nif file 00000999 whatever.nif file you need to edit (nifskope) the name of the head to match whatever you called it in the ck Dont need the races and chargen tris. This sounds harder than it is. If you have the gen mesh, this is a trivial issue regarding semantics
  21. Updating skin is instant with a NiOverride script call, either NiNodeUpdate or perhaps UpdateWeight, been a while but yes it can be instant, just an extra step. AR BR.... Armor Rating and Block Rating would be my assumption
  22. Disclaimer I skimmed and just giving the no bs solution to what appears to be your issue Your woes are in the .nif and dds gen files. You don't need the ck. Just Racemenu or ECE. Sculpt whatever paints and blemishes you want, then export that face. In your case you only need the dds file. Rename that dds file to be their facegen aka 00000D62.dds or whatever. Adjust skin tone here too to blend. This is what the game cares about for paints and such, and you can get something way more custom sculpting in game with mods vs using the CK here
  23. For dragons they either are on foot, or are orbiting in the air. Really not much middle ground there. If above sugg doesnt work out, there are some out of the box workarounds are on the table. Like to make him a non-dragon race, and use a dragon visual effect with a dragon graph. Been too long since I messed with that, but yeah there are some options for you to get what you want here. Just may take some tinkering
  24. Roll back to a save before the mod exists. Or test on a new game. Seq file is all about quests situation on mod install so to change that after the fact might give some problems
  25. Not in Skyrim. Quite a few CK elements are dormant for this game Relationships between non-player entities, as far as I am aware offhand, only really benefit for dialogue conditions, and maybe AI package usage. Really tbh I have found the relationships are built for RP reasons more than anything. From observation
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