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Everything posted by Sphered
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If you want dynamic ownership, probably the smoothest way to do that is an Alias with Faction. Whoever is that Alias, is in that Faction attached to that Alias. Whoever is in that Faction, is set to be owner of whatever, in this case a horse You dont necessarily need Aliases here, but again its likely the smoothest since you dont have to worry about cleaning up previous refs after you change ownership. Simply Clear() the current Alias and ForceRefTo() another ref and its done I already know where you are going conceptually to an extent. Dynamic AI has been a off and on hobby project for some time. Lotta stuff can be tricky but its really enjoyable when you pull off a smooth system
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SSE Need help for multibutton switch
Sphered replied to Chronepsys's topic in Skyrim's Creation Kit and Modders
Several ways you could do something like this Have you considered one button that simply cycles? I will demonstrate that route. Up to preference if you want another route While you cannot declare digits as states in the CK, in-game, you can go to a numeral-only state all day long ;================================================================= Event OnInit() GotoState("0") EndEvent ;================================================================= Event OnActivate(ObjectReference akActionRef) Bool ProceedToChange = akActionRef.GetFormID() == 0x14; && AnyOtherCriteriaYouMayWant() If ProceedToChange Int CurrBanner = GetState() as Int Int NextBanner = CurrBanner + 1 If NextBanner > 8 NextBanner = 1 EndIf GotoState(NextBanner as String) ; DoWhateverIsApplicableHere(NextBanner) EndIf EndEvent ;=================================================================As for refs themselves, this again, is preference and depends on what your goals are. You could have eight refs set as linked refs to the button ref. Or you could have one linked ref, which changes its look depending on the choice made. The way you change it can vary, and again is up to preference. I imagine a common route is to just enable the desired ref, and ensure all the others are disabled. EnableParent may or may not really be wanted or necessary here. Again, depends what you are doing -
[LE] Butterfly Blues: How do insects work?
Sphered replied to Lollia's topic in Skyrim's Creation Kit and Modders
Just take an invisible NPC, (or a regular NPC with invisible skin) and have them equip something that has an enchant. Give that enchant's effect, a Magic Hit Art. That art, can be anything. Including an animated insect The nif may need some setting tweaks, like BSX and the graph details. Not looking at one atm, but more or less you can use existing nifs of bugs, just set BSX to 1 if it isnt already, and Controls Root Skeleton (or whatever its called) might need to be set to true. Oh, and it might matter to convert the root node to a NiNode. I havent made one of these in a while so dont remember if it matters in this case -
I suspect the ResetInventory() SKSE call could help you. Move all apparent items to a temp container for a moment. ResetInventory() which would revert your main container to CK layout, then move those items from the temp container back. This is totally me winging it with a system I probably would implement differently, but that call should be helpful for you On the Inigo horse thing, my page is being weird so in case that wasnt addressed, you could edit his esp by setting any follow AI pack he uses, with "Ride Horse As Possible" being set to true. He wont ride unless horses are allowed, and you have to set his ActorBase or a Faction hes in, as an Owner of the horse you want him to ride. I like to use an AI casted spell which handles all of it: Calling, set ownership, and sanitizing the horse when done. Last part there is potentially unimmersive :-P
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You dont need a quest or aliasing to autogrant things Any Form record will do. Say.... a book. Attach a script to it which extends Form. You dont even place this anywhere in the world, just using the record for the OnInit() Event. Boom grant whatever immediately, one time, no worries about a quest running or aliasing anyone etc Bonus if its just one spell you dont even need to declare a property. If using a book just set that as its spell and use the SKSE call of GetSpell() Event OnInit() Game.GetPlayer().AddSpell(((Self as Form) as Book).GetSpell(),False) EndEvent ; In above case you could simply extend Book instead of Form and do Game.GetPlayer().AddSpell(GetSpell(),False) either way same result Or ofc just declare properties or throw them into a formlist. Whatever. Only real benefit of the quest route is for people that have unjust issues with scripts. This one fires one time and never does anything after that. Done deal and great for projects you are working and want quick testing
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Not an instant culprit to blame this on, since its basically an AI 404 you seem to have encountered. Nonresponsive-ness with dialogue is typically because they are busy saying or doing something else. Without seeing your framework or setup, its hard to say whats causing it, but these special scenes you mention definitely sound suspect
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Enchantments dont have a value. Glancing in the CK I am seeing the same value for base items as well as their enchanted variants. Not saying values dont change, but I suppose its never come up as a pertinent concern for me, since the convenience is what makes auto-selling appealing SKSE team doesnt strike me as the type that will ever respond to a regular person. What I might suggest, if you want enchanted items to sell for more, is a GetEnchantment() check, and if it has one, tack on a percentage, and make it more complicated from there if you wish, by checking types/charge/etc I see you arent interested in the GetContainerForms() route. Do you, but that could save you a lot of headaches
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I just equip a non-skinned object with collision which uses all slots. Example here if you want to copy over the record details to your mod. Unless they changed something in SSE, in regards to this, it does the job well and no nifskope needed https://drive.google.com/file/d/1RxqrFMoYj89S13E60qsZ14uAXAwE5DlA/view?usp=sharing Note this renders you visually invisible. Enemies still see you and everything otherwise remains unchanged as if you are standing there in plain view
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[LE] Max recommended number of items in one cell?
Sphered replied to bongodoctor's topic in Skyrim's Creation Kit and Modders
Ctrl+z will undo a oopsie too btw -
Lotta stuff is preference or simply going with whats familiar If you are dealing with multiple scripts and expect frequent communication and variable modification, etc etc, especially when busy like combat situations, indeed you will want to declare many elements and make the game have to work as little as possible to resolve things. In my deal I send a pet off while im messing around in town or whatever, and one time, upon return I fetch a couple GetForm calls which wont matter here Those debug calls as you might figure, are for test usage and generally you should have those papyrus settings set to off in your inis unless actively wanting their data Declaration names dont matter. I often call mine PCA and PCO for player. One when its actor and one when just needing as ObjectReference. Doesnt matter what they are called, but you have to call them something
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[LE] Max recommended number of items in one cell?
Sphered replied to bongodoctor's topic in Skyrim's Creation Kit and Modders
Do you mean literal items, or are you just meaning refs? Either way, there is no arbitrary "limit" perse. What the objects are, and how complex their model is, etc weigh heavily into what extent their presence impacts performance-wise Could stack a 100 generic books on eachother and likely wont make any real impact at all. But five levitating 4k HD books with fancy animations going on, will quickly add to performance issues As for locking them in, yeah thats a thing. "Dont havok settle" for one. Also might want to mark as sandbox-ignored as applicable. And doors can be flagged unusable, etc -
Oh thats just preference there. You can declare player and 0xF gold if you want to, I just like to keep things clean and avoid properties etc if they arent really necessary Game.GetPlayer().AddItem(GoldBaseObjectRecord) works perfectly fine too Was glancing at the ObjectReference script and saw another SKSE one called ResetInventory() I didnt recall seeing before. If I were guess, it does the same thing as Formlist's Revert() for a container. Could be convenient too perhaps
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I wanted a animal companion for this Enderal playthrough that doesnt do much damage but does kinda cheese the inventory system where I hand him heavy stuff and then once in a while tell him to go sell everything he has. He has one item I want to exclude so I handle that in the array. Uses that GetContainerForms() call I mentioned which IMO is one of the better ways to orchestrate this Actor MeTheFollower = Self as Actor; Just clarity. My script simply casts as self Form[] Things = MeTheFollower.GetContainerForms() Int Counter Int Digit While Digit < Things.Length Bool CanSell = Things[Digit].GetName() != "Night Light" If CanSell Int Total = MeTheFollower.GetItemCount(Things[Digit]) Counter += Things[Digit].GetGoldValue() * Total MeTheFollower.RemoveItem(Things[Digit],Total) EndIf Digit += 1 EndWhile ;RefreshFol(); Just my routine to port back to me when done Debug.Notification("Items were sold for " + Counter as String + " pennies") (Game.GetForm(0x14) as ObjectReference).AddItem(Game.GetForm(0xF),Counter,True)
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Prolly a repo somewhere with all SKSE commands but really, just look at the scripts themselves. They are all documented there directly. It can also be useful to sift through them manually since you will also stumble on a lot of non-SKSE calls too, that you dont see mentioned often but could be very useful For your purposes def look at the ObjectReference script. GetContainerForms() and quite a few others are likely to be handy for your goals
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Agreed way too broad. Renaming Nazeem to Nazoom and releasing it as a mod, technically would also count as a creation I know my way around code and 3D (mesh) modeling and animations pretty dang well. But you ask me to make a texture or explain what alpha blending is, shyeah right For most people I imagine it begins as just tweaking something you didnt like in a mod, say oh that as ez. Then delve further. Important thing is you enjoy it
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SSE How can I create a menu (with toggles) via dialog?
Sphered replied to JWGamimg75's topic in Skyrim's Creation Kit and Modders
Yeah if you are wanting a submenu thatll do. Some reason I got the impression you wanted an alternative to that. Cheers -
SSE How can I create a menu (with toggles) via dialog?
Sphered replied to JWGamimg75's topic in Skyrim's Creation Kit and Modders
With the approach you decided to go with, you would just want to have dialogue open a menu, which would kinda defeat the point of having choices in the dialogue just before that You have to be able to relay your selection to pull this off the way you are wanting. The most basic way would be to just have different fragments setup, ready to respond if selected -
I didnt see a nif called WETempActivator so assumed I was overlooking it. I now see you are talking about tempportstone01.nif Id say disregard anything the preview in CK says, if thats all you are relying on. I placed an object using that nif in game, and it looks exactly the same as in skope. Not sure what to tell ya on that one :\
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SSE AI Package won't repeat
Sphered replied to Sirgallyhave's topic in Skyrim's Creation Kit and Modders
Just making sure you are aware of the "Repeat When Complete" checkbox at the very top of the stack, assuming its a stack or sequence. Repeatable within a specific sequence, just means it will repeat if you use another flag to make them re-review their AI -
Without glancing at that particular nif, its a good chance you are working with billboard nodes. Those have settings like FaceCamera / FaceCenter / RotateAboutUp / etc etc Those settings only apply in-game aka in skope it will still look trippy-ish kinda at certain angles, but its not doing the in-game billboard effect Could be other factors in play too but that one of the more common ones
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[LE] Conditions on grabActor effect
Sphered replied to troopi's topic in Skyrim's Creation Kit and Modders
Edit. Was thinking dead actor might need telekinesis grab object type instead but nvm it worked with GrabActor for me. Mine has no conditions on the spell, and GetDead() == 1 for the effect. No other conditions I was just testing if this worked at all on bodies -
[LE] Simple sound problem I can't figure out
Sphered replied to Swifswaf's topic in Skyrim's Creation Kit and Modders
There are various idle sounds not documented in the CK. The records exist, but you see nothing pointing to them. Behavior graphs also invoke sound effects, and until you were to replace those sounds, you may still hear effects you thought you resolved. Are you sure there arent additional files that need to be replaced -
SSE Cast spell on Attack?!
Sphered replied to RaisingThersites's topic in Skyrim's Creation Kit and Modders
Bloodskaal blade does this on power attacks. AnimationEvents or ActorActions are what you will want to register for, to watch for weapon swings. Cast a spell of your choosing on said swing