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Everything posted by Sphered
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Back/Cancel/NVM can and often does equate to 0 as Int. GetAt(0) is valid as well as Whatever[0] is valid too. If what I suspect, is occurring, you need to adjust to account for 0 being a valid selection. Negative 1 is often used there aka -1. Just be aware -1 directly equals true as a bool. So be sure to do a check like If ABC > -1 to know there is something to do
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SSE Custom CotR NPC's head doesn't animate in-game
Sphered replied to Cridow's topic in Skyrim's Creation Kit and Modders
Sounds like their head tri either isnt correct or isnt seen in game. In the CK the races tri and chargen tri on the headpart can be left blank if just for a NPC, but assuming you are using a high poly head for example, that will need the main tri in the headpart record they use. Make sure mouth and others are pathed too as well. No nifs need a tri added for any of this- 3 replies
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- cotr
- custom npc
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(and 3 more)
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I know a few tricks to get niche things done but ADD is high so if you are stuck on something just clarify A) The point of the mod and B) The exact roadblock that is interfering with a goal With MCM mods its handy to set options with FormIDs as String. If state is interacted with, and its a spell state, you can do GetFormEx of that State as Int as Spell. Stuff like that can cut down massive swarms of script bulkage. Just depends what you are specifically aiming to accomplish
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Just saying you rly should pursue the VFX route. Doesnt even need script just assign the corpse an outfit that has enchanted ARMO piece on it. The enchant can play art files as VFX. Those art files are the spikes/arrows and can be anywhere and any position. They wont have collision (actually they could but itd be complicated) but its prolly one of your better options here
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A script is a script and there are various ways to reach a goal. Yeah an enchant using OnEffectStart can effectively perform the same end result as OnEquip. Just have to adapt accordingly like akActor would be akCaster etc
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SSE Bound Weapons for Standalone Followers?
Sphered replied to Gorgopis's topic in Skyrim's Creation Kit and Modders
If just wanting the visual immersion you could just give them a regular weapon where those FX are part of the nif. Might have to do some playing around with relevant nifs in nifskope. Otherwise followers can use bound spells to create one and use it- 9 replies
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- standalone followers
- bound weapons
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Follower script for dual handling bound weapon.
Sphered replied to WeerW3ir's topic in Skyrim's Skyrim SE
The AI in the game can be finicky on stuff like this, and also the 3D with one of the swords may not always appear. They will def dual wield the bound swords though, just tried it out worked fine I just made it one spell. Lesser Power Voice. Put two effects on it. One for right one for left. The left being first looked more immersive IMO. For the left effect I made a copy of the actual weapon weapon and changed it to lefthand-only I gave him the forswornberserklow CS and yeah, when he script-casts that spell while in combat he whips them both out and hacks away For the 3D thing, I had an issue with the right hander reliably being seen, so I put in a 0.2sec wait after casting, then proceed to have him script-equip the righthand bound sword again which will refresh its 3D. Works great -
Player.AddItem(SharpSword) vs Player.AddItem(Player.PlaceAtMe(SharpSword)) Above are not the same ObjectReference is tricky in that, how it comes to be, impacts how it operates under the hood. The PlaceAtMe method will make the script on the sword act as you would expect, where as the usual way causes issues if spawned into a container What is commonly done to sidestep issues like that, is to make something an Alias. That works, but really if you grant the item the PlaceAtMe way you dont have to Alias. In the end you just want an item to act as you would expect. Dropping an object also works because it now has come to be, aka has now spawned in the world and is no longer just in your inventory spreadsheet. Kinda tricky to explain I guess but really it doesnt matter so long as you know how to make it behave as expected
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Follower script for dual handling bound weapon.
Sphered replied to WeerW3ir's topic in Skyrim's Skyrim SE
Are they reliably willing to dual wield regular weapons? There could be a couple ways to make this work, but its for nothing if the problem is their AI or combatstyle interfering -
Preserving your general approach but subbed in the animation since I am not familiar with those and know these should def work. I didnt test but if still having issues let me know. Also throw in a Debug Message to confirm if the object is seeing it to remove any doubt. You dont need container event btw and you also dont have to declare states in the script to use them ;================================================================= ScriptName colo_FluidAnimationScript Extends ObjectReference ;================================================================= ; Idle Property IdleStop_Loose Auto; Feel free to use this instead ;================================================================= Event OnEquipped(Actor akActor) String PriorStatus = GetState() GotoState("Limbo") Utility.Wait(0.2) GotoState(PriorStatus) Bool Valid = akActor.GetFormID() == 0x14 && !PriorStatus as Bool && !Utility.IsInMenuMode() && akActor.IsEquipped(GetBaseObject()) If Valid GotoState("WearItem") Debug.SendAnimationEvent(akActor,"IdleCiceroDance2"); Was EFF RegisterForSingleUpdate(20.0) EndIf EndEvent ;================================================================= Event OnUnEquipped(Actor akActor) String PriorStatus = GetState() Utility.Wait(0.2) Bool Valid = !Utility.IsInMenuMode() && PriorStatus == "WearItem" && GetState() == PriorStatus && !akActor.IsEquipped(GetBaseObject()) If Valid GotoState("") UnRegisterForUpdate() Debug.SendAnimationEvent(akActor,"JumpLand"); Was EFFstop EndIf EndEvent ;================================================================= Event OnUpdate() GetState() == "WearItem" && Debug.SendAnimationEvent(Game.GetPlayer(),"JumpLand") ; Was Game.GetPlayer().PlayIdle(IdleStop_Loose) EndEvent ;=================================================================The menumode routine I did off memory and you can use another method ofc. The intent there is prevent issues if whatever reason you decided to equip/unequip multiple times before exiting menu
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Facegen files are all about the String names for the parts. A facepart doesnt necessarily need to be "supported" in a racial formlist for NPCs to use them. Simply assign part/s via XEdit to the ActorBase and then make sure your facegen nif (exported via Racemenu or whatnot) matches those EditorIDs Ofc not all parts can you do this procedure but the majority you can just fine. All about the game seeing the names in the nif match the actorbase parts
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One of those elements you can likely thank "PS3-must-be-supported" for existing. It saves memory to clear those after x time. TBH I never gave this concept any thought, and there may well be a way to set a Int or something to make them last longer As a fallback though, to at least have something to meet your immersion needs, you could always play visual effect/s of arrows that appear lodged into a body. Not ideal perhaps, but not a bad alternative if nothing else seems to do the trick. You can use NiStringExtraData or whatever its called and attach to various nodes
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Short version is there isnt really a complete list exactly, at least the way you likely are envisioning Decent starting point https://www.creationkit.com/index.php?title=Animation_Events Above is more for listening for events but there is overlap there for sending them too. However others are not easy to figure out, like JumpStandingStart vs JumpUp. One is an event trigger and the other actually sends the event. Etc animationsetdatasinglefile.txt and likely other text files contain all literal ones available. For all I know someone has compiled a handy ez2read list of every single one offered in Skryim+DLC. From my experience this is really niche stuff you wont find easily, but hey things change maybe there is a good resource out there now
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[LE] Need help with Trophy Script
Sphered replied to wilwhitt56's topic in Skyrim's Creation Kit and Modders
So many properties Oof... -
AI package with Say procedure is what I would probably try. Scan a formlist of relevant base objects like shrines or whatever to add to Objectlist. When near one of these say whatever topic you assign for that situation, and possibly add random chances and/or cooldown measure to avoid rapid repeats. The actual dialogue topic need not necessarily have conditions beyond it being the right NPC trying to say it I have never tried that particular project before so someone else may have a better suggestion. Also peek at Inigo and other mods that have those elements
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AI packs can be weird if certain settings arent there. Pull up a dragon breath effect like VoiceFireBreathEffect1. Reproduce what its doing on yours just to test. Def not using any word powers on my shout, so no idea why youd be getting ctd. You said you are leaving spell 2 and 3 blank though. Even if same spell and CD just fill those in. CD shouldnt matter but I have all three on five seconds
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I use a Shout Procedure since dragons do shouts. Never attempted UseMagic and I suspect that wont work for dragons as you would hope The firebreath spell I have on AI cast for a dragon is configured as below Voice Power / Concentration / Aimed / Either Hand / Zero Charge Time / 2.4 Second Cast Duration / None of the check boxes on the left were necessary Package details Location I used Single Ref Self Shout is ofc obvious - No Word needed but you do ofc need a shout with the above spell attached to it - They dont need to actually have that shout btw to AI Cast it Target I use an Object List target which we scan/find just above this in the pack and you likely could use Player etc too HoldWhen Blocked No JustHeadTrack Yes Mine is a summoned drake that is always perched on a summoned rock and needs LOS in front of him to use it - Some flags above may or may not matter for you so modify as needed
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SSE Missing dialogue on specific follower
Sphered replied to jaghar7's topic in Skyrim's Creation Kit and Modders
Made this demo a while back and used a lot for merging to save tons of time. A barebones baseline for a handful of topics. Teammate condition only so it works on basically anyone. Uses one script for all topics which for me makes it sane to have everything in one place. Ofc use the indiv fragments method if you want instead there or you if you dont use SKSE https://drive.google.com/file/d/1hQaWWg-jHvQe_ABWglETBCpNRYw_wH_c/view?usp=sharing Oh its form43 btw so save it once if doing more than just checking it out. I dont have SSE CK atm -
SSE Scripting Error? Strange "integers"
Sphered replied to jaghar7's topic in Skyrim's Creation Kit and Modders
Might have been looking at position X Assuming you were extending an objectreference -
SSE Missing dialogue on specific follower
Sphered replied to jaghar7's topic in Skyrim's Creation Kit and Modders
DIalogue system is more painful than it needed to be and troubleshooting it without looking at it is even worse. Conditions can be tricky like IsInFaction or keyword checks can be influenced by what other aliases may be holding the ref. Then theres relationship which you can only set to unique actors in the CK, otherwise has to be done live by script. Faction rank, voicetype, etc it can be very easy to overlook one that looks correct but isnt. IDK been a while since I messed with dialogue but I would bet its something trivial you are overlooking -
SSE Defined Property returning as None
Sphered replied to jaghar7's topic in Skyrim's Creation Kit and Modders
Are you using vanilla follower system or is this follower using one of your custom quests as a framework? Anyway it sounds like dialogue conditions arent being met from the sounds of it. Like they did apply mid-game but on a new one they aren't. Depending how you have this setup maybe generate another seq file if you otherwise know conditions etc are correct, just to rule that part out. One of those id have to look at it to pinpoint for sure -
SSE Defined Property returning as None
Sphered replied to jaghar7's topic in Skyrim's Creation Kit and Modders
What are you extending and whos calling If you are extending the right type, and its attached to the same entity calling this, yeah it should see it fine so long as CK populated as you verified -
SSE Condition Function to Fined if Weapon is Enchanted
Sphered replied to Nightman0's topic in Skyrim's Creation Kit and Modders
Script function approach Bool IsChanted = WhateverWeapon.GetEnchantment() as Bool If IsChanted Game.GetPlayer().Kill() EndIf Har har but yeah might be a CK condition too but I dont recall ever noticing one -
[LE] Need help with script for IdleMarker in Skyrim.
Sphered replied to 8lis8's topic in Skyrim's Creation Kit and Modders
If you are hung up on an animation try this one to break the trance Debug.SendAnimationEvent(Game.GetPlayer(),"JumpLand") ForceIdleState or whatever often doesnt work especially on pose mods I found. JumpLand I have never seen fail. Only issue there is you might feel that animation visually clashes with your immersion for a split second