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Sphered

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Everything posted by Sphered

  1. In your case its harmless anyway. AddToFaction is really just SetFactionRank to 0 if they arent in the faction already. So there isn't exactly a taxing or otherwise harmful routine just calling that everytime anyhow. Like others said though if you do need to ensure something doesnt fire multiple times, states are a good route
  2. When creating a ref, the ref doing the creating has to be before the creation. In other words, there as your first shot shows, only the Journal can create the Will, and I cant tell there if you set it that way or not. Aside, also make sure the quest is actually running and any prereqs met Hope that helps, and I only skimmed so sorry in advance if I was redundant
  3. Simple as it gets Event OnActivate(ObjectReference akActionRef) akActionRef.GetFormID() == 0x14 && Debug.QuitGame() EndEvent
  4. He's looking to simulate input, and yeah I'm sure a DLL could be whipped up to enable this, or perhaps a mod I am unaware of already has done this, but in the meantime autohotkey doesnt need to be installed, and can just run with the game to do whatever you want. Takes something off SKSEs plate anyway so no reason not to other than just arbitrary preference
  5. Yeah AutoHotKey works well. Used a lot in the past for autofill console commands and such since I hate typing those With Skyrim I had to use a special modifier for hotkeys to be detected, and I have never needed this modifier again Put asterisk *^F1:: Press Cltr + F1 in game for whatever routine
  6. Stay classy peeps. Really Anyway an actual helpful answer OP. I looked at the behavior this uses and there are animations by name that operate it <hkcstring>Done</hkcstring> <hkcstring>Reset</hkcstring> <hkcstring>Play01</hkcstring> <hkcstring>Left</hkcstring> <hkcstring>Play02</hkcstring> <hkcstring>Play03</hkcstring> <hkcstring>Play04</hkcstring> <hkcstring>Event00</hkcstring> <hkcstring>Play05</hkcstring> <hkcstring>SoundPlay.OBJBloodskalPuzzleStoneMove</hkcstring> <hkcstring>SoundPlay.OBJBloodskalPuzzleDoorOpen</hkcstring> <hkcstring>SoundPlay.OBJBloodskalPuzzleEnergyRise</hkcstring> </hkparam> Going off memory ATM but try PlayAnimation("Reset") and if that doesnt work try PlayGamebryoAnimation("Reset",True) Outside all of that, you can also try just resetting the Ref itself. ABCRef.Reset() Hope this helps
  7. Its not as hard as some may imply, and you have more options than are commonly mentioned. Like Quests, you can look for it by EID and not have to worry about FormIDs Quest FromThatOtherMod = Quest.GetQuest("WhateverItsEditorIDIs") <----- Has no reliance or worry about plugin name or FormID Can do the same for Keywords Headparts and Race also. Keyword.GetKeyword("WhateverWord") Depends ofc what you are doing, and ways you pref to set things up, but you can fully communicate with these other scripted objects, but you would need to iron out a gameplan which works for you, of how you plan to handle things, if ABC mod is present, and or DEF mod, etc
  8. Being honest I only skimmed, but I get the takeaway you have issues that you believe may be related to the number of NPCs. That can matter. If there is too much goin yeah NPCs will often basically stand there and wait there turn to get their AI reviewed Aside from that, if you are worried if AI packages work at all, you obv would want to spawn a small number and make sure things are happening as you intend. Packages are very nice but can be counter-intuitive sometimes and not perform how you may think they should. Anyway just saw you didnt get a reply for a couple days. Good luck
  9. Was gonna blow that off but yeah very rude and that was very clever btw. Sorry if this went over your head What I was talking about. Changing the way they behave. No wild orbing etc. Works on actors too but that would need script. Just a genera cool thing that can solve ur problem Anyway done here and sry for any confusion
  10. In case you were addressing me. Whether he wants them as aggressive actors or not, this is an additional option as well in general. Doesn't matter to me just a community release resource I have been preparing for release. So mentioning it since it brings new options to the table, and they can be scaled without looking like they were in a car accident
  11. Curious. Are they by chance for scenic purposes? There is a solution for that if so, where they can be any size and just fly around using a transform controller similar to what birds use. This requires modified behavior graphs though and placing them as an object not an actor. By shrinking them down (if necessary and you can with this kind) you can give them an orbit that won't visually pass through anything. I have a worldspace where I have that going on and its pretty neat
  12. I used billboard nodes from a torch on a pitchfork once. Worked great. You just gotta play with the node positions in the nif till you get a look you want
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