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Sphered

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Everything posted by Sphered

  1. You can't set linked refs at runtime in Skyrim. You have to track placed refs a different way, and there are plenty of methods to do so. Property/variable up top is likely the most common route. Or an alias, etc Also... the Game script has a function called FindClosestActorFromRef() and ObjectReference script has OnTriggerEnter() which could be useful if you know who you are waiting for to trigger it Brief answers like this won't really answer your questions, but hopefully can be of some help
  2. I haven't dabbled with this stuff in a while so going off old-at-this-point memory with some projects where I overrode music Its fine to use a formlist. But the music itself has priority setting. 1 is the highest, so try changing your music/s to a higher priority and see if they reliably play then
  3. Player has healing and flames. Races don't There are a few ways you can add racials. Script might be cleanest, especially if you never change race again later. Or instead you can attach abilities to the race record Script approach Event OnRaceChangeComplete() Race Now = Player.GetRace() If Now == WhateverElfRace Player.AddSpell(WhateverElfAbilitySpell) ElseIf Now = WhateverHumanRace Player.AddSpell(WhateverHumanAbilitySpell) EndIf EndEvent With above approach, if you change race again later, you have to make sure the prior race ability gets removed to avoid enjoying too many racials. As for the CK record approach, IDK about SSE, but with classic, the CK can be fussy when you try to add racial abilities to the race record. You can solve that by applying them in XEdit instead. Or again, just go the script route
  4. In case this is an issue A mount being usable by you, does not mean usable by your follower. Do make sure your follower has a usable mount, as in ownership applied either at the faction or actorbase level RefForOurMount.SetActorOwner(YourFollowerActorBase) Or RefForOurMount.SetFactionOwner(AFactionYourFollowerIsIn)
  5. You can use scripts to lead them to the horse and even use it for a moment, but you cant make them stay on with scripts Definitely need "Ride horse when possible" set to true in their ai package. If you use the vanilla follower system, you just edit that one component in PlayerFollowerPackage I think it is
  6. SKSE-based UI menus is what I use. Never messed with messagebox much, but apparently those can be worked with for this too. Cools. Edited
  7. The CK lets you move dialogue, not copy/duplicate. Same with scenes I would assume If you are talking about cloning Skyrim dialogue, there is a niche way to do it, but it's a ton of steps which involves taking a copy of Skyrim.esm and basically taking hours and hours to gut everything unrelated to what you want, tweak fragments, trim the excess, reroute conditions, and other things to resolve errors. I did this years ago to clone a lot of dialogue content for an advanced follower mod, but it took so much effing time and effort I ended up never completing it for my sanity's sake. TBH just do it from scratch unless you are copying a small amount of content and really know what you are doing
  8. ActiveMagicEffect is very self-contained in the way you are mentioning. When it starts, its fresh, and when it ends, it efficiently sanitizes loose ends. What you are wanting, requires an outside monitor like a globalvariable to be able to get/set values, or you can instead check the properties of another script Int TrackingID = (WhateverScript as ScriptNameOfIt).TrackID Try to utilize in-game conditions in the creation kit. That is lighter under-the-hood for the game engine and also very encompassing for most needs. If however you really want script-based usage, go with globalvariable IMO unless you are very comfortable casting to and from other scripts
  9. Often a bad nif is the culprit. Temporarily remove any custom nif models used in that area, then see if you can zone normally. Could be other things if that wasn't it, like something weird in a script
  10. Nifskope is best imo unless you are very comfy with other modeling tools. You can copy a skeleton nif to your desktop, then take skin and armor nifs, and via nifskope, copy/paste the shapes onto the skeleton till you get the appearance you want. From there, you need only create your pose. Simplest way is to play with the skeletal node positions and angles, albeit the custom pose step here is very time consuming. A faster way to skip manual posing is if you have 3DSMax. You can attach a keyframe animation (converted from hkx) into a nif via niskope, then export from nifskope, then import that nif into Max and then export from Max as a still model. This procedure is niche and kinda oldschool and my own method I came up with. I wanted this type of content years ago and played with stuff till I found a way to do it Edited since I realized 3DSMax is needed for this route regardless. Most of the work is in Nikskope though
  11. Is it behavior based appearance changing. Or are they using a visual enchant. Or are they changing race. Etc. These details kinda matter. Might be AI package related, or a graph, or other
  12. The moisture detection routine def requires being relaxed mentally about how precise it will be, since the game only worries about one active weather at any given time: The player's immediate surroundings at the moment. If you are away from the barrel for a few hours, the weather is null aka none aka no rain since you aren't there for it to diceroll a random weather to use. So in that situation, when you return to that area, see if it happens to be raining. If not, you could do a random int chance regarding if it rained or not before you got there Gotta make due with what you can. Good call on the puddles idea too. Same concept really
  13. That's an under-the-hood process we don't have access to. Basically SKSE territory, and that's a niche capability I doubt exists in any SKSE mods
  14. You could let it just always be an activator. Attach a script to it to detect moisture. One way off the top of my head, is you could make a formlist with all the weather types that have rain involved. When detected that we are having rainy weather, you can have a visual effect play on the barrel to make it look slick and/or full of water Bool IsRaining = OurFormlistWeMade.HasForm(Weather.GetCurrentWeather()) If IsRaining SomeRoutineToWaitABit() PlayWhateverWetVisualEffect() Endif Then an OnActivate() etc event to remove the effect, and give you water, after you activate the wet barrel Interesting concept btw
  15. 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
  16. 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
  17. 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
  18. I don't believe that is an active feature in Skyrim For models you want to merge together, use Nifskope imo
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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
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