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Sphered

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Everything posted by Sphered

  1. You could attach a script to them which has a formlist. It can be setup so that when they spawn they can be automatically added to the formlist, and when killed or despawned, get auto-removed from the formlist At anytime you can check how many actives you have, via FormlistName.GetSize() There is a 128 slot limit and the slots are re-usable so unless 128 at once is not enough for you that would work well
  2. Edits to the projectile record influence that. Relaunch Interval particularly
  3. Suppose thats subjective. Could take maybe 10 minutes to put it all together and its done. Just need to make sure its low in the load order since you are editing race records with this method A completely different route could be a cloak aura the player emits, which grants higher regen to everyone in a radius around you, and not the player themself. Simple in concept, and wouldnt require record edits, but being a cloak it would be busier under the hood
  4. Maxturo has a solid method. If you wanted though, you could make a leveled actor record and/or a formlist, and have it choose randomly from that too. One spell. One random entity when cast. But I do suppose they would need some kind of maintenance if not being "treated" under the hood as a summon. So add an ability to them to cleanup etc like regular summons do I tend to favor this route since easy to make a huge pool of possible spawns, as well as not being concerned with summon limit. But you might prefer the limit
  5. Theres a balloon mod I thought did a decent job at.. tricky collisions vs most attempts I have seen Nexus mods 59841 by Anton. No permission to use but you could get some ideas
  6. For races the player will never be, you can just give those race records a higher regeneration value directly. I dont recall if that is combat only but assuming its a general boost, that should suffice As for the races the player can potentially be, give those races an ability. Example of one in the game you could use as a base, is CWAbRegenSpell 000FCF04 but it has a very low value and is combat only so prolly want to adjust that. Use a condition of GetID not player. As for the value to focus on, you want HealRate assuming you want this active regardless of combat Off the top of my head info. Might be a quicker more efficient way but I believe that would work just fine
  7. GetOwningQuest you are saying the triggerbox has an owner so it would need to be an alias of that quest for that to fire. Assuming that is the case, troubleshoot by Debug.Notification() OnTriggerEnter(). If you dont see the messsage either the box is not placed well or your script isnt extending Alias. Etc Beyond that IDK off the top of my head. Just skimmed and ruling above out I guess. Good luck
  8. Witnessing the flicker in 64bit, but I rarely use that one beyond saving esp to SSE format For what im sure it is not worth. This does not occur in 32bit CK, and I suspect something with drivers causes it in 64, since it didnt do that before. Thankfully I dont have to worry with it I guess
  9. Yeah tho not sure how many mods out there have been built to use the capability Basically when the keystroke event is sent, we can include in the script to check for other keys also being pressed at that time, like shift or ctrl or whatever. If one of those held, do this other thing The script gets congested very quickly here, so I could imagine there may or may not be a mod that went there, and if it did it likely went under the radar, but mechanically its perfectly possible to do this
  10. Thanks for the replies. @Hanaisse yeah that looks useful. I am duplicating parts of Tamriel since the whole thing, just the worldspace and navdata for it nothing else, is over 140MB and the game doesnt like that very much so just picking and choosing portions I want a copy of. Handy. Thanks
  11. Niche and something I just have been winging it on but curious since this area I dont spend a lot of time on So in Tamriel I happen to just know Block 0,-1 is more or less the Riverwood area with a mild radius beyond that before we exit Block 0,-1 I kinda answered my own question to an extent, but basically is there a numeric grid map anywhere that tells us what area of Tamriel each block belongs too? No quick way seems to be readily found. IDK prolly not wording my question well, but I'll just poke around a bit more
  12. When the spell effect starts, have it tell your followers stopcombatalarm, and then startcombat with that enemy. Add a condition if you want to not do that if they are already attacking that enemy Event OnEffectStart FollowerA.StopCombatAlarm() FollowerB.StopCombatAlarm() FollowerC.StopCombatAlarm(); And so on FollowerA.StartCombat(MarkedFoe) FollowerB.StartCombat(MarkedFoe) FollowerC.StartCombat(MarkedFoe); And so on EndEvent Simple but likely (as I did not test) to do the trick. There could well be a superior method and I do recall back in the day, there are just situations its not easy to make allies reliably always stop fighting whoever they are already attacking. But give it a shot imo
  13. Suppose you could if you made custom sliders, which can be configured to adjust basically anything, including custom texture or texturesets. That type of mod isnt a simple task though unless you are familar making a mod like that. You would use NIOverride to manually assign your selection, and have reload routine in place so your choices persist Unless I am forgetting another alternative thats pretty much the only way if you are hoping to avoid editing game records...
  14. The game reads the data in nif files, and the data found, affects things What I suspect is stumping you, are the headparts being used in the creation kit, likely dont match the headparts in your face mesh. The strings matter. By strings, I mean the names in the .nif file headmesh, like EyesFemaleBrown whatever, has to match exactly with whatever her actor record in the game is using You likely either need to use those headparts in your mod, or you need to rename the strings in the face mesh, to match her vanilla headparts names. This is usually harmless to do unless you are using high poly or otherwise very different parts which require their own tri files
  15. Depends how extensive your goals are. If you simply want to add random appendages to a body, you could instead do so via visual effects. They can animate, and be attached to a particular node, so motions will be fluid and syncd. If you want to hide or edit size of sections of the body, you can use a custom skeleton which scales or modifies those sections of the body. Animations get impacted more, the more significant your edits are. So if just scaling, or mild edits otherwise, you can likely get by just editing the skeleton If actually wanting to change the base 3D model, you are entering a more complicated territory and need to get acquainted with outfit studio and/or 3DSMax
  16. Dont see why not, though this particular visual outcome is likely to be more dependent on mesh settings over texture being used . Ive made trippy void-black fire before, and one interesting way was to use negative alpha settings, though that wasnt the way I settled on. If familar with nifskope you might try playing with some values there, but be aware you cant rely on what skope shows you, as these types of effects wont look the same in-game as if does when viewing it there
  17. I've run into that before and dont remember the reason it did that. I just sidestepped it by making a branch in XEdit. The CK recognized it and proceeded normally from that point on
  18. Might just need a little push WhateverObject.ApplyHavokImpulse(0.1,0.1,1.0,0.1) but do make sure it has loaded 3D before attempting this Play with the floats as needed. May not even solve your issue, just making you aware of that potentially useful call As for timing, there is also OnDeath() which occurs a few moments after OnDying() and then theres also just plain ole Utility.Wait(1.0) for however long you want to delay beyond that to nudge or collapse something
  19. I glanced at one of the main enchanting workbench nifs and seeing the likely reasons. There is at least one glow trishape under one of the billboards, and there are numerous BSValueNode listings. BSValueNodes are basically a tag that the game reads, which say "emit this effect or these particles" so basically to narrow down which ones are doing the effects you dont want, would be a trial-and-error test session, where you delete these listings and view in game until stops doing what you dont want it to be doing Alternatively, if it is the AddonNodes, you could skim the CK for the code in the nif it points to, and isolate that way. But you would need to be familiar enough reading nif data for this route to be potentially quicker
  20. Interaction dialogue is like a passive effect every npc in the game always has going. When you attempt interaction, dialogue conditions are checked to determine what dialogue, if any, should appear that moment. Usually you will see nothing, as per most npcs either are not human, or are not meeting any conditions to show dialogue In your case, you have some crossover happening, likely unintended, from another mod. If you want to go with it, sure, go for it, but again its likely not intended, and as such, can cause serious side effects with quests or aliases, if you commenced something to happen, like them following you, when it wasnt intended. In short, might be okay, or you might later reach an AI404 situation where you cant proceed further. Kinda one of those things
  21. Poking in too, since also quite tired, just wanted to mention you are taking a relatively simple situation and making it more complex than it needs to be Not knowing your criteria, I would consider some bool function checks. Add arguments as wanted and check only the applicable ones for the given situation If whateveractionA() && whateveractionB() && whateveractionC() String Theory = "Ah you got through all three boolean checks so heres a banana" EndIf Maybe more detail plz, if you continue having issues
  22. Boils down to what AI they are using at the time in question. Being unacquainted with the mod you are using, I can only assume the dog isnt being instructed to do anything, or is instructed to exactly stand in place. You would want to enable sandboxing or a similar routine for their AI. If the dog is aliased and using a package attached to that alias, that package is the one you want to modify Changing a pack is a relatively simple chore, but you have to know what you are doing to some extent first, before you can know you are changing the right things. I might suggest before worrying about that, to first check if your mod simply offers options for idle behaviors. Might already be built in, and may simply not be enabled at the moment
  23. Toggle without script would mean you need conditions in play that you choose in a way to control it with ease IsSneaking for example. When sneaking the condition is met to apply. When no longer sneaking, it turns off since condition no longer met Change sneaking, to whatever you prefer instead. Make yourself meet that condition when you want it. Mind you, convenience toggle is not the point of conditions, so may not be the smooth experience you want. But it works in a pinch where you prefer not to use scripts Equipping a simple object which uses no biped slots, would be a solid option for a condition
  24. Hair mod like that will be tedious to trim down because most hairs use a hairline too, and many also use a scalp record If using Racemenu, you can briefly see the name of the hair down to the right upon sliding over one, so you can just jot that down, and repeat for the ones you want to keep. Open in Xedit (or CK) and delete the ones you didnt write down, but make sure you dont delete scalp or line records unless sure they are not being used by something you are keeping Again, you are dealing with of the more tedious mod types to do this type of thing with
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