Jump to content

Nomumbra

Members
  • Posts

    10
  • Joined

  • Last visited

Everything posted by Nomumbra

  1. Thanks, but I'm pretty sure its because a static cannot be place with SetPos, I need to use Placeatme instead. Seems there are 2 GECK sites, Bethsofts which seems older and the GECK Wiki which is more recent with better info and I was using the former.
  2. Hmm, thats probably it then. I guess I looked at the Bethsofts GECK site , which doesn't have that info, instead of the GECK wiki you linked. I better change all my shortcuts to the wiki since it seems to be more recent with better info. Thanks
  3. I'm having trouble with what should be a fairly simple script. I've checked the GECK site and these forums but still can't get it to work quite right. What I'm trying to do is replace a creature ref, that is moving around an interior cell, with a staic ref at the beginining of a quest. Both references disable and enable correctly, but the staic ref enables at its original position in the cell instead of where the creature ref is currently located. scn QuestScript float crAngle float crPosX float crPosY float crPosZ short DoOnceD ; Disables CRref and enables CRStaticref in its place at quest start Begin GameMode if GetStage Quest >= 10 if ( DoOnceD != 1 ) set crPosX to crref.GetPos x set crPosY to crref.GetPos y set crPosZ to crref.GetPos z set crAngle to crref.GetAngle z crref.Disable set DoOnceD to 1 crstaticref.SetPos x crPosX crstaticref.SetPos y crPosY crstaticref.SetPos z crPosZ crstaticref.SetAngle z crAngle crstaticref.Enable endif endif End The static ref is initially disabled. Tips or advice are appreciated.
  4. I'm having trouble with what should be a fairly simple script. I've checked the GECK site and these forums but still can't get it to work quite right. What I'm trying to do is replace a creature ref, that is moving around an interior cell, with a staic ref at the beginining of a quest. Both references disable and enable correctly, but the staic ref enables at its original position in the cell instead of where the creature ref is currently located. scn QuestScript float crAngle float crPosX float crPosY float crPosZ short DoOnceD ; Disables CRref and enables CRStaticref in its place at quest start Begin GameMode if GetStage Quest >= 10 if ( DoOnceD != 1 ) set crPosX to crref.GetPos x set crPosY to crref.GetPos y set crPosZ to crref.GetPos z set crAngle to crref.GetAngle z crref.Disable set DoOnceD to 1 crstaticref.SetPos x crPosX crstaticref.SetPos y crPosY crstaticref.SetPos z crPosZ crstaticref.SetAngle z crAngle crstaticref.Enable endif endif End The static ref is initially disabled. Tips or advice are appreciated.
  5. Thanks, the SIlent Voice generator should work well enough til I get the dialog voiced. Jazuz the dialog in this game is back assward!
  6. So there's no way to do it in the geck or xedit eh? I don't even want to mention how long I searched around for something! Thanks, that mod should work well enough til I get the dialog voiced.
  7. Is there a way to extend the time text stays on the screen for dialog? I can find nothing about it. I know there is a way to do so for message text but can find no way to extend the time text stays on screen for custom, unvoiced dialog.
  8. Is there a way to extend the time text stays on the screen for dialog? I can find nothing about it. I know there is a way to do so for message text but can find no way to extend the time text stays on screen for custom, unvoiced dialog.
  9. I'm making a mod that makes changes to the interior of an existing cell. What are the advantages of making it a brand new cell? The disadvantages of making a duplicate of the existing cell?
  10. I'm making a mod that makes changes to the interior of an existing cell. What are the advantages of making it a brand new cell? The disadvantages of making a duplicate of the existing cell?
×
×
  • Create New...