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Skipper2100

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  1. Yes to both. It doesn't show in either 1st or 3rd, and vanishes when dropped.
  2. Ok, so, made a bow. The bow itself shows up in game fine, but it's invisible, and likely just doesn't have a model loaded, because when dropped, it vanishes. In NifSkope, the mesh loads fine, all textures load fine, in CK, the mesh loads fine, all textures load fine, there are no other mods running whilst I'm testing this, so... I have no idea what I've missed here.
  3. Yet another day in the waking nightmare that is modding this game. I have a spell, that's cast by an NPC, that should make a target NPC hostile to it. Sounds easy, right? Well, I tried simply using "akCaster.StartCombat(akTarget)", which I would assume would do the trick, given that that's literally the only thing that function does, but lo an behold it did absolutely nothing. Ok, so maybe it's failing because the actors are on good terms, so let's try setting both of their relationship ranks to eachother to -4 and then starting combat. Also does nothing. Great to know that feature works. I could try putting them both in custom factions that are enemies of eachother, and yeah, that works, except now any actor set to Aggressive will attack on sight because their preexisting faction sees the custom one as neutral, so it's self-defeating. Does anyone know what I need to do in order to get the StartCombat function to do the one thing it was designed to do?
  4. I'm trying to make a mod that turns the vampiric weakness to sunlight thing into a very slow trickle of health damage instead of a flat base decrease, and... well, the behaviour surrounding health works... I take damage outside, I don't inside... But I'm completely unable to wait or fast travel as apparently I'm always taking damage, even when I'm not, so... It still registers the effect as impacting my ability to wait despite the fact it's conditions aren't met and it's not actually doing anything? I don't know. More importantly, I don't know how to get around this... I've tried a spell that adds a perk that damages health, I've tried a script, all the things I could think of to convince the game that I'm only taking damage when I'm actually taking damage, nothing has worked so far. At this point I can't really fathom how the game is determining when the player is taking damage because the magic effect is just a script and the script is just running an OnUpdate loop so... Maybe there's a certain period of time after calling DamageAV that the game still considers to be taking damage? EDIT: Ok, turns out the script does work, and I can wait again, but it also doesn't give a damn about it's conditions either, so I've just moved the problem somewhere else, now I'm constantly taking damage no matter where I am.
  5. Hi, running into a problem. Long story short, I'm trying to implement an equivalent of the MagicCharmFaction, i.e. something to put hostile actors into to make them not hostile, without actually using that faction to avoid conflicts... Problem is, doesn't work. The custom faction has been set up identically to the native one, yet when I go into a game, adding a bandit to the native faction results in it being non-hostile as expected, while when adding it to the custom faction, it's still hostile. Nothing I have been able to do so far has managed to make the bandit friendly, setting their aggression to zero, removing them from all other factions before adding them to the custom one, etc... They're always hostile. So clearly there's still something I'm missing that the native MagicCharmFaction has to make these idiots stop attacking me, and I have no idea what it is. Cheers.
  6. I'm trying to make a spell that uses the resurrect archetype, and it seems that doing so forces some package override or something, because there seems to be absolutely nothing I can do to make them behave like a teammate, or do favours or anything. I've tried giving them an activation option that enters favour state, they do nothing. Put a script on the resurrect spell, it just never fires. Put it on a different spell that then fires the ressurection spell, it makes them a teammate, but they still act same as ever and don't do anything you ask them to. Would anyone happen to know how to work around this?
  7. When you say "AI Package" do you mean like, you have a fragment that runs when the package starts? That will effect everyone running the package. The easiest way to affect individual actors I know of is a quest-triggered spell effect. Like, have the dialogue run a fragment that causes the actor to self-cast an invisible spell that runs the rest of the script or something.
  8. So I have a spell that's supposed to make someone a temporary follower, all it really does is apply a package and then take it away after a while, but the problem is that every time I enter a cell (i.e. loading screen), the game deletes the magic effect so the finish function never happens. How do I make the magic effect persist across cells?
  9. I'm almost certain I did, I replaced it with Game.GetPlayer() just to be sure and it still didn't work...
  10. So I have a script that fires a spell that causes someone to disintegrate, and I want it to blame the player so that any witnesses will become hostile. The spell fires on self, and I'm using Disintegrate.RemoteCast(Target, PlayerRef) exactly like it says to do on the Wiki in order to place blame on the character, and I even added Target.Kill(PlayerRef) to the spell script itself for good measure and no matter what I do nobody becomes hostile to the player. The effect is marked as hostile... What have I done wrong?
  11. Aha! Protected actors! That's what it is. So now I know there's another entirely different set of immortal npcs that function independently of the essential ones. However, there doesn't seem to be a 'setprotected' flag as there is for essential ones... And apparently some will be protected regardless due to a formlist somewhere... Could someone explain to me what the protected flag does and perhaps, if you know, how to bypass it?
  12. Continuation of a previous issue that turned out to be a different issue entirely. Basically, some NPCs are immortal in the eyes of the script engine. A random assortment of NPCs, essential or not, will go down as if essential when using the 'kill' and 'killall' console commands, and when using a spell with Kill() and KillEssential(). The NPCs can still be killed or downed the normal way (bashing their heads in) but seem to just glitch out when told to die by script. Weirdly, if I use 'kill' and they go down, and then use a spell with Kill(), they reset back to full health and mobility. I can't find any reason whatsoever why this would be the case, but is extremely annoying. The only lead I may have is that occasionally in the debug, the KillEssential spell seems to be targeting a WIDeadBodyCleanupScript instead of an actor. No clue what to do with that information, though. At this point it's completely game-breaking. Half the population of Skyrim is immortal for absolutly no reason.
  13. Well, the spell itself works fine so I guess it's case closed here. Now I simply need to figure out why certain actors are unkillable.
  14. How informative. You wouldn't happen to know how to bypass their supernatural destiny to not die from this one spell in particular, then, would you?
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