-
Posts
60 -
Joined
-
Last visited
Everything posted by mastabenja
-
i did once look into the tent placement... It takes some time to figure the script out but the basic idea doesnt look to comlicated
-
if you watched gophers videos for mod organizer and u still ahve no clue i think nobody here can help you... good luck
-
ok so. As you cant set the value of an ActorBase you need to work around it. CH does this by adding a quest ("CH") with the "Horse" alias that runs a script (chhorsealiasscript.psc) that then manipulates the stamina value acording to a global set in the MCM of convenient horses. If im right you should be able to add a quest to the ActorBase for horses (by using the horse faction maybe) that does a similar stamina modification. If done right this would affect all horses i think. Need to figre out how exactly you can split them up in breeds thats my last idea^^
-
ok i have no f***ing idea of how to do it the right way... The ActorBase functions are so limited even with skse. You might have to look in another direction to do this. Check Convenient horses for its option to set the stamina bonus of horses and use a similar method? But im not sure if this will only affect the horses owned by the player. so many people doing horse races right now oO Edit: Your Whitrun horses dont have array brackets... probably not important ActorBase[] Property MarkarthHorses Auto ActorBase Property WhiterunHorse Auto
-
MarkarthHorses[mIndex].SetActorValue("Stamina", ((MarkarthHorses[mIndex].GetActorValue("Stamina") as int) + 75.0))if you did this allready (use "as int"!!!) then you should try and print out the actor value in game by using something like this in some modified script that compiles and has your array working (make it work^^) int _whatEver = MarkarthHorses[mIndex].GetActorValue("Stamina") as int Debug.Notification("stamina value: " + _whatEver) I didnt work with arrays in papyrus yet but that looks strange. Are you sure that array is filled correctly? Well if your array isnt working i cant help you sorry :/
-
he also has an ENB series if you want to use ENBs (search his playlists)
-
hm dunno try and error like allways^^
-
int mIndex =1 Event OnEffectStart(Actor MArkarthHorses, Actor MArkarthHorsesActor) While mIndex float currentValue = MArkarthHorses.GetActorValue("Stamina") int _currentValue = MArkarthHorses.GetActorValue("Stamina") as int int newValue = _currentValue + 75 MarkarthHorses.SetActorValue("Stamina", newValue) EndWhile EndEvent I didnt test it ingame since i dont have all actors set up and dont have your array etc. and the while is obviously just a permanent loop (DONT USE THAT INGAME PLEASE). Compiles just fine for me in CK. Logic should be right i think this should be working as well and its close to your line Int mIndex = MarkarthHorses.Length While mIndex MarkarthHorses[mIndex].SetActorValue("Stamina", ((MarkarthHorses[mIndex].GetActorValue("Stamina") as int) + 75)) EndWhileso i thnk your basic problem is that .GetActorValue and similar function return _floats_ floats can not be used as Int (numeric values). You have to use http://www.creationkit.com/Cast_Reference#Cast_to_Int "as Int". Or if you are fiddeling with globals you can use myGlobal.GetValueInt() (its an easy wai to get the game time for example Int _gameHour = GameHour.GetValueInt()) also notice: GetActorValue returns the CURRENT value of in this case stamina while SetActorValue set the base value. This eans if your targeted horse currently is drained of stamina (for what ever reason) you might get unintended value with this. Use GetBaseActorValue instead if you want (i guess thats waht you want to do). There is also ModActorValue (or simillar) that sets the base and the current value at the same time afaik (so your set base get "filled up") let me know if it works. cant setup a simple mod to test right now. Im not on my desk Edit: on second thought: your array may just suck and it has nothing to do with all the aboth XD
-
i would say start with something small that you think is missing in the game/you want for your self and go from there. I started with this http://www.nexusmods.com/skyrim/mods/56017/? because i could not find any mod that did it. It took me way to much time for how simple it is but i learned a lot. Youst google what ever you need to know if you get stuck and you will find more and good resources along the way. I think this guy has some great vids https://www.youtube.com/user/DARKF0X127/playlists I watched his script series probably 10 times for all the little things i couldnt figure out on my own. But thats because im more into scripting and not so much into moddeling. Just figure out what you wnat to do (a concrete idea). You can also do a "dummy" mod first. Lets say a mod that adds a teleport stone to whiterun that teleports you to riften or what ever with a little menu maybe? if you are completly "noob" watch this quick video first (more on the moddeling site)
-
Where can I Learn How to Work With Physics on Meshes?
mastabenja replied to PaladinKyle's topic in Skyrim's Skyrim LE
yet contet created by said site/authors that originate from said site is hosed on the nexus and creates tons of traffic... nvm dont want to gte all political here^^ -
Where can I Learn How to Work With Physics on Meshes?
mastabenja replied to PaladinKyle's topic in Skyrim's Skyrim LE
wait why are we not allowed to talk about "that site"? because reasons or what? -
yes ofc a script should be able to do that ass well. But its allways good to check out all the options first^^
- 9 replies
-
- creation kit
- mod
-
(and 1 more)
Tagged with:
-
did you try setting the characters fire resistance over 100? i have no idea if this mechanic is in the game but hey you can try it^^
- 9 replies
-
- creation kit
- mod
-
(and 1 more)
Tagged with:
-
Badly Need Assistance Changing the Model on my Container
mastabenja replied to Nitewynd01's topic in Skyrim's Skyrim LE
SO as far as the path goes. If you allready have your new nif (the chest that looks like a basket or whatever) You can put that nif in skyrim/data/meshes/MYMOD (mymod would be your mods mesh folder... call it what you want). In the CK you can then place a normal Chest and edit it to use the model you just created (the basked looking one). Ofc i cant tell if your nif is ok and working without seeing it :wink: You dont have to unpack the files in the skyrim/data folder. I keep them all in "d:/Output" edit them there and then copy what ever file i want to use in the CK to the skyrim/data/... folder. Its pretty clean if you do that Im not sure if you can just set tha model ath in the CK to a "non container" model or if you actually need to make a container that looks like something else by editing it in nifskope. But even if that should not be a big problem Ok i usually do not build interiros or so in the CK but i tried it out and you can jzst playe a normal chesk like you would norally do. Rightclick it in the Cell view windo - Edit - Edit Base. Ther you can change the model to a basket or what ever. I guess you should Duplicate the base object first and rename it so when you change the model only your chest changes and not all chest in the game that use the same base object... what ever you know the drill^^ -
mod suggestions, getting burnt out?
mastabenja replied to Deleted11834868User's topic in Skyrim's Skyrim LE
well play SkyRe or Requiem? I really dig SkyRe right now and have never played Requiem but i think its as good as Skyre. I cant say much about Dragonbor since i have never finished the game since i started (i play the same character for years now i never reached the dragonborn dlc^^) -
dude that stuff is so sick... why did they never release it... at least as a resource/mod QQ
-
ok so this one works fine for me: http://i.imgur.com/byTj7op.png http://i.imgur.com/3hoWkbR.png script: Scriptname Testscript extends activemagiceffect Event OnEffectStart(Actor akTarget, Actor akCaster) Debug.MessageBox("effect started") int horses = Game.QueryStat("Horses Owned") Debug.MessageBox("horses: " + horses) int houses = Game.QueryStat("Houses Owned") Debug.MessageBox("houses: " + houses) EndEventstill not sure about all your conditions... you need to play around with and/or im not sure how exactly they work. I added my spell via consol to my character btw. TIL I have 2 horses and 1 house \o/ All the sounds/FX are just because i duplicated one of my other effects/spells that were allready working
-
you can try and put these as If statements in your script and make a update chain with dunno... 1 second or so. That way you can check if the conditions all are working ingame... Since it didint work with only 2 conditions maybe GetPCMiscStat Horses Owned is 0 while your horse is not in the same cell (sound silly ok^^ its probably a global...) like when you are in an interior?... Or you can make a quick script tp print them all on screen ingame and see what they are just to make sure you are using the correct values and its really out the "and" "or" stuff
-
well im not sure about all the conditions (not even sure if that complex conditions can be made in the effect). For once i check "no hit event" in mine. Did you try and set the conditions to "target" instead of "subject"? i think it should work as well...
-
my NIF is crashing my CK! please help
mastabenja replied to icecreamassassin's topic in Skyrim's Skyrim LE
1. the nifTools forums are dead. 2. Ther are almost no tutorials... just try and error. 3. if the CK crashes your Nif is obviously broken (be carefull you can bluescreen yourself pretty easy^^). I really cant emagine, that it works one time and the next time you load it, it will not work. When you "merge" Nifs you have to be really carefull what you copy from one nif to another. Tri-hsapes are ok, niNodes are ok. But most BSXflags, particle systems and Controlmanager get messed up. NifSkope just cant handle them. Im not sure what exactly you did (something with walls is all i get from your post^^) You would need to descripe what you want to merge woth what and how you did it + upload your files. If i have time i can take a look at it. This all is only true if you didnt mess up your stuff in the CK (i assume you didnt do that) -
hm intresting. The Mode is obviously a static object, that gets moved to the player via its script. The movement ends if the quest stage reaches 50 (dunYngolBarrowQST) or the "target" (player) dies. So you want to disable this two first. The object will probaby despawn if you change the cell (move to a different area) so you nee a script on the playerAlias (quest) to spawn this object everytime you enter an area (dunno right now need to look it up here Everything else should keep working (havoc etc.) Im not sure why ther is a myHomeCell property that is filled with the barrow since it isnt use in the script... the Spawn/release spells are trivial once you figured out how to spawn the object. Cant help with this appentely they are somewhat easy to place: http://forums.nexusmods.com/index.php?/topic/630938-handling-movablestatics-in-papyrus/ just make sure you delet them every time you leave a cell/unsummon them properly else they may fill up savegames
-
while you are at it an happen to "somehow get your hands on" 3ds max... use it instead of blender. I hate blender. Its wors then gimp in terms of "user friendly"... i dont like it^^
-
i need someone to reposition meshes in nifskope if you want/can do this
-
well obviously you need NifSkope. As far as other tools there are only Blender and 3ds max (not free). The information are outdated because all the nif tools are outdated. I dont think you can use 2.71 with niftools and fpr 3ds max the latest supported version is 2012 afaik. I dont think there is much difference in using an older version of blender. use what ever version you can find a working tutorial on how to install all the tool (its a pain in the ass btw).
