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Seren4XX

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Posts posted by Seren4XX

  1. I had actually decided to avoid perks, because I don't want to expand the original perk tree. The 'hidden' button on perk doesn't hide the perk, so I'm wondering whether the perk would show up in the perk tree. I want the system for the race to be invisible to the player. Also a constantly updating script isn't as bad as you think. The entire spell works on monitoring the player's health so whether it gets added through a perk or something else, it would need to update constantly anyway. It's not like it requires a huge amount of RAM and the script is very light.

     

    I really believe it should be possible to implement my idea using only a hidden quest and a script (which is much less lengthy than with abilities, spells and perks), but I will try what is basically the "Avoid Death" perk idea as I'm starting to run short on time.

  2. Okay, well maybe my CK was bugged when I first tried that or something, but I need something more complex than just being able to use it @ 25% and lower, anyway.

     

    1) Player health reaches 25%

    2) Power gets added + equipped.

    3) Even if player health goes above 25% again, it should stay on if activated (that's scriptable), but what is much more important is that I want a timer on it so you can still use for like 10 seconds after your health had dropped below 25%. That is to avoid the player possibly being too late to activate it and simply because there are enough times where you could still need it even after you've healed some.

    4) I need this script to work, because I am developing a system where you get notified you can obtain a new power at certain levels. An NPC will make the powers available to the player, but first I want it to work through an automated script before I add a vendor.

  3. Mm..

     

    Just wondering, did you check how the perk "Avoid Death" works?

    As I do believe it might contain necessary info on how to make something like that work.

     

    If not, SkyRe - Races, Dunmer has some new abilities, mostly spells, that take effect once HP is low enough.

    (With spells I mean REAL spells, so those scripts should at least cover what you are trying to achieve)

     

    Sorry that I can't help you directly, but I hope I was able to point you at right direction :thumbsup:

     

    Avoid Death is a perk and I really don't want to add a perk due to possible conflicts with overhauls and all that stuff.

    Thanks, I will check out SkyRe. :)

     

     

    All that seems overly complicated.

     

    Why not just add an ability to the race in the ck.

    Set up your custom ability with a condition (on the spell not the magic effect) "GetActorValuePercent". That way the Magic Effect is only active when you want it to be.

    If you want it to be more like a power (only usable once/day) you could do that as well with some scripting.

     

    Yes, Bethesda makes things overly complicated. How would I go about setting a condition on an ability? I can only add them to magic effects, even in the Spell window.

  4. Hello,

     

    currently I am working on a new custom race for which I want to make a system that tracks the player's health and adds a certain spell when the player is at 25%. The script for this is done and should work, but it simply doesn't get executed. I have put a debug message in the onInit event and it never gets displayed. I assume the script simply doesn't get executed.

    I have tried attaching the script to a magic effect w/ constant effect on self and I tried binding it to a quest that is always running (run once is off) also to no avail.

     

    Here is the script:

    Scriptname NingheimDivineInterventionScript extends Actor ;or Quest hidden or ActiveMagicEffect? I believe this is right. I tried all three anyway.
    
    ;Quest 	Property aaaNingheimHealthTrackingQuest Auto ;Only use if Quest is necessary to function <-Never used this
    Spell 	Property NingheimDivineIntervention Auto ; A shield + shock cloak spell
    Spell	Property abDI Auto ; The ability I use to see if the script executes
    Float 	Property healthThreshold = 0.25 Auto
    Sound	Property activationBlast Auto ; Just sound
    Sound	Property deactivationNotice Auto ; Just sound
    String 	playerRace
    Float 	playerHealthPercent ; Will store current player health in percentages
    Actor 	player
    
    ;Event OnEffectStart(Actor Target, Actor Caster) <-Left-over code from when I used it in a MagicEffect
    Event OnInit()
    ;Debug.Notification("Initialized DIabScript")
    player = Game.GetPlayer()
    ;Currently there is an ability spell I have so I can see if the script actually starts by letting it get deleted. It doesn't get deleted however
    If player.HasSpell(abDI)
    	player.RemoveSpell(abDI)
    	Debug.MessageBox("DI Ability removed.")
    endIf
    RegisterForSingleUpdate(1.0) ; Check current player status per second
    endEvent
    
    ; Event that should occur after init through the RegisterForSingleUpdate(1.0)
    Event OnUpdate()
    
    playerHealthPercent = player.GetAVPercentage("Health") ;Should give a value between 0.0 and 1.0
    playerRace = player.GetRace()
    
    ; Check whether health is below set threshold, check if the race is correct and check whether combat is actually initialized
    If(playerHealthPercent <= healthThreshold && (playerRace == "NingheimRace" || playerRace == "NingheimRaceVampire") && player.IsInCombat())
    	If player.HasSpell(NingheimDivineIntervention) == 0
    		player.AddSpell(NingheimDivineIntervention)
    		player.EquipSpell(NingheimDivineIntervention, 2) ; I give the player a choice whether to let the power activate as it only works once a day
    		activationBlast.Play(player)
    		Debug.Notification("Divine Intervention has come " + playerRace) ; Just a test thing
    	endIf
    
      ; This is simply the reverse conditional statement from the above in case the player restores health. The power would get removed again. Will probably use a utility.wait() here so it doesn't get removed right when you wanted to use it.
    ElseIf(playerHealthPercent > healthThreshold && (playerRace == "NingheimRace" || playerRace == "NingheimRaceVampire") && !player.IsInCombat() && player.HasSpell(NingheimDivineIntervention))
    	player.RemoveSpell(NingheimDivineIntervention)
    	deactivationNotice.Play(player)
    	Debug.Notification("Divine Intervention has passed" + playerRace)
    endIf
       	
    RegisterForSingleUpdate(1.0) ; Causes the script to loop another time
    ;Debug.Trace("Going for another update-pass. Conditions checked.")
    	
    endEvent
    

     

    It compiles correctly and I believe my issue isn't with the scripting. The issue is that I need to know how to get it to run. Also, if you're wondering why I use "RegisterForSingleUpdate(1.0)" instead of "RegisterForUpdate(1.0)" is because a RegisterForUpdate will keep running even after the script/plug-in isn't active anymore (it sticks to the save) while with the current set-up using two RegisterForSingleUpdate functions ensures me it will stop running once the plugin is deactivated. Essential for potential patches and correct mod removal.

     

    Thanks a lot for viewing and if you can't help directly, but you happen to know a mod that has a health checker for the player, let me know. I could learn how it should be done from it.

  5. Hello,

     

    currently I am in the process of creating a custom race (Preview 1, Preview 2) and for it I wish to create a spell that can only be used when the player's health is below 25% or some other number (what number isn't important for my problem). I have tried several things to get it to work, but my knowledge of applying scripts just isn't good enough.

     

    What I would like to have is a system that constantly monitors the player's health and when it is below a certain percentage (25%) I want a spell to be added and I want it removed when the player's health is back up (probably with a check whether combat is still engaged, but that's a detail I can script myself).

    The problem is that I can't find anything that can be used to let the script be run constantly. From what I've seen before I'd probably need a Quest for it, but I can't find out how that would work.

     

    Here's the simple system I'm trying to implement in pseudo-code:

    Scriptname NewCustomRaceSpecial extends ObjectReference
    
    //variables required to monitor player here
    Actor 	player
    Spell 	MyNewSpell
    String 	playerRace
    float 	playerHealth
    float 	healthThreshold
    
    while monitoring health{
    if(player.getRace == MyNewRace && playerHealth <= healthThreshold && !player.hasSpell(MyNewSpell) && player.IsInCombat()){ //The following function is available for actorhealth: player.GetActorValuePercentage("Health")
    	player.addSpell(MyNewSpell);
    }
    elseif(player.getRace == MyNewRace && player.hasSpell(MyNewSpell) && playerHealth > healthThreshold && !player.IsInCombat()){
    	player.removeSpell(MyNewSpell);
    }
    }
    

     

    Aside from the script there must be an object (probably Quest) it is tied to so it can get real-time information on the player's health. In case you can't help, but know of a mod that does something based on the player's current health please post a link and I can probably dissect it to know how I can solve my problem.

     

    Thanks in advance!

  6. Hmm... Did you do it according to these steps? First: Make two TextureSets; one for SkinBody and one for SkinHands. Second: did you make/add them to three ArmorAddon objects called "NakedFeet(-Customrace, etc...)", "NakedHands" and "Nakedbody"? And lastly: did you drag those three armor addons in the box in "SkinNaked" (or in your case: "SkinNakedCustomrace")?

     

    Here's a pictorial of how you should do it:

     

    So once you have those two texturesets, you use Body for the ArmorAddons called "NakedFeetCustomrace" and "NakedTorsoCustomrace" and Feet for "NakedFeetCustomrace". The originals for the nude body have that name without the Customrace-suffix, take a look at those.

    Just swap the field in the ArmorAddon object that's named "Skin Texture" for your own textureset.

    http://www.creationkit.com/images/1/1c/Jb_ArmorAddon01a.jpg

     

    This is the last step where you drag those ArmorAddons to the field I marked in the "SkinNaked" Armor object . Those ArmorAddon objects are there so that the nude body actually shows up while the Armor object is just a container for those (in the case of a base body).

    http://img443.imageshack.us/img443/3579/bodyfixer.png

     

     

    Oh and those textures will only work when you've done the last step of adding them to your race in such an Armor object. Oh and don't forget to go to your Race and select it in the "Body Data" tab under "Skin".

     

    I hope this helps. If I was too vague in my explanation let me know. :)

  7. I believe it is necessary to instantiate a global variable first at the top of your script (if you haven't done so). The wiki uses your line of code as example of a greater piece of code where the "TimeOfDayGlobalProperty" is a defined datatype. I haven't tried any scripting yet, but looking at a standard script I think you may need this at the top of your script:

     

    GlobalVariable Property TimeOfDayGlobalProperty auto

     

    Let me know if that works. :sweat:

  8. So far, I only have the problem that my Skyrim.esm loads with errors (with or without the update.esm is no difference). Thanks for the tip that "Yes to all" sometimes becomes "Cancel" cause it was really bugging me. XD
  9. Hello scot, the body textures are under Misc->TextureSets in 2 files called SkinBodyFemale_1 (there's loads more with the SkinBody- prefix) and SkinHandFemale. Those texturesets are then connected to ArmorAddons in the "Items" tab and those fit in an Armor piece called "SkinNaked".

    The only problem I haven't solved yet is that when I make texturesets+armoraddons+armor for a custom race to have it's own body textures is that ALL custom races (be it a duplicate of an existing one or a new one) remain naked in-game. I've been trying to figure out how it works for the last couple of hours now... X_o

  10. *Coughs*Alreadyhaveskyrim*coughs*

     

    I don't think they do a midnight launch where I live anyway.;D Now I'll just have to wait for it to be decrypted by Steam.

     

    Stores over here decided to release/sell Skyrim from the 8th of november already. You'd have to have a PS3/Xbox360 to play it though, the pc version is locked till steam unlocks it.

     

     

     

     

     

    Cheaters... :P

  11. Could you supply a little more information such as your load order (installed mods)?

    And by skins do you mean races or...?

     

    Also, did you make sure to place a tick infront of each file to ensure it's active? They don't activate themselves :smile:

  12. No need to post my load order any more, MOTOSXORPIO :sweat:

     

    The problem appears to be with KamiCAS...

    It probably keeps 'assigning' animations, in this case none, they're the standard animations.

    I guess I'll just have to live with the problem, 'cause I don't like the standard animations.

  13. Yup, you can.

     

    If you're using a custom race, load it's .esp file; once it's loaded go to characters->race in the main window (the big one).

    There you pick the race you're using on the left hand side, then go to the body data tab and ta-da! There are the options you seek ;)

     

    It goes the same for non-custom races, just load the oblivion.esm instead of the race plug-in :thumbsup:

  14. I've been through my ini (with that guide as well) already and I just can't find what's causing it.

    I too think it's in there, but it may be something different...

     

    So yeah... that didn't work :confused:

    Keep in mind that the only thing unloading are the NPCs and they re-load straight away.

     

    Thanks, any way, Striker :thumbsup:

     

    P.S. There's something I forgot to add in the first post:

    NPCs who are in combat don't reset.

  15. Hi,

     

    I'm kind of stuck with a problem that I've been having for a long time in my Oblivion install.

    That problem is that my Oblivion loads whenever I walk a couple of feet, an example of what I mean:

    Know the square in the IC Market District? Well, around it are four barriers (the start of each street) and every time I pass through one of them all NPCs get reset by flashing out of existence for a millisecond and then back.

     

    No matter where I go, this happens...

    Yup, even outside.

    What's so annoying about it, is that all reset NPCs become unresponsive for a while and by that I mean that they won't do anything by themselves; I can still talk to them.

    They won't even fight me right away when I hit them.

    So, clearly their AI packages just got reset and they're loading again.

     

    Okay, so I've been having this problem since before I even installed things like the Stutter Remover, Streamline and CPS and I just tried turning them all off again to no avail.

    I recently patched my Oblivion.exe to use 4GB and it didn't fix this problem (though it does run o so smooth now :woot:) .

     

    Does anyone know a fix for this?

     

    Almost forgot to post my specs:

     

    Processor:

    Intel i7 620M

    Memory:

    4 GB RAM

    Graphics Card::

    ATI Mobility Radeon HD 5650 1 GB

     

    Thanks in advance :happy:

  16. If you're using a 64-bit Windows Vista/7, it may be useful to use the 4 GB patch on your Oblivion.exe.

    It'll enable your Oblivion to use up to 4 GB instead of 1.8 GB of memory.

     

    Here's the link that'll get you started

    http://forums.bethso...d-memory-usage/

     

    It's in that first post, not far down.

     

    Don't forget to make a backup of your original Oblivion.exe incase something goes wrong :happy:

    It sure helped improve my Oblivion install and I hope that it'll do the trick for you as well :thumbsup:

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