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Seren4XX

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Everything posted by Seren4XX

  1. Great system! I think I'll release my new mod right away after the update. =)
  2. 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.
  3. 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.
  4. That's what I tried first and it didn't work at all. The spell still kept firing no matter if I took 0.25, 25 or w/e other possible value.
  5. 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. :) 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.
  6. 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.
  7. 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!
  8. It's truly amazing work you 5 put out here on the Nexus and for that you have my thanks! This site is one of my favorite, if not favorite, site and I appreciate how you have decided to run it. Cheers!
  9. Go to your duplicate race in the "Race" list and go to the General Data tab. There's a box called "Copied Data" there, select "BretonRace" for the "Armor Race" field.
  10. @Baininja: Yep, just double-click on your custom race then in the "General Data" tab find the box that says "Copied Data" there select the Default race for the "Armor Race" field. Done.:smile: @Scot, hey good to hear that man!:thumbsup:
  11. I'm glad to hear that worked. :) Any luck with the errors you're getting?
  12. 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: 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. :)
  13. 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:
  14. 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
  15. 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
  16. *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
  17. When you try to access their inventory are they using conjured items? The share function is bugged when NPCs wear conjured items. :smile:
  18. 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:
  19. 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.
  20. Good point :happy: I'm using KamiCAS to replace just my own character's anims, but maybe it's resetting other NPCs as well. Going to try and disable it :smile:
  21. No problem :thumbsup: It's indeed a plus the GECK has compared to Oblivion. Have fun! :happy:
  22. 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:
  23. 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.
  24. 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:
  25. 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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