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Magnusen2

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Everything posted by Magnusen2

  1. Just found what the issue was by following your advice about UI mods: HUDCaps. Even though i'm using the script that was supposed to fix this issue. Thanks.
  2. I'm getting the same issue with AAF. If i open the game, load a save the save options work. But if i load that save again they grey out. Disabling AAF fixes the issue. Did you manage to find the cause?
  3. Nevermind. This seems to be working: FormList Property xxxEndlessWarfareMCM_CorpseList Auto Const Actor rSelf Event OnLoad() rSelf = Self As Actor EndEvent Event OnDeath(Actor akKiller) xxxEndlessWarfareMCM_CorpseList.AddForm(rSelf) endEvent
  4. I can't compile this script: FormList Property xxxEndlessWarfareMCM_CorpseList Auto Const Event OnDeath(Actor akKiller) xxxEndlessWarfareMCM_CorpseList.AddForm(Self) endEventi get "AddForm is not a function or does not exist".
  5. Pardon me but is there any resource where i can learn more about "ReferenceCollectionAliases"? I can't find info on google.
  6. Oh sorry about that. In deleting i meant deleting the actual actor from the map using Disable() and Delete(). I already know how to remove the actor from the formlist. Edit: Using "GetAt(0) as Actor" (learned it from your other answer) fixed it. Thanks again!
  7. I'm trying to delete actors that were added to a formlist when they died. I use it (at least that how it was in NV) to keep track of dead bodies: While (xxxEndlessWarfareMCM_CorpseList.GetSize() > xxxEndlessWarfareMCM_MaxDeadBodies.GetValue()) Form ToDelete = xxxEndlessWarfareMCM_CorpseList.GetAt(0) string name = ToDelete.GetName() name = ToDelete.GetName() fDebugTrace("Removed Actor " + name + " from dead body list.") xxxEndlessWarfareMCM_CorpseList.RemoveAddedForm(ToDelete) ToDelete.Disable() ToDelete.Delete() EndWhilebut all i get is "Disable is not a function or does not exist" in the CK. Any help?
  8. I got the following function: function SetWeather() Weather.ReleaseOverride() Weather SelWeather = xxxWeatherList.GetAt(MCM.GetModSettingInt(ThisMod, "fSettingsSetWeather:Settings")) SelWeather.ForceActive(true) endFunctionWhat i'm trying to do: get a weather form from the formlist, then apply it to ForceActive(true). But when i try to compile in the CK i get "type mismatch while assigning to a weather (cast missing or types unrelated)".
  9. That worked. Can't believe i missed that. Thanks!
  10. i'm trying to make a function use a LeveledActor list but all i get is "mismatched input 'property' expecting FUNCTION" when trying to compile in the CK Group LvlListsGlobals LeveledActor property LCharWorkshopNPC LeveledActor property LCharWorkshopNPCMale LeveledActor property LCharWorkshopNPCFemale LeveledActor property LCharWorkshopGuard LeveledActor property LCharWorkshopGuardMale LeveledActor property LCharWorkshopGuardFemale EndGroup how do i set this up?
  11. Nevermind. It was actually a problem with endifs :ermm:
  12. i'm trying to make my script pull a random form from a formlist filled with NPC and creature ids: int RandomResult ref CurRef set RandomResult to Rand 0, 42 set CurRef to ListGetNthForm xxxEWRandomSpawnFormlist RandomResult placeatme CurRef A0ZombieController.SpawnRandomproblem is that nothing spawns from that. And the problem is not with SpawnRandom nor RandomResult since i added a number manually to that and still didn't get anything out of it. Also, the form inside are valid and spawn since i tested all of them.
  13. I'm trying to implement a MCM for the endless warfare mod but i'm encountering some issues with it displaying the submenus. Everything works fine until i'm getting out of the mojave outpost after the nipton quest were the player tells ranger ghost that the town was sacked. I start to get script errors now stop on the nvse log and then only the first menu appears: Error in script 7500109F (uMCMHandlingScpt) in mod Endless Warfare MCM.esp Invalid array access - the array was not initialized. 0 Operator [ failed to evaluate to a valid result Script line approximation: Call ##ar_main[iMenu]## (error wrapped in ##'s) Where ar_main=uninitialized array, iMenu=0 File: Endless Warfare MCM.esp Offset: 0x026B Command: Call I also were having "Invalid array access - expected numeric index, received string" before but after removing some duplicate variables and starting a new game it seems to be fixed. Can anyone that had this type of error before explain to me why this happens? Is this because i have over one hundred variables in the quest script?
  14. How do i create a button that when pressed executes commands? I looked in the MCM Guide and the none of the types seem to do what i want.
  15. More specifically on the effect scripting. I already know that i need a enchantment and a effect and the script is applied through the effect. I'm confused if i should use the OnHit function.
  16. Is there a way to make a weapon like a bow apply a effect from a script attached to it to a actor that it hits with a arrow?
  17. Is there any way i can make frenzy spells work on creatures and daedra?
  18. I'm trying to make a package (which activates when a global is set to 1) that forces a follower to patrol the current area that he's in, no matter where it is. Not necessarily patrolling, just running around the map and engaging any enemies and setting off traps. Is this possible?
  19. It seems that GetValue on globals doesn't work on scripts that extends as actor. I had to use Game.GetFormFromFile and point it to the MCM script instead. Now everything works perfectly.
  20. You should look at lava from Dawnguard DLC. It deals damage when the player enters it. Exactly what you're looking for.
  21. Yes. With every actor that have the script (about 40+). But the log still gets spammed with errors. The NPCs still are invisible. Sorry. I didn't know. I was able to fix Issue #3 by replacing: This: SetSliderOptionValue(a_option, a_value) With this: SetSliderOptionValue(a_option, a_value, "{2}") Now when the slider is set 2 extra decimals appear. Below is the code with more structure. Maybe this is happening because the script attached extends as Actor?
  22. Thanks. Still didn't work. I got another issue. What i'm trying to do: A set of sliders in which the user can determine the scale of actors when they spawn. The problem: As soon as one of the actors that has the script is spawned, they are "invisible". They can still taunt (in the case of enemies) and followers/summons attack them. I suspect that their scale was set to a very small value (even though i set it to be normal size) due to my lack of knowledge when dealing with floats. Here's the MCM code snippet: And here's the code attached to the actor: So the questions: 1. Before i got the idea of a MCM i attached the script above but instead of using Globals to get the values for the RandomFloat i used numbers (e.g. Utility.RandomFloat(0.93, 1.07)). Everything worked perfectly. Why it doesn't work now? 2. In the log i get lots of "Cannot call GetValue() on a None object". Why? 3. When i open the MCM, the slider values are working as intended. But as soon as i modify one and accept, the float values are "reset" to a whole number (e.g. 1.07 becomes 1). This continues no matter what value is set. Only when the menu is reopened that the values appears as float again. Looking at the code above, why is this happening?
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