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DavaScript

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Everything posted by DavaScript

  1. What do you mean by that? Do you mean adding the 'Invent.Add' Bash tag? For this mod, I just made a custom container and assigned it to the shop owner rather than editing the existing vendor chest. Wouldn't this way be the appropriate approach to maximize compatibility with other mods?
  2. Thank you, that was more than enough information to figure it out. I do have another question, How do I change a potion's description via script? So far, I've set my custom potion to be a Script Effect in order to edit the 'Effect Name' in the 'Script Effect info' box, and my quest script is as follows: float fQuestDelayTime ref potionEffect Begin MenuMode set fQuestDelayTime to 0.01 let potionEffect := customPotion01 ;editorID of potion if (GetGameRestarted) SetMagicEffectName "Description has been changed." potionEffect endif End I'm not sure if I'm using 'SetMagicEffectName' correctly here.
  3. So I've created a custom potion, and I would like to add it as a buyable item to every merchant that sells potions. I would also like the item to be available regardless of the players level. I'm going by the wiki, and it pointed me to World Objects > Container. I've located the correct containers (at least I think so) which are 'ChestVendorAlchemyPotions', but I'm a little confused on what 'Low01-LowG01-etc' signifies.
  4. I'm a little bit new to how leveled list work, but basically I'm trying to add a custom death item to every single type of bandit. I would like to do this via script rather than manually going into every bandit entry in the NPC category and editing the drop down list. I thought about using the function 'GetInFaction', but I'm having a little trouble trying to utilize it.
  5. So the sound files that you are using are 'kvSubGoodbye01Ref', etc. And you are enabling and disabling them with 'refGoodbye.enable/disable'?
  6. Aside from using a script, how would I implement this into hud_val for HUD Status Bars?
  7. I'm using HUD Status Bars to check how many creatures are in the current cell. How would I use GetNumRefs 36 to only count creatures that are alive? I've tried using GetDead along with it, but it doesn't seem to want to work.
  8. How do you decrement 'GetNumRefs 36' without resorting to using a script? GetNumRefs 36, counts how many creatures are in the current cell, but it does not decrement when I kill a creature in that cell. To my understanding, it counts dead bodies as well? Is there any other way to decrement it, for instance, by using conditional functions? Been pulling my hair on this for a while. Thanks in advance.
  9. Alright I got them to merge successfully. Quick question though, in the HUD Potion script, do I leave 'PlayerREF' on this line or do I remove it? ; PlayerREF is an explicit reference, it can't be a variable
  10. Ok, that worked. When I save the plugin, I doesn't let me overwrite the original HUD Status Bars.esp, so I have to make a new one. And in the new plugin, it only contains the scripts, 'HUD Potion' and 'HUDmain'.
  11. Oh I see. Yes it does. I usually use Wrye Bash's quick links at the bottom of the program to open up varies programs, and it already has TESCS + OBSE already bundled together.
  12. I just opened up the Construction Set. I don't have CSE. Is that the issue?
  13. Ok so I copied the modified script into a new script in the HUD Status Bars.esp. Then I opened up the HUDMain script and added 'int potion_val' at the end of the variable declaration before the Begin GameMode function. Then I added 'let tnoHSB.potion_val := Call HUDPotion' right after the Begin GameMode function, but it gives me an error when I hit save, saying that 'potion_val' is an unknown variable.
  14. For this mod, how would I play a custom sound when the player activates a chair to sit. Would I need to modify the existing script, or can I make a standalone esp that will overwrite the original? https://www.nexusmods.com/oblivion/mods/44877?tab=description
  15. I'm new to Oblivion scripting, and I would like to play a custom sound when a player activates an object from another mod. Can someone demonstrate the code? Thanks in advance.
  16. Oh ok. I'm not really familiar with Oblivion scripting. Would you be kind enough to demonstrate how it would be done, and how I would connect it to HUD Status Bars?
  17. Would it be possible, through script, to set the object id of a player made potion to the same id of, let's say, a novice Potion of Healing?
  18. Hmm, i haven't tried the function 'MagicitemHasEffect' in my equation. Would that work? As soon as I get home, I'll try it out. Thanks for all your help.
  19. I'm working with the HUD Status Bars.ini file. This is what my equation looks like for calculating Potion of Healing (Weak, Normal, Strong, Player Made): set tnoHSB.hud_val to sv_Construct "(Player.GetItemCount 00009310) + (Player.GetitemCount 00098496) + (Player.GetItemCount 00009311) + (Player.GetItemCount CUSTOM POTION OBJECT ID HERE)"
  20. I'm using HUD Status Bars, and I'm trying to calculate the total Health Potions that the player has, including custom ones. Problem is, I have to create a Restore Health Potion in order to get the Object ID from it so that my equation will work. I would like it to calculate on the fly without have to do that.
  21. I'm using the mod 'FormID Finder', and I'm trying to obtain the object ID of player made potions, for instance, Restore Health. I've noticed that every time I start a new game, the object ID for a potion I created is a different ID each time. So I'm guessing that because the custom potion isn't in the game yet, Oblivion has to generate an ID each time? Does a hardcoded ID even exist for player made potions?
  22. I'm getting no sound when my mouse hovers over selections in the pause menu, selections when I'm creating a new character, and in the launch screen. It's really weird. I installed the GOSH sound overhaul mod, and ever since I uninstalled it, I have been getting no menu hovering sound. I unistalled everything; my mods, managers, the game, and GOG. Once I reinstalled, there is still no sound. Help would be appreciated.
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