-
Posts
433 -
Joined
-
Last visited
Everything posted by flobalob
-
How To Make An In Game Item A Static Item
flobalob replied to TheLoveDrug's topic in Skyrim's Skyrim LE
In my case I prefer it that way as you can at least see the names of the books once placed, it's just a shame that the "Can't take" flag doesn't work for books. The only way I can think of to prevent the player from seeing the "E - Take.." would be to create a colision plane/box/sphere in front of/around your object using one of the 3 buttons on the toolbar. -
If you are new to the modding scene, I would recommend downloading & installing Nexus Mod Manager as it greatly simplifies most mod installs.
-
How To Make An In Game Item A Static Item
flobalob replied to TheLoveDrug's topic in Skyrim's Skyrim LE
I'm asuming that you have added both of the scripts to the reference, it should logically work. If it still does not work then you could create a copy of defaultDisableHavokOnLoad and add the bit from defaultBlockActivation to it. Thats what I have done for my super bookshelf (I also changed the default for HavokOnHit at the same time to save me having to set it manually 594 times) -
You need to define SpringheelJakPerk as the script does not know about perks (or anything else inside the CK for that matter) add these lines line after Scriptname BootsofSpringheelJak extends ObjectReference Perk Property SpringheelJakPerk auto {Perk to add/remove} and then set the property in the CK to whatever your perk is called, if ot's the same name the press autofill.
-
Quite likely Yes, as the scripts exist outside of the mod, unless it's been packaged up into a BSA
-
How To Make An In Game Item A Static Item
flobalob replied to TheLoveDrug's topic in Skyrim's Skyrim LE
How something moves is dependant on the Havok physics that is built into the model (i.e. the .Nif file). To stop an object from moving attach the script defaultDisableHavokOnLoad to the reference in the render window (don't forget to set the property HavokOnHit to False, it defaults to True). If you also want to prevent the player from picking the item up (asuming it is pick uppable) as well then also attach the script defaultBlockActivation. -
Thats because by adding a script with an OnActivate event you have bypased the activators default activation add a line Self.Activate Yes it's possible, however you would have to use a different event e.g. OnEquipped (for an equipable item) or OnEffectStart (for a spell) or possibly something different depending on exactly how you want it to work. Note: If you wanted it to fire up as soon as the player picked it up, then I think that you would have to add a script to the player character, which is A LOT more complicated and will probably require a quest.
-
Her helm is probably marked as "Unplayable" so you cannot see it in her inventory by normal methods. Instead of killing her and looking at her inventory, open the console, click on her and type ShowInventory This will show ALL items she has including unplayable ones, complete with their FormID's, so you can then type RemoveItem 00013952 1 (Replace the Steel Armor FormID 00013952 with the one from her helm)
-
Pres "B" to turn on cell borders (a yellow line should appear), I'm willing to bet that one will appear where your navmesh ends. If you pan your virtual camera nearer the door then it will be in the next cell, then you will be able to create a new set of vertexes & trangles. Look at my attached pic, if you look carefully you can see an additional yellow line running between the green blocks, this is the cell boundry. Note: What isn't apparent from my pic is that where you can see a red vertex on the boundry there are actually 2 vertexes overlapping, one in each cell (I created them a bit away from the boundry and then pushed them as far as they would go), thats how you join the cell, navmeshes together accross the surface of the worldmap.
-
The green chunks are the cell transition points that get created along the cell borders when you finalize the navmesh, but only if the vertexes match up. They function in exactly the same way as the green triangles that you get near load doors (but without the teleport). My guess as to why you couldn't create new vertexes near the door is that your virtual camera was in the wrong cell (based on your viewing angle). You can only edit the navmesh in the cell that the virtual camera is in. For this reason it is usually a good idea to press "T" before entering navmesh mode to ensure that you are looking straight down.
-
I would guess that you want to use the OnEffectStart event attached to a magic spell. But like I said earlier I haven't done any spells so maybe somebody with some experiance can help, failing that you'll have to look at some of the existing spells.
-
Don't see any reason why not. If you are teleporting to pre-defined places then you only need the small scripts, the first script was for if you were creating a Mark/Recall style spell set.
-
Regarding teleportation, I havent done it in Skyrim (I have in Fallout), but I would suggest adding 2 XMarkerHeading(s) to the game and use scripts something like these (Note I'm using the OnActivate() event but you will probably want to use a spell related event, but I havent done any spells yet) Saving the current player location scriptName TeleportSaveLocation extends ObjectReference ObjectReference Property myReturnMarker auto {Set this to the XMarkerHeading that is to be used as a return point} Float MyAngleX Float MyAngleY Float MyAngleZ Event OnActivate(ObjectReference triggerRef) ; Get the players current rotation MyAngleX = Game.GetPlayer().GetAngleX() MyAngleY = Game.GetPlayer().GetAngleY() MyAngleZ = Game.GetPlayer().GetAngleZ() ; Move the Xmarker to the players position and rotate acordingly MyReturnMarker.MoveTo(Game.GetPlayer()) MyReturnMarker.SetAngle(MyAngleX, MyAngleY, MyAngleZ) EndEvent Teleporting back to a saved location scriptName TeleportMoveToLocation extends ObjectReference ObjectReference Property MyReturnMarker auto {Set this to the XMarkerHeading that is to be used as a return point} Event OnActivate(ObjectReference triggerRef) ; Move the player to the previously saved location Game.GetPlayer().moveto(MyReturnMarker) EndEvent Teleporting home scriptName TeleportMoveToHome extends ObjectReference ObjectReference Property MyHomeMarker auto {Set this to the XMarkerHeading that is to be used as a return point} Event OnActivate(ObjectReference triggerRef) ; Move the player to the home location Game.GetPlayer().moveto(MyHomeMarker) EndEvent I havent actually tryed these ingame, but you know what they say "A compiles as good as a test" ;)
-
TBH roombounds have given me more grief than benefit. But as to your wall section that needs to be seen from both sides in seperate roombounds, I would summise that you would have to create a portal between the roombounds where the wall is, just like you do for doorways.
-
It may be possible to "Un-Change" your exterior cell changes. just not the the CK. It can "probably" be done with TESVSnip but I havent had a reason to try it (although I have done similar Un-Edits to Oblivion mods in the past, so it may be worth a try) So long as 2 mods are not changing the exact same thing then they "should not" conflict. As an example: I created a mod that changes almost all of the static crates to containers, as such it changes many, many cells that are also changed by other mods and have not experienced any problems. Sorry for the shamless plug :D
-
From what I've seen on the boards it seems that V1.6 of the Creation Kit as it pertains to armor modification is BROKEN, sorry. Some people have had some success going back to v1.5, but I do not know if that is an option for you.
-
It's posible to ignore some stuff that you have changed by using the "Details" button when loading your mod and pressing delete on the things that you want to "Un-Change", however not all changes can be removed this way (I.e. terrain changes will fail to un-change, for example). Make sure you BACKUP YOUR MOD first. After marking the stuff to ignore then contine to load your mod as normal then immediatly save it. Any container that does not have a tick in the respawn box of the BASE item will never respawn, whether it starts initially filled or empty, with the following exception. A container that may be initially empty can later ADD contents if it starts empty, when you leave and come back (but it will NOT remove anything that the player stores manually). I've observed this behavior as far back as FO3 and it still happens occasionally in Skyrim. Some pieces of architecture have a sound attached to them (generally objects of type Activator or Movable Static) e.g. DwePipe1WayFan01 has a looping sound of OBJDwemerPipeFanLP. You could create a duplicate of the object and remove the looping sound to silence it. As to Spouses living in your player home. It can be done but requires a lot of dialog editing (I read something on the Bethsoft forums once with the details), However its simpler to use This Mod to do it for you and won't cause your mod to conflict with any other mod that changes spouse living arrangements.
-
Try using 000289DA for the intact altar 0003F812 for the damaged one or 0005EA3C Intact with snow 0009B811 Broken with snow or 00096F1C Intact, light snow 000A9DB5 Broken, light snow
