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Reneer

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Everything posted by Reneer

  1. You're using work that isn't your own and you don't (likely) have permission to use in your mod. If you upload such a mod to Nexus it will be deleted / hidden and you might be banned.
  2. The code and scripts are most definitely protected under copyright law. Plus (vanilla) asset copying between games is against Bethesda's terms of service.
  3. Say runs on Objectreferences, so you need to call it on the talking activator's in-world object reference.
  4. I might be naming it wrong. It's the one that puts red triangles over enemies heads and is attached to scopes, like this one. That runs a script / magiceffect on enemies and you could create a new spell that calculates the distance from the enemy to the player.
  5. Probably the easiest / broadest way to do this would be to use IsInIronSights to check to see if the player is in IronSights / zoomed (polling every second or so). If that happens, then you would start up a timer that would PlaceAtMe a projectile (with painless / no damage settings) near the player (obviously facing the direction that the player is aiming) that moves as fast as possible and when it hits it would spawn / place an item that would check the distance from itself to the Player (then delete itself) and then you have the distance to whatever the player is aiming at. Getting that info to display on the HUD is another matter entirely and would probably involve mucking around with Flash files. Also figuring out whether the actual bullet being fired would be "in range" or not is not easy because, surprise, surprise, you can't get any information on that from Papyrus. Alternatively, you could use something like the Target Reticule spell but also have it calculate distance when the player's Heading Angle to the spell target is roughly zero.
  6. OnSpellCast is placed on an ObjectReference, not a Quest. You would need to use a script on the Magic Effect itself and use something like OnEffectStart.
  7. That is all true (if a bit biased). The mod was also reported in a Reddit post after it had been removed by the Nexus moderators.
  8. Neither issue, as far as I know, was the reason why it was removed. You'll have to ask a Nexus moderator / staff for more info.
  9. Have those mods been updated to work with the F4SE? You can't mix and match different versions of mods that use F4SE, if you download the newest version of F4SE you also have to wait for the ALL mods that use F4SE to be updated to work with the newest version of F4SE. My mod doesn't use F4SE at all, so I have no clue how F4SE could be causing a problem. BlazeStryker is the first and only person to have said anything like this in regards to my mod.
  10. The SendCustomEvent is what I've used in my mods in the past, since it works well and goes to each alias that is registered for it all at once. It's weird though that calling the function on the Alias like that doesn't work, but I guess I never thought to do it that particular way.
  11. Oh, then you probably want: (OtherAlias As OtherScriptName).TheFunctionIWantToRun()
  12. You want something like this: (OtherAlias.GetReference() As OtherScriptName).TheFunctionIWantToRun()
  13. Ah, that's true. I didn't think of that.
  14. Why not simply copy and paste your wallet addresses into the mod description? That seems like a much easier solution rather than requiring Nexus to create server-side code. Nothing is stopping you from putting your BTC / LTC wallet address on your page.
  15. PlaceAtMe returns an Objectreference, which Disable(), Delete(), and MoveTo() will all work on. So simply have something like: Objectreference TerminalRef = Player.PlaceAtMe(YourTerminal) ... TerminalRef.Disable() TerminalRef.DeleteWhenAble() TerminalRef = none And that should do the trick, more or less.
  16. SKK50 has a great system set up, though I might recommend a small addition of storing all the found potions into a Formlist in case someone wants to revert the changes.
  17. No, it won't. Having the ScriptB Objectreference property in the ScriptA ActiveMagicEffect script will have no effect upon the ScriptB Objectreference script. There is no "invalid data." ScriptB won't magically lose the already-set property value when ScriptA's magic effect finishes.
  18. You would want something like this for your MGE script (note, this is pseudocode since I'm not at my main computer): ObjectReference Property MyObj Auto Event OnEffectStart(Actor akTarget, Actor akCaster) (MyObj As YourScriptNameHere).PropertyName = akCaster endEvent
  19. I always forget about that little trick. Either way, nice explanation of how the code I wrote works.
  20. I just had this idea (edit: added in -1 count as per Wolfmark's reminder below): Function RemoveAllItemsSilent(ObjectReference akObjRef, ObjectReference DestContainerRef) akObjRef.RemoveItem(KeywordFormList, -1, true, DestContainerRef) EndFunction And if the above doesn't work, the longer version: Function RemoveAllItemsSilent(ObjectReference akObjRef, ObjectReference DestContainerRef) int i = 0 while (i < KeywordFormList.GetSize()) Keyword currentkey = KeywordFormList.GetAt(i) As Keyword akObjRef.RemoveItem(currentkey, -1, true, DestContainerRef) i += 1 endWhile EndFunction
  21. I forgot to put a sanity check in the code, so if it never reaches zero items it, as written, would loop endlessly. Sorry we couldn't find a working solution for you. :(
  22. I would try something like this. I believe DropFirstObject doesn't display any message. Function RemoveAllItemsSilent() Objectreference droppedobj = none while (PlayerRef.GetItemCount(none) > 0) droppedobj = PlayerRef.DropFirstObject() if (droppedobj != none) YourContainerRef.AddItem(droppedobj) endif endWhile endFunction
  23. I think I now have a basis to mount a legal defense, and we can just let our lawyers fight it out in court for years if necessary. Any particular reason you're choosing to go with M48AS's interpretation? Because they're not staff or anything (of course, neither am I).
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