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Laerithryn

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Everything posted by Laerithryn

  1. @Dylbill, the following reply is not focused on your last post, but instead toward the trigger box script from earlier as it was the only one I could get repeated successful results from, until finding it wouldn't work anywhere else including the cells in my own mod. Just so your clear on what script it's this one. Ok through some exhaustive testing all morning I found the conflict causing the source of the bug it was exhibiting everywhere except for my test cell. I never set any audio at all for my test cell, like Default Acoustic Space, and Music Type. Through more testing I found that Default Acoustic Space has no effect what so ever, but any Music Type set for a cell is the source of the conflict for this script. As soon as I set Music Type of a cell to match my test cell (which equals the "Default" setting) it plays nice and loud. But if the cell uses anything else otherwise, it doesn't work. I don't know what can be done about this, if there's a way to change or alter a cell's Music Type setting temporarily then return it to vanilla?
  2. @Dylbill, ok I tried your last script; the one using states and just like before the bug is back. MUSCombat doesn't fade when combat is over and continues to play, even when exiting the game back to the Start Menu. May have been due to a dirty save. Now with all that being said and done, for s&g I tried it again same way and it worked flawlessly! Don't know what gives or whats going on. but sucessive attempts were very similar where it appears to be working most of the time. It may hiccup occasionally after dying and the game reloading from your last point, but not always. All further testing will be done using a fresh start from the desktop with a new character each time to avoid corrupted or dirty saves, then porting into my test cell via coc, or in-game world space. --------------------- Note the above tests were done in my test cell. But when used in other cells it doesn't work for some reason. No matter what cell I'm in "Tamriel world space" or any interior cell, I do get the debug notifications for "Combat Music Trigger Init", and then when in the actual cell with the trigger box I finally see the "Trigger Enter" and "setting custom combat music" notifications. But unfortunately I never hear the Combat music at all. Also noted that this script Trigger Enter and Trigger Leave notification trip all in game triggers, really weird.
  3. @Dylbill, yes I had a fade duration originally, but later removed it. I've since put it back in though and that particular bug (continuing to play MUSCombat) has gone away. But now the UnLoad portion of the script isn't firing off for some reason. I never see the debug notification for it either after changing cells or using COC. I'm stumped at the moment still trying to figurre it out.
  4. Ok Dylbill, so far my testing of the trigger box scripts are unsuccessful. That being said, the reliable way to do this so far is your second option by placing the script on a normal ObjectReference existing in the cell, using the Load and Unload events. I placed the script; as is and filling in the properties on a plain table in the room and so far I can replicate it's success. Still testing as I'm experiencing a bug with it where it wont stop playing MUSCombat even after leaving the cell or COC'ing elsewhere. Still plays MUSCombat in the Start Menu overlaying the menu's music. --------------------- Had to delete your previous script (the one with key press toggle) manually from the scripts folder. For some reason it kept auto-loading even after removing the triggers using it, weird. Now the on Load and Unload script using ObjectReference appears to be more stable.
  5. Many thanks again Dylbill, I'll continue testing this in the morning and see what happens after which I'll get back to you regarding the results.
  6. @ReDragon2013. Much appreciate the response. On your last "slightly change script" I get the following errors trying to compile. Starting 1 compile threads for 1 files... Compiling "MUSCombatToggle2"... C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\MUSCombatToggle2.psc(58,22): GetFormFrom is not a function or does not exist C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\MUSCombatToggle2.psc(58,22): cannot call the member function GetFormFrom alone or on a type, must call it on a variable C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\MUSCombatToggle2.psc(58,46): cannot cast a none to a defaultobjectmanager, types are incompatible No output generated for MUSCombatToggle2, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on MUSCombatToggle2 ------------- I'm can't get any of these to work in practice unfortunately. Last night Dylbill's original script worked once only but there after nothing entering or leaving the trigger box. ------------- Question: If a trigger box is the same size as the room it is applied to; and a COC marker is placed within the trigger, does using COC into the room count as entering the trigger? Or does the player have to enter by tripping it as normal?
  7. Ok first run with it late last night, it wasn't immediate there was a huge delay but it did work once. But thereafter on subsequent entering and leaving of the trigger, it wouldn't fire off again, weird? Just to be sure for the script header it is extending ObjectReference correct?
  8. I've said it before and I'll say again... DYLBILL YOU DA MAN!!!! Simply awesome as always many thanks man! Will be testing this promptly.
  9. Looking for a script to use custom combat music for either a single encounter, location area, or cell without replacing vanilla. Curious if anyone has ever worked on or seen something like this?
  10. Tried both ways, Dylbill's and ReDragon2013, no go. Scripts compile on both accounts but not working in game. Pickup all 3 parts and never get the whole journal. Tried selecting "unique player" pointing to the player as well as Specific Reference but pointing to the third part. I don't know what I'm doing wrong. Edit1: Ok so far the script DOES remove the 3 journal parts, but it is not adding the whole journal. These are my Reference Alias window choices: Reference Name: Part3Fill Type: Unique Actor: PlayerScripts: ReferenceAliasScript Edit2: AWESOME it finally WORKS!!! Many thanks to both Dylbill & ReDragon2013 for your respective help. Just gotta say, it's folks you two that make modding worth while. You are both a blessing to the modding community! It was me all along I never rechecked the properties on the WholeJournal and it was pointing to an earlier ID of it. FIXED!
  11. Thank you Dylbill, question, I already have a quest for these journal parts that's completed once the third part is read/picked-up. Can I just add a new alias to it or should I create a new quest as you said? Oh and for the Specific Reference fill type it wants me to select in the review window, I'm I correct that I have to make it point to where I placed the third journal in game? Drat, tried that and it doesn't work unfortunately. I know it's me I'm doing something wrong.
  12. Dyblbill, so in the case mentioned in my previous post, the only requirements to make the journal whole being the player having all three parts in their inventory, what would that event be then? I assume something like Event OnItemAdded, but I'm often wrong? If that assumption is right, how do I use it properly? Do I simply swap out OnActivate for OnItemAdded? If so , I'm confused on how to use akItemReference in this case. Does akItemReference refer to only the third Journal part or all three? Does it have to be declared beforehand above with the properties? Book Property JournalPart1 Auto Book Property JournalPart2 Auto Book Property JournalPart3 Auto Book Property WholeJournal Auto Event OnItemAdded(ObjectReference akItemReference) If akItemReference == Game.GetPlayer() CheckJournalEntries() Endif EndEvent Function CheckJournalEntries() If Game.GetPlayer().GetItemCount(JournalPart1) > 0 && Game.GetPlayer().GetItemCount(JournalPart2) > 0 && Game.GetPlayer().GetItemCount(JournalPart3) > 0 Game.GetPlayer().RemoveItem(JournalPart1, 1) Game.GetPlayer().RemoveItem(JournalPart2, 1) Game.GetPlayer().RemoveItem(JournalPart3, 1) Game.GetPlayer().AddItem(WholeJournal, 1) Endif EndFunction
  13. Thank you Dylbill. Actually I was trying to figure out what Event to use to achieve the same result by having all three parts in inventory as the only requirement, not a trigger or activator. Apologies for not making that clear to begin with.
  14. Need help writing a script to check player's inventory for items (journal parts), if all are found remove them and add a single item (whole journal). I have no clue how to go about doing this, nor what type of event would be used. Any help would be greatly appreciated. Event ? If akActionRef == Game.GetPlayer() if (Game.GetPlayer().GetItemCount(JournalPart1) > 0) Debug.Trace("Player has Part 1 of journal") RemoveItem(JournalPart1) endif If akActionRef == Game.GetPlayer() if (Game.GetPlayer().GetItemCount(JournalPart2) > 0) Debug.Trace("Player has Part 2 of journal") RemoveItem(JournalPart2) endif If akActionRef == Game.GetPlayer() if (Game.GetPlayer().GetItemCount(JournalPart3) > 0) Debug.Trace("Player has Part 3 of journal") RemoveItem(JournalPart3) AddItem(WholeJournal) endif EndEvent
  15. I need a cylinder object/mesh, preferably a tube. I want to make a glass cylinder that I can scale up to size. Anyone one know of such an object in CK ?
  16. Ok, I like that idea a lot. Now how do I add it to my NPCs ? edit: Ok the only thing I can find while editing an NPC actor is the Traits tab which has a block for adding Papyrus Scripts, so I'm thinking this has to be it. Correct me if I'm wrong. Tried adding your script but it wont compile. Also, CK threw in "extends ObjectReference" to the name if that matters? Took that out and tried again, samething notta. This was the compiler output: Starting 1 compile threads for 1 files...Compiling "Slot49Form"...C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\Slot49Form.psc(2,5): cannot name a variable or property the same as a known type or scriptC:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\Slot49Form.psc(7,26): GetWornForm is not a function or does not existC:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\Slot49Form.psc(11,23): Slot49Form is not a variableC:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\Slot49Form.psc(11,20): cannot compare a form to a slot49form (cast missing or types unrelated)C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\Slot49Form.psc(12,25): Slot49Form is not a variableC:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\Slot49Form.psc(12,15): type mismatch on parameter 1 (did you forget a cast?)No output generated for Slot49Form, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on Slot49Form
  17. Appreciate the feedback Dylbill. But I'm really trying to focus on "re-equipping" Slot 49 (which is removed by other author's Undress scripts that use the UnequipAll function) I suspect. I'm looking for something I can add after their script has run. Otherwise I'd be looking at re-writing or editing all of those individual scripts. I'm hoping I can make a small script to simply add to the same trigger box they use to re-equip slot 49 instead. Honestly, I don't know enough about scripting to write my own from scratch and have resorted to piece-parting others together in the past with some luck. If I could write my own script I would think it makes sense to go ahead and use the UnequipAll function first to remove everything as desired then have a portion of the script at the end re-equip slot 49 if it was unequipped to begin with?
  18. Hi everyone! Still learning scripting and doing poorly. I'll try to make this short and to the point by describing my issue. First off, I'm using Cubic Hairs Renewal for CBBE and UUNP for SSE - https://www.nexusmods.com/skyrimspecialedition/mods/18650 which uses slot 49 (primary pelvis slot) Second, I have a number of player homes I've downloaded that share one thing in common that I love and that's the Undress script that runs on entering a pool area. Awesome! Third, this creates an issue for my followers as they are all robbed as these scripts remove their bush darn it ( :ohmy: ), lol. Now I've finally created my own custom race and custom followers using that race and I'm in the middle of creating their home place with a pool and I'm using another persons Undress script which is working fine, but back to the issue of my ladies being robbed! :/ Is there a way for me to create a small script to run after these Undress scripts to simply re-add slot 49 which still sits in their inventory? I'd really love it if these Undress scripts didn't include Slot 49 but unfortunately I think they all use the UnequipAll function and I'm afraid to alter or mess with their working scripts. Knowing my luck I'd render them useless. Any help ideas or thoughts on the matter would be greatly appreciated, thanks and Cheers!
  19. Yeah this got me too without help. So I'll point you in the same direction Maxarturo sent me which helped immensely, check out the Creation Kit site at - https://www.creationkit.com/index.php?title=Destructible_Objects and maybe read through this thread from the beginning may help a bit as well, good luck.
  20. I need an object (a green glowing sphere to be exact) to be like an actor in CK playing the part of the main villain with hit points and all. I need it to pretty much melt/destroy anything touching it or getting to close. Being a noob modder to Skyrim SE and CK I didn't know of any other way to approach this idea other than what I've got so far. Hopefully this will help explain things a bit better. If you have a spare min see this clip it will help you understand. For the gist of it:
  21. I may have mentioned I got the vanilla script from the Destructible Barricade originally so that's probably where that notion came from, my bad. I've noticed a hitch with my setup. If the player runs up all the way to the sphere (Destructible Object), thus taking massive damage, the player will still inadvertently hit the second trigger box that swaps out the static mesh for the miscellaneous one, without ever reaching stage 4. So the damaging trigger box never gets disabled. Minor perhaps but in the long run still an issue. I wonder if there's a way to place a check within the swap out trigger box's script to not activate unless stage 4 has been reached within the other Destructible Object's script?
  22. Again many thanks Max for your support. In case I didn't make myself clear earlier, my Destructible Object is a Green Glowing sphere the size of a basketball sitting on top of a static pedestal. So my collision box may already be there just really, really small. I know for a fact something is there collision wise as prior to setting up DisableHavokOnLoad I was able to knock it off of the pedestal while attacking it, to include playing kickball with it. Lol. But I never did set up a Collision Box for it. And everything seems to be working fine currently, do you think I still need to create one? Oh and I got the light disabled by adding a link ref to it, disabling it in the same event as stage 4 of the Destructible Object.
  23. Hey Max thanks for the feedback. Ok I need some clarity as I'm still confused about the Collision Box thing I think. The Destructible Object in and of it's self is a .nif file of a sphere, which in turn has been made into an activator and to my knowledge has no collision box that I can tell, correct me if I'm wrong. The only Box per se that I've made is the Trigger Box surrounding the Destructible Object which has it's own separate script for doing damage to the player upon entering. Unless this is the Collision Box you are referring to? If that is the case you bring to light a valid point, as I never went back in to clean up the script after my epiphany with having to manually set the properties to the stages sequence and clicking the render window to create the much needed link ref. After another look this is what I have. This is where I'm confusion as I don't know why I've got two instances of MyDmgTrigger but by the look of it, it answers my previous query about the Collision Box thing. [Properties of my Activator Script] Name:....................................Reference: Collision..................................MyDmgTrigger 041D314EMyDmgTrigger.........................MyDmgTrigger 041D314ENewStage.................................4OBJCWBarricadeDamage..........OBJCWBarricadeDamageOBJCWBarricadeDestroyed.......OBJCWBarricadeDestroyedOldStage.................................3 I went back in CK and removed the ObjectReference CollisionLink and went with ObjectReference Property Collision Auto, removed the import debug which I think was a remnant carried over from an older script test. Everything is still working fine. Thanks again Max! Hey out of curiosity, would it be possible to add to this script in the future to disable some ambient lighting upon reaching stage 4 of the Destructible Object?
  24. Ok, second issue solved!!! Appreciate the replies folks. Hey Max it was easier than I thought it would be. To replace the activator object with a miscellaneous object. Thanks in part to Dybill's comment about "disabling" the activator and some chap named Antony Bellingham and his video on Enable/Disable Multiple Objects, Trigger Boxes, Xmarkers & Script. It was the script part that caught my eye and after watching the vid got me wondering if I could use his script altering it a bit and it worked!!! I thought I'd copy my scripts here for anyone else looking to do something similar. This first script is on my destructible object: This script swaps out the non-interactive mesh used in stage 4 of the Destructible Object with an interactive Miscellaneous Object representing the same thing in a disabled state for the player to pick up and add to inventory, take home as a Trophy, or if they wish simply play kickball with it: I'm soooo happy it finally works. Thanks Max and Dybill for your valuable support that got me thinking to push forward and work this out. You guys are awesome!!!
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