Cipscis Posted March 25, 2009 Share Posted March 25, 2009 SetForceSneak won't work properly on the player, it is intended to be used with NPCs instead. In order to force the player to sneak, you'll need to use IsSneaking and FOSE's TapControl. I don't think there is any way in which the player can be rendered undetectable, but hopefully someone will be able to prove me wrong. Cipscis Link to comment Share on other sites More sharing options...
neunen Posted March 25, 2009 Author Share Posted March 25, 2009 ah i see, so maybe for the time being i should just make it up the sneaking skill.thanks a bunch for your help. and ill post back here if i find some alternate solution cheers,neunen Link to comment Share on other sites More sharing options...
neunen Posted April 17, 2009 Author Share Posted April 17, 2009 back to the invisible, but not invisible problem. i was poking around the geck wiki and noticed this bit of info:Visual Effects NOTE: If an object has multiple effects, only the visual effects for the most expensive effect is played. * Effects NIF: The file name of the graphic effect played on the caster. * Effect shader: Shader used on spell target. * Object Display Effect: The effect shader played on the item if the effect is an object effect on a weapon or piece of armor. o Note: The two Effect Shader options above seem to be nonfunctional. Existing Base Effects apply all shaders via script. does that mean that i could get at the script that determines the shader used for invisibilty, or is that 'hard coded' script? also what it mentions in the first line;would i be able to have some other useless but more "expensive" effect causing the visual effect of the invisibility to be skipped? or am i talking about the wrong thing there? Link to comment Share on other sites More sharing options...
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