Alastair91 Posted January 17, 2010 Share Posted January 17, 2010 Alright, thank you so much. I'll see what I can do. Kudos to you. Link to comment Share on other sites More sharing options...
FadingCeiling Posted January 17, 2010 Share Posted January 17, 2010 Dear Cipscis, Could you tell me where to find a list of geck functions and what they do exactly? I am specifically looking answers for these: Values in FWE that I think I want to change are:fSneakBaseValue -40.0 (Vanilla -35.0)fSneakBootWeightBase 1.0 (Vanilla 12.0) <- from 12 to 1 ???fSneakBootWeightMult 1.5 (Vanilla 0.5)fSneakMaxDistance 1800.0 (Vanilla 2500.0)fSneakRunningMult 3.0 (Vanilla 1.5) I has tried the GECK wiki and I phail miserablé as usual. Plox halp me!!!1 Please help me Cipscis-Wan Kudos'i - You're my only hope! Link to comment Share on other sites More sharing options...
charlie1239 Posted January 17, 2010 Share Posted January 17, 2010 I was just wondering, why it says in FOMM that I have 16 duplicate entries. Is that a problem or does it not matter. If it is a problem, how do I get rid of them. Link to comment Share on other sites More sharing options...
Erikdeda1 Posted January 17, 2010 Share Posted January 17, 2010 Cipscis, I ran into another problem: scriptname Steak float fReactivationTime Begin OnActivate player if GameDaysPassed >= fReactivationTime set fReactivationTime to GameDaysPassed + 0.4167 ; 0.4167 days is 10 hours player.additem Steak 1; Dispense Spaghetti ShowMessage SteakDone endifelseif GameDaysPassed <= fReactivationTime ShowMessage SteakNotDone endif End The message that is supposed to appear only if the Steak isn't ready or during the 10h limit appears even when the 10h limit is over or when the Steak is ready so every time I take or don't take some steak 2 messages appear. How should I fix this? Link to comment Share on other sites More sharing options...
Cipscis Posted January 18, 2010 Author Share Posted January 18, 2010 @FadingCeiling:You can find any documented game settings on the GECK Wiki on the Settings page, although I don't think many of those ones are documented there. I'm not particularly familiar with any of them, so I'd have to guess at their purpose in the absence of any testing. Your best bet would probably be to contact the authors of FWE. @charlie1239:I never use FOMM's plugin editor myself, so I'm not familiar with its error messages. Could you describe what you're trying to do when the error messages appear and paste the entire error message here? @Erikdeda1:Because you've used an "endif" statement for both your "if" statement and your "elseif" statement, your script basically runs like this:ScriptName Steak float fReactivationTime Begin OnActivate player if GameDaysPassed >= fReactivationTime set fReactivationTime to GameDaysPassed + 0.4167 ; 0.4167 days is 10 hours player.AddItem Steak 1 ; Dispense Spaghetti ShowMessage SteakDone endif ShowMessage SteakNotDone EndThe GECK compiler ignores errors like this, although you can catch them if you use my Script Validator. Instead of using multiple "endif" statements, you want to use only one "endif" statement per "if" statement. So, in this case:ScriptName Steak float fReactivationTime Begin OnActivate player if GameDaysPassed >= fReactivationTime set fReactivationTime to GameDaysPassed + 0.4167 ; 0.4167 days is 10 hours player.AddItem Steak 1 ; Dispense Spaghetti ShowMessage SteakDone else ShowMessage SteakNotDone endif EndI've also changed your "elseif" to an "else", as the condition you were checking will always return 1 if the first condition does not, so it would be inefficient to check it a second time. P.S. Please use code or codebox tags when posting code. This ensures that it uses a fixed-width font and maintains whitespace to make it easier to read. Cipscis Link to comment Share on other sites More sharing options...
Erikdeda1 Posted January 18, 2010 Share Posted January 18, 2010 Thank you Cipscis for the help; I'm sorry for my noobinity :pinch: :wallbash: Link to comment Share on other sites More sharing options...
portbash Posted January 18, 2010 Share Posted January 18, 2010 are the two optional parameters of the placeatme command bugged, or is it just me? It's just spawning at the players current position... no back, front, left or right, nor distance :wallbash: :wallbash: :wallbash: Link to comment Share on other sites More sharing options...
Cipscis Posted January 19, 2010 Author Share Posted January 19, 2010 Just tested it in the console and it does seem as though they don't work. If you need to create a reference in a "safe" location with specified distance and direction, you could try using SetPos to place a marker approximately where you want to spawn the reference, then call PlaceAtMe on the marker. Cipscis Link to comment Share on other sites More sharing options...
Psycho Mantis Posted January 19, 2010 Share Posted January 19, 2010 I am currently making a mod that features a boss with a unique battle theme. While I have gotten the song to play and loop at the appropriate time, it keeps getting cut off halfway through the fight by the regular battle music. Is there any way to prevent the regular battle music from starting during a single battle? Any help with this would be greatly appreciated. Link to comment Share on other sites More sharing options...
portbash Posted January 20, 2010 Share Posted January 20, 2010 Just tested it in the console and it does seem as though they don't work. If you need to create a reference in a "safe" location with specified distance and direction, you could try using SetPos to place a marker approximately where you want to spawn the reference, then call PlaceAtMe on the marker. Cipscis a pitty but on the other side good that is bugged and I won't have to debug the hole script. I did a workaround with getpos and setpos. thx for the clarification cipscis.... got me pm regarding that animation post? Link to comment Share on other sites More sharing options...
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