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Papyrus Scripting


Gorgopis

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We also fear that we have tried @IsharaMeradin's patience one time too many, though Scripting Guru @IsharaMeradin is, and though benefit by that Guru's work we have.

 

My patience is not too thin. I try to only reply to topics that I believe I can actually be of assistance. I never want to knowingly send someone down the wrong path only for them to have to start all over with a different approach. There are occasions where I do not see a particular post on a given day and then later see that someone else has provided the same information or better. I see no need to post in such a scenario either. Plus the further out it gets from me having actually done this stuff, the less likely I will know of any newer methods.

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If you follow all the steps correctly it will work, but did you fill in the properties of the script? if you don't fill/assign in the script's property from the drop down menu the 'Player' - the 'Spell' - and the 'Magic Effect', NOTHING WILL HAPPEN!!!!

* Select the script in the script section and press the button on the right that sais 'PROPERTY' and fill in the properties from each property 'Drop Down Menu'.

Edited by maxarturo
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We'll double check.

 

BTW, in the meantime, we made an enchanted exploding projectile, with the slow-time explosion on it. (No scripting required)

 

It succeeded, except, once we fired it, it stopped time for the rest of the time we were testing in game. Everything went to "black and white" and slowed down, though some hostile NPC's still moved pretty fast.

 

We thought we had set the effect for 10 seconds, so we'll have to see where we goofed. Maybe we missed a time-in, or time-out parameter in the projectile window.

 

Thanks, @maxarturo, this is all very interesting! (Thanks as always to @IsharaMeradin.)

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YAY! Solved!

 

For those reading this thread, here's where we went wrong with @maxarturo's steps.

 

1) We did not catch on that all new Magical Effects/Spells had to be set to "contact." The original VoiceSlowTime is set to "self." We had to figure out the logic of a weapon-based magic-trigger: a weapon would require a consistent "contact" setting through all its integrated effects and spells.

 

2) We had to add two capital 'F"s to our ID for our first Magical Effect listed in @maxarturo's steps. I.e., Not our first failed-name SlowMotionEffect, but rather the more precise and renamed SlowMotionEffectFF. Without the FF, the CK did not show the effect in our restricted menu choices (as we remember it), when we first tried to add our effect to our Spell.

 

3) With @maxarturo's Step 4, we indeed added our new script, but we assumed that the Creation Kit would automatically autofill the script with our new properties. It did not. Though we could see the properties listed there in the script edit-window, they had not been "enabled." We had to ask the CK (by clicking on autofill) to really autofill our new properties, before we first noticed the little pencil icon appear next to our properties in the script-edit window, to show they were officially included. And we saved our new script!

 

4) Our weapon thereby functioned as desired, though it seems to one-hit-kill any same-level enemies. We'd like to back that down a bit.

 

BTW, we very much enjoyed testing and practicing while making this mod. We learned a lot from our errors and assumptions.

 

SO! A Big Shout Out and Thank You to @maxarturo!

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