lofgren Posted March 22, 2015 Posted March 22, 2015 Have you tried showing the PlayGameBryoAnimation return value in order to see what the result is? There is some discussion on the wiki page that indicates afEaseInTime is erratic. Have you tried setting it to 0.0?not set to 0, but i have tried running the script without it just incase, was no difference. What do you mean by return value btw?That function returns a value of true or false telling you if the animation successfully played.
courtneyfrb Posted March 22, 2015 Posted March 22, 2015 (edited) Hi, I'm trying to make a Nord ruin that connects to a cave. I'm going to have it connect through a pit trap [NorShaftTrapdoor], but I can't figure out how to make it transition well between the ruins and the cave. Does anyone have an idea as to how I could do this, or know an existing cell that has something similar to what I'm trying to do for me to reference?Please and thank you. Edited March 22, 2015 by courtneyfrb
Asterra Posted March 23, 2015 Posted March 23, 2015 Looking for a way of detecting when NPCs talk. Such as greetings to the player, banter, etc. Anything that causes their mouths to move.
TurtleClerk1 Posted March 23, 2015 Posted March 23, 2015 Is it safe to delete existing landscaping and critter spawn points in exterior cells? I have selected a location for a player home that I would like to build that will be quite large and I would like to just clear out all the cells I'll be using and start from scratch . I'm unsure if this will cause problems as I've never done anything like this before.
InstantDeath001 Posted March 30, 2015 Posted March 30, 2015 How do I change who can trigger a rune spell?
Mattiewagg Posted March 30, 2015 Author Posted March 30, 2015 Is it safe to delete existing landscaping and critter spawn points in exterior cells? I have selected a location for a player home that I would like to build that will be quite large and I would like to just clear out all the cells I'll be using and start from scratch . I'm unsure if this will cause problems as I've never done anything like this before.It will interfere with other mods that change these, ofc.
SkjoldBjorn Posted April 1, 2015 Posted April 1, 2015 Have you tried showing the PlayGameBryoAnimation return value in order to see what the result is? There is some discussion on the wiki page that indicates afEaseInTime is erratic. Have you tried setting it to 0.0?not set to 0, but i have tried running the script without it just incase, was no difference. What do you mean by return value btw?That function returns a value of true or false telling you if the animation successfully played. Hmm call me stupid but I have never seen that function and I'm not entirely sure how to do that, that could help me debug at least.
Mattiewagg Posted April 1, 2015 Author Posted April 1, 2015 Have you tried showing the PlayGameBryoAnimation return value in order to see what the result is? There is some discussion on the wiki page that indicates afEaseInTime is erratic. Have you tried setting it to 0.0?not set to 0, but i have tried running the script without it just incase, was no difference. What do you mean by return value btw?That function returns a value of true or false telling you if the animation successfully played. Hmm call me stupid but I have never seen that function and I'm not entirely sure how to do that, that could help me debug at least.http://www.creationkit.com/PlayGamebryoAnimation_-_ObjectReference You'd check its return value like: If MyRef.PlayGameBryoAnimation("Forward"); if the animation Forward played properly on MyRef
Darkxenoth Posted April 8, 2015 Posted April 8, 2015 Hey, I don't know if this information is available elsewhere, but here's my question - How would I go about making a quest have a delay before being added to the player's journal? Something like how they did A Door in Niben Bay back in Oblivion when they introduced the Shivering Isles DLC.
Mattiewagg Posted April 8, 2015 Author Posted April 8, 2015 Hey, I don't know if this information is available elsewhere, but here's my question - How would I go about making a quest have a delay before being added to the player's journal? Something like how they did A Door in Niben Bay back in Oblivion when they introduced the Shivering Isles DLC.A quest is only added to your journal once an objective is displayed. So hold off displaying the objective, I suppose. Or you could try making the quest misc at first, then starting a full fledged quest after a certain point.
Recommended Posts