Jump to content

Quick Questions, Quick Answers


Mattiewagg

Recommended Posts

  • Replies 2.6k
  • Created
  • Last Reply

Top Posters In This Topic

HOLY MOTHER OF GOD IT WORKED. I KNEW IT WAS SOMETHING UNDER MY DAME NOSE.

 

So, is this how scripting is like?

Yes. :wallbash:

Edited by Mattiewagg
Link to comment
Share on other sites

  • 2 weeks later...

With regards to declaring a magic effect for a potion, do I declare it as I would with integers and floats?

 

i.e.

MagicEffect Potion1Effect1MagicEffect
MagicEffect Potion1Effect2MagicEffect
MagicEffect Potion1Effect3MagicEffect
MagicEffect Potion2Effect1MagicEffect
MagicEffect Potion2Effect2MagicEffect
MagicEffect Potion2Effect3MagicEffect
float Potion1Effect1Magnitude
float Potion1Effect2Magnitude
float Potion1Effect3Magnitude
float Potion2Effect1Magnitude
float Potion2Effect2Magnitude
float Potion2Effect3Magnitude
int Potion1Effect1Duration
int Potion1Effect2Duration
Int Potion1Effect3Duration
int Potion2Effect1Duration
int Potion2Effect2Duration
int Potion2Effect3Duration
int Potion1Effect1Area
int Potion1Effect2Area
Int Potion1Effect3Area
int Potion2Effect1Area
int Potion2Effect2Area
int Potion2Effect3Area
int EffectiveDistillingSkill 
Or do I do that in the actual function that I plan to execute?

i.e.
Function GetRetortStand1PotionProperties(ObjectReference akContainer) Global
Form Potion1 = RetortStand1.GetNthForm(0)
int Potion1NumEffects = Potion1.GetNumEffects()
if Potion1NumEffects = 1
MagicEffect Potion1Effect1MagicEffect = Potion1.GetNthEffectMagicEffect(0)
Potion1Effect1Magnitude = Potion1.GetNthEffectMagnitude(0)
Potion1Effect1Duration = Potion1.GetNthEffectDuration(0)
Potion1Effect1Area = Potion1.GetNthEffectArea(0)
elseif Potion1NumEffects = 2
MagicEffect Potion1Effect1MagicEffect = Potion1.GetNthEffectMagicEffect(0)
Potion1Effect1Magnitude = Potion1.GetNthEffectMagnitude(0)
Potion1Effect1Duration = Potion1.GetNthEffectDuration(0)
Potion1Effect1Area = Potion1.GetNthEffectArea(0) 
MagicEffect Potion1Effect2MagicEffect = Potion1.GetNthEffectMagicEffect(1)
Potion1Effect2Magnitude = Potion1.GetNthEffectMagnitude(1)
Potion1Effect2Duration = Potion1.GetNthEffectDuration(1)
Potion1Effect2Area = Potion1.GetNthEffectArea(2) 
elseif Potion1NumEffects = 3
Potion1Effect1MagicEffect = Potion1.GetNthEffectMagicEffect(0)
Potion1Effect1Magnitude = Potion1.GetNthEffectMagnitude(0)
Potion1Effect1Duration = Potion1.GetNthEffectDuration(0)
Potion1Effect1Area = Potion1.GetNthEffectArea(0)
Potion1Effect2MagicEffect = Potion1.GetNthEffectMagicEffect(1)
Potion1Effect2Magnitude = Potion1.GetNthEffectMagnitude(1)
Potion1Effect2Duration = Potion1.GetNthEffectDuration(1)
Potion1Effect2Area = Potion1.GetNthEffectArea(1)
Potion1Effect3MagicEffect = Potion1.GetNthEffectMagicEffect(2)
Potion1Effect3Magnitude = Potion1.GetNthEffectMagnitude(2)
Potion1Effect3Duration = Potion1.GetNthEffectDuration(2)
Potion1Effect3Area = Potion1.GetNthEffectArea(2)
elseif Potion1NumEffects = 4
Potion1Effect1MagicEffect = Potion1.GetNthEffectMagicEffect(0)
Potion1Effect1Magnitude = Potion1.GetNthEffectMagnitude(0)
Potion1Effect1Duration = Potion1.GetNthEffectDuration(0)
Potion1Effect1Area = Potion1.GetNthEffectArea(0)
Potion1Effect2MagicEffect = Potion1.GetNthEffectMagicEffect(1)
Potion1Effect2Magnitude = Potion1.GetNthEffectMagnitude(1)
Potion1Effect2Duration = Potion1.GetNthEffectDuration(1)
Potion1Effect2Area = Potion1.GetNthEffectArea(1)
Potion1Effect3MagicEffect = Potion1.GetNthEffectMagicEffect(2)
Potion1Effect3Magnitude = Potion1.GetNthEffectMagnitude(2)
Potion1Effect3Duration = Potion1.GetNthEffectDuration(2)
Potion1Effect3Area = Potion1.GetNthEffectArea(2)
Potion1Effect4MagicEffect = Potion1.GetNthEffectMagicEffect(3)
Potion1Effect4Magnitude = Potion1.GetNthEffectMagnitude(3)
Potion1Effect4Duration = Potion1.GetNthEffectDuration(3)
Potion1Effect4Area = Potion1.GetNthEffectArea(3)
endif
EndFunction
I suspect the former, but thought I'd ask to get confirmation.
Link to comment
Share on other sites

The contents of my mod are disappearing whenever I load the Creation Kit after restarting my computer, but if I open Skyrim first, the mod still works. It's just when I try to load it after a restart that everything vanishes. Any idea how to fix this or what's causing it?


Link to comment
Share on other sites

Is there an alternative to using "Dialogue View" in the CK to create quest dialogues? Like maybe writing out the each dialogue branch ( along with replies, etc. ) in a separate .txt files, and then using some script* to connect them?

 

*I know next to nothing about scripting, so excuse my ignorance if what I said is totally stupid.

Link to comment
Share on other sites

Is there an alternative to using "Dialogue View" in the CK to create quest dialogues? Like maybe writing out the each dialogue branch ( along with replies, etc. ) in a separate .txt files, and then using some script* to connect them?

 

*I know next to nothing about scripting, so excuse my ignorance if what I said is totally stupid.

Player Dialogue works, but you have to make a view first. You may also have to make branches in the Dialogue View. However, the rest can easily be done in player dialogue - more similar to Oblivion's system.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...