jdblake508 Posted March 2, 2016 Share Posted March 2, 2016 How do you add custom sounds to the creation kit? Link to comment Share on other sites More sharing options...
DOVAHKI1N Posted March 2, 2016 Share Posted March 2, 2016 Is there an easy way to check which of my MODs use FISS? Some program or other? Link to comment Share on other sites More sharing options...
nonamed817 Posted March 2, 2016 Share Posted March 2, 2016 ScriptName ImprovedCombatParry Extends ReferenceAlias Import Actor Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) If abHitBlocked debug.Notification("Attack blocked") akAggressor.SetUnconscious() EndIf EndEvent I get function undefined error for SetUnconscious() when trying to compile. Another problem: debug.SendAnimationEvent(akAggressor, "staggerStart")When using this line instead of SetUnconscious everything compiles and I receive debug messages in-game as desired, however, stagger animation won't play. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 2, 2016 Share Posted March 2, 2016 ScriptName ImprovedCombatParry Extends ReferenceAlias Import Actor Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) If abHitBlocked debug.Notification("Attack blocked") akAggressor.SetUnconscious() EndIf EndEvent I get function undefined error for SetUnconscious() when trying to compile. Another problem: debug.SendAnimationEvent(akAggressor, "staggerStart")When using this line instead of SetUnconscious everything compiles and I receive debug messages in-game as desired, however, stagger animation won't play. akAggressor in your script is an ObjectReference while SetUnconscious() is intended to be used by an actor. While an actor can use ObjectReference functions because Actor extends ObjectReference, the reverse is not true even if the ObjectReference is indeed an actor. Cast the ObjectReference into an Actor first. Something like: (akAggressor as Actor).SetUnconscious() Link to comment Share on other sites More sharing options...
nonamed817 Posted March 2, 2016 Share Posted March 2, 2016 (edited) Thank you, IsharaMeradin, but what about the second part of the question? Why does debug.SendAnimationEvent produce no effect? All right, this is strange: getting rid of the abHitBlocked condition made NPCs stagger, but only once they had around 25% of their total health removed (does this have something to do with their resistances?). Switching from StaggerStart to BleedOutStart made the script behave normal. Just what exactly is going on here? Update: Stumbled upon another problem: ScriptName ImprovedCombatParry Extends ReferenceAlias Bool DeflectWindowActive Bool ParryWindowActive Actor Property PlayerRef Auto Spell Property Stagger Auto Event OnInit() RegisterForAnimationEvent(PlayerRef, "BlockStartOut") RegisterForAnimationEvent(PlayerRef, "BlockStop") RegisterForActorAction(0) EndEvent Event OnActorAction(int actionType, Actor akActor, Form source, int slot) If akActor == PlayerRef && actionType == 0 UnregisterForUpdate() DeflectWindowActive = 1 Debug.Notification("Deflect window is active") RegisterForSingleUpdate(0.5) EndIf EndEvent Event OnAnimationEvent(ObjectReference akSource, string asEventName) If akSource == PlayerRef ElseIf asEventName == "BlockStartOut" ParryWindowActive = 1 RegisterForSingleUpdate(0.2) ElseIf asEventName == "BlockStop" UnregisterForUpdate() ParryWindowActive = 0 EndIf EndEvent Event OnUpdate() If ParryWindowActive ParryWindowActive = 0 ElseIf DeflectWindowActive DeflectWindowActive = 0 Debug.Notification("Deflect window is inactive") EndIf EndEvent Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) If (abHitBlocked && ParryWindowActive) || DeflectWindowActive Stagger.Cast(akAggressor) EndIf EndEvent Again, getting no errors when compiling, and animation events work as desired, however, actor action events do not appear to function, and I fail to see why. Edited March 3, 2016 by nonamed817 Link to comment Share on other sites More sharing options...
DOVAHKI1N Posted March 3, 2016 Share Posted March 3, 2016 Do I have to use the same graphic resolution (if there is a choice) with every mod? Or does it not matter? If it does, where can I check which resolutions I have? Link to comment Share on other sites More sharing options...
maxtheduke Posted March 3, 2016 Share Posted March 3, 2016 I need a rebalancing mod that change nearly everything (so umbalanced) but is too much asking for a stable, without bloating, and fully working mod? And the second questionwhere can i find a list of up to date and supported mods, and about "dangerous" mods to avoid that can corrupt the game? Link to comment Share on other sites More sharing options...
GenlyAi Posted March 3, 2016 Share Posted March 3, 2016 Can you change the default texture of a model (.nif), like by setting a path to a new texture file (.dds), using only the creation kit or do you have to use nifskope or something? Thank you! Link to comment Share on other sites More sharing options...
Terra Nova Posted March 3, 2016 Share Posted March 3, 2016 Can use the creation kit via TextureSet. Link to comment Share on other sites More sharing options...
GenlyAi Posted March 3, 2016 Share Posted March 3, 2016 Can use the creation kit via TextureSet.Perfect, it worked, thanks! Link to comment Share on other sites More sharing options...
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