ZeroCore Posted July 9, 2016 Share Posted July 9, 2016 You need to explicitly cast the value from ObjectReference to Actor on that first line of the event just assigning isn't enough. UserActor = akActivator as Actor That worked. Thanks for the help on that script. Now I have another question, if it's okay: is it possible to either A: create a primitive collision box that will appear in the object window's editor ID list, or to make an activator that will spawn in a collision box primitive with a script effect? Link to comment Share on other sites More sharing options...
justaking Posted July 11, 2016 Share Posted July 11, 2016 Hello, I am encountering a small problem. i my finished SRLE build. I followed the entire process and everythig is stable. I know I downloaded and installed the 5.1 version of SkyUI, but when I open the map in-game it gives me an error code saying it is 4.1 and needs 5.1. Not sure what to do from here. Its no where near game breaking, but I have a niggling suspicion that it will come back to bite me if i dont fix it now. Hope someone has encountered this or knows how to fix it. Thanks.You have another mod installed which alters the map menu. Just go to the Advanced page of the SkyUI MCM and turn off that warning if you're seeing the map interface you want to use. (There weren't any changes to the map between 4.1 and 5.1 so using a 4.1 map with 5.1 SkyUI is just fine.) I see, thanks for the promt and easy answer! Link to comment Share on other sites More sharing options...
ZeroCore Posted July 11, 2016 Share Posted July 11, 2016 Is there a way, using scripting, to make a full duplicate of an object reference that already exists in a cell? I'm not talking about getting the base form of the object and making a duplicate from the game's object list, I'm talking about duplicating an already-existing object reference, such as an activator that exists in the world and has a script attached to it that isn't on the base form. I'm still trying to make a copy of a collision box, the kind that uses those modder-made primitive shapes for its bounds. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 11, 2016 Share Posted July 11, 2016 Is there a way, using scripting, to make a full duplicate of an object reference that already exists in a cell? I'm not talking about getting the base form of the object and making a duplicate from the game's object list, I'm talking about duplicating an already-existing object reference, such as an activator that exists in the world and has a script attached to it that isn't on the base form. I'm still trying to make a copy of a collision box, the kind that uses those modder-made primitive shapes for its bounds.I don't think so. I think the only way to get a true duplicate is to use the Creation Kit. What are you trying to achieve? Link to comment Share on other sites More sharing options...
Tasheni Posted July 11, 2016 Share Posted July 11, 2016 I have a simple question, though, unexperienced, can't figure it out myself:What is the vmquestvariable? I looked at the bards package and they have a condition with this variable. But I can't see, where it is defind in ck, or in the bardsscripts. Can someone explain, what it exactly does and where to find it?Thank you very much. Link to comment Share on other sites More sharing options...
ZeroCore Posted July 11, 2016 Share Posted July 11, 2016 (edited) Is there a way, using scripting, to make a full duplicate of an object reference that already exists in a cell? I'm not talking about getting the base form of the object and making a duplicate from the game's object list, I'm talking about duplicating an already-existing object reference, such as an activator that exists in the world and has a script attached to it that isn't on the base form. I'm still trying to make a copy of a collision box, the kind that uses those modder-made primitive shapes for its bounds.I don't think so. I think the only way to get a true duplicate is to use the Creation Kit. What are you trying to achieve? Same thing I was trying to achieve in that topic you replied to a while ago: Invisible collision object + movement script = Morrowind-style levitation magic. I've already got the scripting down. Now the issue is finding an adequate object that I can use as an activator and spawn in using a script. The current thing I'm trying to use is a water plane in combination with water walking, but this is glitchy when you try to spawn in the water plane at an angle, and the water walking takes a second or two to kick in once the water plane is spawned, frequently resulting in the player falling through it. What I need is an invisible collision object that the player will not fall through. Unfortunately since Bethesda switched from using pre-made static mesh collision boxes (like in Oblivion and Morrowind) to primitive-based collision markers for invisible walls, there doesn't seem to be a way to spawn one in (at all) using a script. And complicating things is, like you just said, that apparently I can't make a duplicate of a reference that's already in a cell. I'm not sure what to do here, unless there's a way to get a non-reference object from inside of a cell, loaded or unloaded, get its information, make a duplicate of it that way, and then stick a script to it (and I don't mean make it fill an alias, I mean actually STICK A SCRIPT to it). Edited July 11, 2016 by ZeroCore Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 11, 2016 Share Posted July 11, 2016 Is there a way, using scripting, to make a full duplicate of an object reference that already exists in a cell? I'm not talking about getting the base form of the object and making a duplicate from the game's object list, I'm talking about duplicating an already-existing object reference, such as an activator that exists in the world and has a script attached to it that isn't on the base form. I'm still trying to make a copy of a collision box, the kind that uses those modder-made primitive shapes for its bounds.I don't think so. I think the only way to get a true duplicate is to use the Creation Kit. What are you trying to achieve? Same thing I was trying to achieve in that topic you replied to a while ago: Invisible collision object + movement script = Morrowind-style levitation magic. I've already got the scripting down. Now the issue is finding an adequate object that I can use as an activator and spawn in using a script. The current thing I'm trying to use is a water plane in combination with water walking, but this is glitchy when you try to spawn in the water plane at an angle, and the water walking takes a second or two to kick in once the water plane is spawned, frequently resulting in the player falling through it. What I need is an invisible collision object that the player will not fall through. Unfortunately since Bethesda switched from using pre-made static mesh collision boxes (like in Oblivion and Morrowind) to primitive-based collision markers for invisible walls, there doesn't seem to be a way to spawn one in (at all) using a script. And complicating things is, like you just said, that apparently I can't make a duplicate of a reference that's already in a cell. I'm not sure what to do here, unless there's a way to get a non-reference object from inside of a cell, loaded or unloaded, get its information, make a duplicate of it that way, and then stick a script to it (and I don't mean make it fill an alias, I mean actually STICK A SCRIPT to it). Can't you just use at minimum two objects and swap position with the MoveTo function? When finished with them use MoveTo to send them back to whatever holding cell you originally put them in. And NIF files can have collision. From NifTools documentation: Complex collision meshes in Skyrim nif files are stored in bhkCompressedMeshShape blockYou could use a NIF file that points to transparent texture files in order to have something "invisible" with collision. There might be some "warping" of light around the edges but that could be written off as part of the effect. Link to comment Share on other sites More sharing options...
ZeroCore Posted July 11, 2016 Share Posted July 11, 2016 Can't you just use at minimum two objects and swap position with the MoveTo function? When finished with them use MoveTo to send them back to whatever holding cell you originally put them in. And NIF files can have collision. From NifTools documentation: Complex collision meshes in Skyrim nif files are stored in bhkCompressedMeshShape blockYou could use a NIF file that points to transparent texture files in order to have something "invisible" with collision. There might be some "warping" of light around the edges but that could be written off as part of the effect. No, I can't do that because I want NPC's to be able to use this spell too. And I don't know a thing about making custom assets. I've tried before (MANY times) and failed horribly. The tutorials just don't tell me enough detail as to how things work, why they work the way they do, and other such things. I constantly keep running into bugs with custom meshes and other such problems. In short, custom assets are a no-go in all regards, as is just using two pre-made collision planes. Link to comment Share on other sites More sharing options...
cdcooley Posted July 12, 2016 Share Posted July 12, 2016 I have a simple question, though, unexperienced, can't figure it out myself:What is the vmquestvariable? I looked at the bards package and they have a condition with this variable. But I can't see, where it is defind in ck, or in the bardsscripts. Can someone explain, what it exactly does and where to find it?Thank you very much.GetVMQuestVariable and GetVMScriptVariable are the generic condition functions used to look at values in Papyrus scripts. The quest version works to read values attached to quest scripts and the other works for scripts attached to other items in the game (i.e. references). There are extra parameters that specify which script and the specific variable in the script. Link to comment Share on other sites More sharing options...
MrTehNoms Posted July 12, 2016 Share Posted July 12, 2016 Quick question, I messed around with profiles in WryeBash, and later decided against it. After re-ordering all of my mods in the order they were in when I last played (because the last action alphabetized them in load order), I started up Skyrim to see all of my saves gone. However, they still exist in my computer where they are supposed to be. Any ideas on how to restore them? Google only helps so much. Thanks y'all. Link to comment Share on other sites More sharing options...
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