Kerberus14 Posted January 7, 2015 Share Posted January 7, 2015 I can't remember it, ahh, I remember the lines.sourceType==20sourceType==24 and so on, I want those because they can tell if a spell is a concentration spell. Link to comment Share on other sites More sharing options...
KellPhii Posted January 7, 2015 Share Posted January 7, 2015 How do I remove any texture modification like the ones when I use caliente's texture blender?Something went wrong and I want to revert back to when it's like I never used the texture blender mod Link to comment Share on other sites More sharing options...
Notanon81 Posted January 7, 2015 Share Posted January 7, 2015 (edited) Which slot is ammo such as an arrow or bolt located in when equipped for the sake of referencing in a script? Right hand, left hand or other? Edited January 7, 2015 by Notanon81 Link to comment Share on other sites More sharing options...
Terra Nova Posted January 7, 2015 Share Posted January 7, 2015 Fixed it. Woopsie. The questions I had above still stand tho =p.It is difficult to do what you want because the two functions don't take in account for buffs and GetActorValuePercentage is broken. Link to comment Share on other sites More sharing options...
Kerberus14 Posted January 7, 2015 Share Posted January 7, 2015 (edited) Fixed it. Woopsie. The questions I had above still stand tho =p.It is difficult to do what you want because the two functions don't take in account for buffs and GetActorValuePercentage is broken. False, I just did it. Here: Scriptname Athletics extends ObjectReference Actor Property PlayerRef auto Float Property StaminaRef auto Float Property XRef auto Import FISSFactory Function CheckFISS() FISSInterface fiss = FISSFactory.getFISS() If !fiss debug.MessageBox("FISS not installed. It'll take longer to increase your stats each time you load up a save game.") else debug.Notification("Values have been loaded.") endif EndFunction Float Function MySaveFunction() FISSInterface fiss = FISSFactory.getFISS() fiss.beginSave("Athlete","Athletics") fiss.saveFloat("RememberX",XRef) string saveResult = fiss.endSave() EndFunction Float Function MyLoadFunction() FISSInterface fiss = FISSFactory.getFISS() fiss.beginLoad("Athlete") XRef=Fiss.loadFloat("RememberX") string loadResult = fiss.endLoad() EndFunction Float Function MySaveFunction2() FISSInterface fiss = FISSFactory.getFISS() fiss.beginSave("Athlete","Athletics") fiss.saveFloat("RememberY",YRef) string saveResult = fiss.endSave() EndFunction Float Function MyLoadFunction2() FISSInterface fiss = FISSFactory.getFISS() fiss.beginLoad("Athlete") XRef=Fiss.loadFloat("RememberY") string loadResult = fiss.endLoad() EndFunction Float count Float check Float Property YRef auto Float Property MagickaRef auto Event oninit() CheckFISS() while PlayerRef.GetActorValue("Stamina")<=PlayerRef.GetBaseActorValue("Stamina") || PlayerRef.GetActorValue("Magicka")<=PlayerRef.GetBaseActorValue("Magicka") if PlayerRef.GetActorValue("Stamina")<StaminaRef XRef = XRef + (StaminaRef-PlayerRef.GetActorValue("Stamina")) StaminaRef = PlayerRef.GetActorValue("Stamina") MySaveFunction() endif if PlayerRef.GetActorValue("Magicka")<MagickaRef YRef = YRef + (MagickaRef-PlayerRef.GetActorValue("Magicka")) MagickaRef = PlayerRef.GetActorValue("Magicka") MySaveFunction2() endif if StaminaRef<PlayerRef.GetActorValue("Stamina") StaminaRef = PlayerRef.GetActorValue("Stamina") endif if MagickaRef<PlayerRef.GetActorValue("Magicka") MagickaRef = PlayerRef.GetActorValue("Magicka") endif if XRef>PlayerRef.GetLevel()*100+50 PlayerRef.SetActorValue("Stamina",PlayerRef.GetBaseActorValue("Stamina")+PlayerRef.GetLevel()*3) Debug.Notification("I am feeling stronger.") XRef=1 endif if YRef>PlayerRef.GetLevel()*100 PlayerRef.SetActorValue("Magicka",PlayerRef.GetBaseActorValue("Magicka")+PlayerRef.GetLevel()*6) Debug.Notification("I feel a power growing deep within.") YRef=1 endif endwhile endevent Event OnPlayerLoadGame() CheckFISS() MyLoadFunction() MyLoadFunction2() while PlayerRef.GetActorValue("Stamina")<=PlayerRef.GetBaseActorValue("Stamina") || PlayerRef.GetActorValue("Magicka")<=PlayerRef.GetBaseActorValue("Magicka") if PlayerRef.GetActorValue("Stamina")<StaminaRef XRef = XRef + (StaminaRef-PlayerRef.GetActorValue("Stamina")) StaminaRef = PlayerRef.GetActorValue("Stamina") MySaveFunction() endif if PlayerRef.GetActorValue("Magicka")<MagickaRef YRef = YRef + (MagickaRef-PlayerRef.GetActorValue("Magicka")) MagickaRef = PlayerRef.GetActorValue("Magicka") MySaveFunction2() endif if StaminaRef<PlayerRef.GetActorValue("Stamina") StaminaRef = PlayerRef.GetActorValue("Stamina") endif if MagickaRef<PlayerRef.GetActorValue("Magicka") MagickaRef = PlayerRef.GetActorValue("Magicka") endif if XRef>PlayerRef.GetLevel()*100+50 PlayerRef.SetActorValue("Stamina",PlayerRef.GetBaseActorValue("Stamina")+PlayerRef.GetLevel()*3) Debug.Notification("I am feeling stronger.") XRef=1 endif if YRef>PlayerRef.GetLevel()*100 PlayerRef.SetActorValue("Magicka",PlayerRef.GetBaseActorValue("Magicka")+PlayerRef.GetLevel()*6) Debug.Notification("I feel a power growing deep within.") YRef=1 endif endwhile endevent Now, does anyone know how can I check if the spell I am casting is a concentration spell or not? Edited January 7, 2015 by Kerberus14 Link to comment Share on other sites More sharing options...
lofgren Posted January 7, 2015 Share Posted January 7, 2015 Can anyone give me the link to the CK where all the sourcetypes are? I have been searching for it for almost 1 hour and I haven't found it.Closest I got was this: http://www.creationkit.com/GetWeaponType_-_Weaponhttp://www.creationkit.com/GetEquippedItemType_-_Actor Is this the one you're looking for? http://www.creationkit.com/Category:Script_Objects Link to comment Share on other sites More sharing options...
Kerberus14 Posted January 7, 2015 Share Posted January 7, 2015 Can anyone give me the link to the CK where all the sourcetypes are? I have been searching for it for almost 1 hour and I haven't found it.Closest I got was this: http://www.creationkit.com/GetWeaponType_-_Weaponhttp://www.creationkit.com/GetEquippedItemType_-_Actor Is this the one you're looking for? http://www.creationkit.com/Category:Script_Objects I'm looking for the one where it explains what these lines are:sourceType==20sourceType==24 Link to comment Share on other sites More sharing options...
Mattiewagg Posted January 8, 2015 Author Share Posted January 8, 2015 If I have a never ending package (sandbox in this case) in a scene, in phase 4, and then I put a wait timer of 7 seconds extending from Phase 4 to Phase 4 there, will the phase complete when the timer ends? Or do I have to use some other means to complete the phase, like completion conditions? If so, should I just set a variable and then reference that variable as a completion condition, or is there a way to SetPhase/AdvancePhase? Link to comment Share on other sites More sharing options...
Kerberus14 Posted January 8, 2015 Share Posted January 8, 2015 I think that the phase would end if it lived past it's expiration date, but you should test it out to see if it is like that. Link to comment Share on other sites More sharing options...
Kerberus14 Posted January 8, 2015 Share Posted January 8, 2015 (edited) How can I add a perk to any non-player character via Papyrus?When the Player character enters a new cell, I want to scan for all the NPC's in that cell and add abilities to them if conditions are met. And how can I check if a spell is a concentrated spell? Edited January 8, 2015 by Kerberus14 Link to comment Share on other sites More sharing options...
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