Terra Nova Posted January 8, 2015 Share Posted January 8, 2015 (edited) Don't cut my head off and say it's false, but it is well known that AddPerk() does not work in NPCs other than the player. If you want an NPC to have a perk, you have to add it to their actorbase in the CK, and well that's not really an efficient way of doing it. Furthermore if you add them on the actorbase, with the intention of using RemovePerk(), that doesn't work on other NPCs either. Edited January 8, 2015 by Terra Nova Link to comment Share on other sites More sharing options...
lofgren Posted January 8, 2015 Share Posted January 8, 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 have no idea what those isolated lines are. They look like integer variables. The function they came from would be more helpful than a comparison check. Maybe this is what you are looking for? I can't be sure because as I said I have no idea where that variable came from. http://www.creationkit.com/GetType_-_Form Link to comment Share on other sites More sharing options...
Kerberus14 Posted January 8, 2015 Share Posted January 8, 2015 Don't cut my head off and say it's false, but it is well known that AddPerk() does not work in NPCs other than the player. If you want an NPC to have a perk, you have to add it to their actorbase in the CK, and well that's not really an efficient way of doing it. Furthermore if you add them on the actorbase, with the intention of using RemovePerk(), that doesn't work on other NPCs either.Then how about adding the Perk to each race in particular in CK? Would that be better? @lofgren Nevermind that.. I guess I can't find it.. I need a method to tell if I have a concentration spell equipped. Do you know how to do that? Link to comment Share on other sites More sharing options...
Mattiewagg Posted January 8, 2015 Author 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.A phase ends when it's dialogue or package ends. The package is sandbox. Sandbox never ends. Thus, I was wondering if a timer overrides that and ends the phase even if the package is still running. Link to comment Share on other sites More sharing options...
lofgren Posted January 8, 2015 Share Posted January 8, 2015 Not exactly. There is a condition function to determine an actor's current casting type. Does that help? http://www.creationkit.com/GetCurrentCastingType Link to comment Share on other sites More sharing options...
Kerberus14 Posted January 8, 2015 Share Posted January 8, 2015 (edited) Not exactly. There is a condition function to determine an actor's current casting type. Does that help? http://www.creationkit.com/GetCurrentCastingTypeIt doesn't work in Papyrus, I tried that.. TESV\Data\Scripts\Source\temp\BloodMagic.psc(24,9): no viable alternative at input 'GetCasting' TESV\Data\Scripts\Source\temp\BloodMagic.psc(11,35): variable left is undefinedTESV\Data\Scripts\Source\temp\BloodMagic.psc(11,13): GetCurrentCastingType is not a function or does not existTESV\Data\Scripts\Source\temp\BloodMagic.psc(11,40): cannot compare a none to a int (cast missing or types unrelated) Edited January 8, 2015 by Kerberus14 Link to comment Share on other sites More sharing options...
lofgren Posted January 8, 2015 Share Posted January 8, 2015 It's not a Papyrus function so or course it doesn't work in Papyrus. You'll probably have to do some experimenting with animation variables or events. Or you could capture the condition function result using an ability and a global. Link to comment Share on other sites More sharing options...
Terra Nova Posted January 8, 2015 Share Posted January 8, 2015 Don't cut my head off and say it's false, but it is well known that AddPerk() does not work in NPCs other than the player. If you want an NPC to have a perk, you have to add it to their actorbase in the CK, and well that's not really an efficient way of doing it. Furthermore if you add them on the actorbase, with the intention of using RemovePerk(), that doesn't work on other NPCs either.Then how about adding the Perk to each race in particular in CK? Would that be better? @lofgren Nevermind that.. I guess I can't find it.. I need a method to tell if I have a concentration spell equipped. Do you know how to do that? That way is fine, as well adding to the actorbase, so long as you're ok with potential compatibility issues, and being unable to remove those perks at run time. Gotta let you know what you're getting into. Link to comment Share on other sites More sharing options...
lofgren Posted January 8, 2015 Share Posted January 8, 2015 I don't think races accept perks. Link to comment Share on other sites More sharing options...
Kerberus14 Posted January 8, 2015 Share Posted January 8, 2015 I don't have any idea how to attach these perks to NPC's, either in CK or Dynamically with a Quest.. Do I really have no options available? lol Link to comment Share on other sites More sharing options...
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