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Mattiewagg

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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 by Terra Nova
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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_-_Weapon

http://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

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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?

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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.

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Not exactly. There is a condition function to determine an actor's current casting type. Does that help?

 

http://www.creationkit.com/GetCurrentCastingType

It 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 undefined
TESV\Data\Scripts\Source\temp\BloodMagic.psc(11,13): GetCurrentCastingType is not a function or does not exist
TESV\Data\Scripts\Source\temp\BloodMagic.psc(11,40): cannot compare a none to a int (cast missing or types unrelated)
Edited by Kerberus14
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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.

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