DesertEaglePWN Posted January 11, 2015 Share Posted January 11, 2015 Trying to make statics move; they're not moving. Think they need the moveable keyword, but I don't know how to give it to them. My scripts are all steup using the <ObjectRef>.TranslatetoRef() function but don't work and am currently assuming the keyword is the issue. Anyone know what's going on or how to add these keywords to statics? Trying to avoid having to create an activator because the meshes I'm trying to move have dynamic materials on them. Link to comment Share on other sites More sharing options...
Mattiewagg Posted January 11, 2015 Author Share Posted January 11, 2015 (edited) It worked, thanks. :D This script works with concentrated spells. Scriptname BloodMagic extends activemagiceffect Actor TargetFloat DamageKeyword Property Concentrated auto Event OnEffectStart(actor ActorTarget, actor ActorCarget)Target = ActorTargetEndEvent Event OnSpellCast(Form s) if s.HasKeyword(Concentrated)==0 Damage = (s as Spell).getMagickaCost()/2 Target.DamageActorValue("health", Damage) endif if s.HasKeyword(Concentrated)==1 Target.DamageActorValue("Health",Damage)Damage = (s as Spell).getMagickaCost() isConcentrated() endif EndEvent Function isConcentrated()RegisterForSingleUpdate(1.0)EndFunction Function InterruptCast() native Event OnUpdate() Target.DamageActorValue("Health",Damage) Target.interruptcast() EndEvent This next script which changed only three "ActorValueName" is identical, it doesn't work with concentrated spells, why? Scriptname EnduranceMagic extends activemagiceffect Actor TargetFloat DamageKeyword Property Concentrated auto Event OnEffectStart(actor ActorTarget, actor ActorCarget)Target = ActorTargetEndEvent Event OnSpellCast(Form s) if s.HasKeyword(Concentrated)==0 Damage = (s as Spell).getMagickaCost()/100*150 Target.DamageActorValue("Stamina", Damage) endif if s.HasKeyword(Concentrated)==1 Target.DamageActorValue("Stamina",Damage)Damage = (s as Spell).getMagickaCost()/100*150isConcentrated() endif EndEvent Function isConcentrated()RegisterForSingleUpdate(1.0)EndFunction Function InterruptCast() native Event OnUpdate() Target.DamageActorValue("Stamina",Damage) Target.interruptcast() EndEvent Blood Magic has a perk that modifies all Spell Costs to 0.Endurance Magic has the same perk.Concentration keyword has been added to all Concentration Spells to make sure they are identified properly.Erm, you're first script seems to have a few issues. Firstly, why did you declare InterruptCast? It's a native function and shouldn't be declared because you can already access it, just like Kill or DamageAV any other function. Secondly, you seemed to call DamageAV("health", damage) before you even said what damage would equal in the second if. This means that if it is a concentration spell, then damage will be undefined. You then declared damage afterwards and damaged the player's health AGAIN. You could just do GetMagickaCost x 2 rather than calling it twice, as long as you define damage first. The initial DamageAV in the second if does not seem necessary at all because you don't define damage. It may work sometimes, if you've cast a non concentration spell before it. Else damage will not exist or vary. Secondly, you could use If and Else for your Ifs since it will either be or not be concentration. There's no need to check both Ifs when only one can be true. Edited January 11, 2015 by Matthiaswagg Link to comment Share on other sites More sharing options...
Mattiewagg Posted January 11, 2015 Author Share Posted January 11, 2015 Trying to make statics move; they're not moving. Think they need the moveable keyword, but I don't know how to give it to them. My scripts are all steup using the <ObjectRef>.TranslatetoRef() function but don't work and am currently assuming the keyword is the issue. Anyone know what's going on or how to add these keywords to statics? Trying to avoid having to create an activator because the meshes I'm trying to move have dynamic materials on them.I've never used TranslateToRef. I'm assuming if you're using it they must slide and MoveTo is not an option? And if they're like normal keywords, just find the item, right click in the Keyword area and Add a new keyword from the list. If they're some other sort of keyword, I'm afraid I have no idea. Link to comment Share on other sites More sharing options...
DesertEaglePWN Posted January 11, 2015 Share Posted January 11, 2015 Trying to make statics move; they're not moving. Think they need the moveable keyword, but I don't know how to give it to them. My scripts are all steup using the <ObjectRef>.TranslatetoRef() function but don't work and am currently assuming the keyword is the issue. Anyone know what's going on or how to add these keywords to statics? Trying to avoid having to create an activator because the meshes I'm trying to move have dynamic materials on them.I've never used TranslateToRef. I'm assuming if you're using it they must slide and MoveTo is not an option? And if they're like normal keywords, just find the item, right click in the Keyword area and Add a new keyword from the list. If they're some other sort of keyword, I'm afraid I have no idea. Don't see a keyword field anywhere except the ones under LinkedRef and LinkedFrom which are keywords used to identify LinkRefs. Don't see any keyword field you talk about, either on the specific reference or on its base object. Link to comment Share on other sites More sharing options...
Kerberus14 Posted January 11, 2015 Share Posted January 11, 2015 I fixed those things before posting the scripts @Matt, the Endurance script still doesn't function for Concentration Spells, but I found a workaround, it works as intended now. Link to comment Share on other sites More sharing options...
DesertEaglePWN Posted January 11, 2015 Share Posted January 11, 2015 Trying to make statics move; they're not moving. Think they need the moveable keyword, but I don't know how to give it to them. My scripts are all steup using the <ObjectRef>.TranslatetoRef() function but don't work and am currently assuming the keyword is the issue. Anyone know what's going on or how to add these keywords to statics? Trying to avoid having to create an activator because the meshes I'm trying to move have dynamic materials on them.I've never used TranslateToRef. I'm assuming if you're using it they must slide and MoveTo is not an option? And if they're like normal keywords, just find the item, right click in the Keyword area and Add a new keyword from the list. If they're some other sort of keyword, I'm afraid I have no idea. Don't see a keyword field anywhere except the ones under LinkedRef and LinkedFrom which are keywords used to identify LinkRefs. Don't see any keyword field you talk about, either on the specific reference or on its base object. Guessing they'res noone on at the moment who has an answer for me. Still looking for feedback whenever someone has some ideas. I'll check back periodically. Link to comment Share on other sites More sharing options...
waxwheel Posted January 12, 2015 Share Posted January 12, 2015 I want permission from Bethesda to post a mod straight-forwardly named: "Fallout 3 Jericho Additional Player Voice for Skyrim"Anyone know a good avenue through which to do this? OR can anyone with Nexus definitively tell me it's ok (doubting it right now)? Basically the mod is just a bunch of very short wavs extracted from Fallout 3 bsa's for use with Additional Player Voice for Skyrim Link to comment Share on other sites More sharing options...
Mattiewagg Posted January 12, 2015 Author Share Posted January 12, 2015 I want permission from Bethesda to post a mod straight-forwardly named: "Fallout 3 Jericho Additional Player Voice for Skyrim"Anyone know a good avenue through which to do this? OR can anyone with Nexus definitively tell me it's ok (doubting it right now)? Basically the mod is just a bunch of very short wavs extracted from Fallout 3 bsa's for use with Additional Player Voice for SkyrimNo, it's not okay. And doing it on a different site won't make it any more legal. You cannot use assets from a different game and release them in Skyrim. You can use the mod yourself but you cannot upload it. Link to comment Share on other sites More sharing options...
waxwheel Posted January 12, 2015 Share Posted January 12, 2015 I want permission from Bethesda to post a mod straight-forwardly named: "Fallout 3 Jericho Additional Player Voice for Skyrim"Anyone know a good avenue through which to do this? OR can anyone with Nexus definitively tell me it's ok (doubting it right now)? Basically the mod is just a bunch of very short wavs extracted from Fallout 3 bsa's for use with Additional Player Voice for SkyrimNo, it's not okay. And doing it on a different site won't make it any more legal. You cannot use assets from a different game and release them in Skyrim. You can use the mod yourself but you cannot upload it. So I take it Bethesda would never approve such a mod to be distributed freely? Just curious - does anybody get permission for anything similar, ever? Link to comment Share on other sites More sharing options...
Mattiewagg Posted January 12, 2015 Author Share Posted January 12, 2015 I want permission from Bethesda to post a mod straight-forwardly named: "Fallout 3 Jericho Additional Player Voice for Skyrim"Anyone know a good avenue through which to do this? OR can anyone with Nexus definitively tell me it's ok (doubting it right now)? Basically the mod is just a bunch of very short wavs extracted from Fallout 3 bsa's for use with Additional Player Voice for SkyrimNo, it's not okay. And doing it on a different site won't make it any more legal. You cannot use assets from a different game and release them in Skyrim. You can use the mod yourself but you cannot upload it. So I take it Bethesda would never approve such a mod to be distributed freely? Just curious - does anybody get permission for anything similar, ever? Beth rarely speaks directly to us modders. Occasionally people are featured on BethBlog, but I've never heard of such a permissions case. Link to comment Share on other sites More sharing options...
Recommended Posts