Terra Nova Posted January 12, 2015 Share Posted January 12, 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. They have to be Movable Statics. Not being sarcastic. There is actually an Object category in the Object Window that contains all forms that are movable statics, called "Movable Static". If they are not movable statics, they cannot be moved, with any of the movement based functions, with MoveTo()/SetPosition()/SetAngle() being the exception I think, but that blinks objects. Link to comment Share on other sites More sharing options...
Kerberus14 Posted January 12, 2015 Share Posted January 12, 2015 (edited) How can I change the skin color of the character or hair color? I want to make the skin darker and the hair light grey, and revert them after certain conditions are met. Also, can I use this:http://www.creationkit.com/FindClosestReferenceOfType_-_Game To find the closest ARROW PROJ to my actor, then play a magic effect? I guess that will apply to arrows that are on the ground as well, won't it.. or do they become AMMO when they hit the ground? http://www.creationkit.com/TranslateToRef_-_ObjectReference And how can I make a spell that uses the above function that uses the cursor as the position for the function? Edited January 12, 2015 by Kerberus14 Link to comment Share on other sites More sharing options...
Zheka88 Posted January 12, 2015 Share Posted January 12, 2015 (edited) Question: I recently discovered a mod called Scary Ghosts http://www.nexusmods.com/skyrim/mods/36525/? It makes ghost mobs immune to ordinary weapons. What I need to do is a patch for Immersive Creatures so that new mobs like Dwemer Spectres, Liches, and new ghosts will also be affected by Scary Ghosts mod. I have never been into modding, but I tryied to change it myself using TESVSnip, I have opened those 2 esps and copied ghost _NPCs from Icreatures to Scary Ghosts esp, then I saved edited SG esp. That was pretty simple, but then I tried to open new esp with TEsVSnip - it refused and said there are some errors in ompression method or something... Could someone familiar with modding advice me what program to use and what is the simpliest way to make a patch like this ?? Thanks in advance Edited January 12, 2015 by Zheka88 Link to comment Share on other sites More sharing options...
Mattiewagg Posted January 12, 2015 Author Share Posted January 12, 2015 Question: I recently discovered a mod called Scary Ghosts http://www.nexusmods.com/skyrim/mods/36525/? It makes ghost mobs immune to ordinary weapons. What I need to do is a patch for Immersive Creatures so that new mobs like Dwemer Spectres, Liches, and new ghosts will also be affected by Scary Ghosts mod. I have never beed into modding, but I tryied to change it myself using TESVSnip, I have opened those 2 esps and copied ghost _NPCs from Icreatures to Scary Ghosts esp, then I saved edited SG esp. That was pretty simple, but then I tried to open new esp with TEsVSnip - it refused and said there are some errors in ompression method or something... Could someone familiar with modding advice me what program to use and what is the simpliest way to make a patch like this ?? Thanks in advanceI am not sure how to make the patch but DO NOT USE TESSNIP EVER. It's been known for corrupting files for some time now. Link to comment Share on other sites More sharing options...
DesertEaglePWN Posted January 13, 2015 Share Posted January 13, 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. They have to be Movable Statics. Not being sarcastic. There is actually an Object category in the Object Window that contains all forms that are movable statics, called "Movable Static". If they are not movable statics, they cannot be moved, with any of the movement based functions, with MoveTo()/SetPosition()/SetAngle() being the exception I think, but that blinks objects. Will I be able to make a movable static with the dynamic snow texture on it? I'll look into this, thanks for the post. Link to comment Share on other sites More sharing options...
lofgren Posted January 13, 2015 Share Posted January 13, 2015 (edited) I have a weird issue with formlists. What I want: When the player places an item into a container, the item's base form is added to a formlist.When the player clicks a button, however many of that form are on the player get moved to the container. What I have: When the player places an item into a container, the item's base form is added to a formlist. (Confirmed using console.)When the player clicks a button, however many of that form are on the player get moved to the container, UNLESS that form is dynamically created (e.g. a crafted potion). The weirdness:The exact same method has worked just fine for me before, but doesn't anymore for some reason. In my previous mod I had found that using "PlayerREF.RemoveItem(Formlist, 999, true, DestinationContainer)" ignored dynamically created forms, so I resorted to walking the formlist which worked just fine. In my current mod, BOTH methods ignore dynamic forms. Does anybody have any insight? Edited January 13, 2015 by lofgren Link to comment Share on other sites More sharing options...
Terra Nova Posted January 13, 2015 Share Posted January 13, 2015 (edited) 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. They have to be Movable Statics. Not being sarcastic. There is actually an Object category in the Object Window that contains all forms that are movable statics, called "Movable Static". If they are not movable statics, they cannot be moved, with any of the movement based functions, with MoveTo()/SetPosition()/SetAngle() being the exception I think, but that blinks objects. Will I be able to make a movable static with the dynamic snow texture on it? I'll look into this, thanks for the post. I don't know about the texture, but for the static, it is possible, but you gotta change something in its nif file. Unfortunately, I can't get the information on this, since search is broken on the official boards. Edited January 13, 2015 by Terra Nova Link to comment Share on other sites More sharing options...
sonogu Posted January 13, 2015 Share Posted January 13, 2015 CK - LANDSCAPING QUESTION In CK when i am editing the landscape, if I change something by mistake, most of the time "ctrl + z" doesn't do undo process. Is there a way to keep some area under protection from editing? Link to comment Share on other sites More sharing options...
Kerberus14 Posted January 13, 2015 Share Posted January 13, 2015 I want my Lesser Power to play 3 words of power(the sounds), how can I do this? Link to comment Share on other sites More sharing options...
howmany56 Posted January 13, 2015 Share Posted January 13, 2015 Hey folks, i used the mod recruit more blades ,so you have the opportunity lie to delhine (Paarthurnax is dead) but he is alive. But the greybeards think he is dead and Arngeir blame me, maybe i can fix this? Link to comment Share on other sites More sharing options...
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