Mattiewagg Posted January 13, 2015 Author Share Posted January 13, 2015 I want my Lesser Power to play 3 words of power(the sounds), how can I do this?Use: Sound.Play(ObjectReference akSource) Create a sound property and find the proper sound. Use MyProp.Play(SourceOfSoundHere). Link to comment Share on other sites More sharing options...
Mattiewagg Posted January 13, 2015 Author 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?I highly recommend using the Paarthurnax Dilemma instead for this. Ivs never tried that mod so I can't attest to how it was made or how it may be fixed. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted January 14, 2015 Share Posted January 14, 2015 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?That is weird because the behavior I have seen before is that the dynamically created items (i.e. crafted potions) do transfer as part of a formlist. However, I haven't even played the game recently so I can't confirm or deny even with my own mods. Link to comment Share on other sites More sharing options...
lofgren Posted January 14, 2015 Share Posted January 14, 2015 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?That is weird because the behavior I have seen before is that the dynamically created items (i.e. crafted potions) do transfer as part of a formlist. However, I haven't even played the game recently so I can't confirm or deny even with my own mods. Dammit you were the one I most expected to have an answer. I did manage to get the iterative version to work. The problem there turned out to be a typo, which is why it always useful to paste your actual script when asking for help. However since it's so much faster to remove the formlist I would love it if somebody knew how to make them work with dynamic items. Link to comment Share on other sites More sharing options...
ambria Posted January 14, 2015 Share Posted January 14, 2015 What's a script to teleport a player when they loot an item, only needs to be a one way, one time teleport Link to comment Share on other sites More sharing options...
Mattiewagg Posted January 14, 2015 Author Share Posted January 14, 2015 What's a script to teleport a player when they loot an item, only needs to be a one way, one time teleportAdd a script to a Player Alias (empty start game enabled quest, add a reference alias > Specific Reference > cell (any) reference PlayerREF) like so: Scriptname PutYourScriptnameHere Extends ReferenceAlias ItemType Property LootedItem Auto;replace ItemType with Weapon/Armor/Book/MiscObject/Ingredient depending on what item you want to be the LootedItem to teleport ObjectReference Property Marker Auto;point to a marker where you want PC to teleport to Event OnInit() AddInventoryEventFilter(LootedItem) EndEvent Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) Self.GetActorReference().MoveTo(Marker) GoToState("Empty") EndEvent State Empty Event OnInit() EndEvent Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) EndEvent EndState Link to comment Share on other sites More sharing options...
Kerberus14 Posted January 14, 2015 Share Posted January 14, 2015 Can't find the sound files for the word of powers, do they even exist? Link to comment Share on other sites More sharing options...
Mattiewagg Posted January 14, 2015 Author Share Posted January 14, 2015 :shrug: Link to comment Share on other sites More sharing options...
cdcooley Posted January 15, 2015 Share Posted January 15, 2015 I did manage to get the iterative version to work. The problem there turned out to be a typo, which is why it always useful to paste your actual script when asking for help. However since it's so much faster to remove the formlist I would love it if somebody knew how to make them work with dynamic items.The only thing that I can think of that might be a problem is that Papyrus can have problems with any forms with load order ids between 80 and FF. That includes the crafted potions. Did you do any sort of "processing" on that id before adding it to the form list? Are you absolutely sure it's the right id? If you've passed it through GetForm it won't be right. Link to comment Share on other sites More sharing options...
lofgren Posted January 15, 2015 Share Posted January 15, 2015 (edited) I did manage to get the iterative version to work. The problem there turned out to be a typo, which is why it always useful to paste your actual script when asking for help. However since it's so much faster to remove the formlist I would love it if somebody knew how to make them work with dynamic items.The only thing that I can think of that might be a problem is that Papyrus can have problems with any forms with load order ids between 80 and FF. That includes the crafted potions. Did you do any sort of "processing" on that id before adding it to the form list? Are you absolutely sure it's the right id? If you've passed it through GetForm it won't be right. I don't understand what you mean by "processing" nor "pass[ing] it through GetForm." All I did was add the form id to a formlist. I am sure it is the right form id because as I said the iterative version of the script works fine and the console function "isinlist" returns 1 for those potions. It's just kinda slow. In what sense does Papyrus have difficulty with high numbered forms? I have well more than 80 mods and I've never noticed any odd behavior from Papyrus. Edited January 15, 2015 by lofgren Link to comment Share on other sites More sharing options...
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