Hammerbane Posted January 17, 2015 Share Posted January 17, 2015 Is it possible to set the in-game audio volume through scripting? For example, if you wanted to play a custom piece of music for a short amount of time.Also, why isn't this thread stickied yet?I very recently found something like this, but I can't recall the name. There IS a way to play music via script. I'd check the CK wiki. When I get home I'll check on my PC. And I have no idea. I may contact a different mod. Perhaps they think there are already too many pinned, pinned threads aren't noticed as much, or they just haven't noticed this one. Well, I've already figured out a way to play music, more or less without an issue. What I want to do is automate the process of disabling the cell-specific background music while the sound instance from my jukebox is being played, instead of the player having to manually decrease the volume through the audio menu. Link to comment Share on other sites More sharing options...
ffwrude Posted January 18, 2015 Share Posted January 18, 2015 (edited) Hello ! Little background- I am currently trying to modify the "Follower goes on a trip" mod.- I have a script "FGTBountryQuestActor" where i want to call something-- I have a script "FGTDialogueQuest" where is the thing i want to call. When i call the function "stopWander();" in the first script and compile it. I get the "stopWander()" is not a function. Which makes sense since this function is declared in the second script. Question asked in diffrent ways :- How do i make a bridge between the two files ?- How do i call a function that is in another script I read a lot of thing but C++ is unknown for me. Thanks in advance ! Edited January 18, 2015 by ffwrude Link to comment Share on other sites More sharing options...
Kerberus14 Posted January 18, 2015 Share Posted January 18, 2015 GlobalVariables. or/and http://www.creationkit.com/Script_File_Structure#Imports Link to comment Share on other sites More sharing options...
GreyFox77 Posted January 18, 2015 Share Posted January 18, 2015 If an AI Package has a Condition GetRandomPercent < 25.00 Won't it just (statistically speaking) fire after being evaluated 4 times (so like 20 seconds later)? This is a question thats been bothering me for a while. Or will it upon not firing (RandomPercent > 25.00) just skip the package until its Duration is over? Bumping my first question! Another question:If a script uses self.PlaceAtMe(SummonTargetFXActivator)Does the Activator remain a saved reference? Or is it deleted after playing? If its not automatically deleted I figure FX1 = self.PlaceAtMe(BanishFX) FX1.Delete() FX1 = NoneWill do the trick. Link to comment Share on other sites More sharing options...
GreyFox77 Posted January 18, 2015 Share Posted January 18, 2015 Well, I've already figured out a way to play music, more or less without an issue. What I want to do is automate the process of disabling the cell-specific background music while the sound instance from my jukebox is being played, instead of the player having to manually decrease the volume through the audio menu. The BardSongs quest uses Function StopInnMusic() Game.GetPlayer().GetCurrentLocation().HasKeyword(LocTypeInn) MUSTavernSilence.Add() EndFunctionhttp://www.creationkit.com/Add_-_MusicTypeMaybe that can be of use to you. Link to comment Share on other sites More sharing options...
lofgren Posted January 18, 2015 Share Posted January 18, 2015 Objects placed at me remain in the game, but are not persistent. You can delete them using the delete function, but you have to disable them first, at least you have to disable interactive objects. I don't know about effects. Link to comment Share on other sites More sharing options...
ffwrude Posted January 18, 2015 Share Posted January 18, 2015 GlobalVariables. or/and http://www.creationkit.com/Script_File_Structure#Imports The functions i'm trying to fiddle with aren't global :( Link to comment Share on other sites More sharing options...
Terra Nova Posted January 18, 2015 Share Posted January 18, 2015 (edited) Hello ! Little background- I am currently trying to modify the "Follower goes on a trip" mod.- I have a script "FGTBountryQuestActor" where i want to call something-- I have a script "FGTDialogueQuest" where is the thing i want to call. When i call the function "stopWander();" in the first script and compile it. I get the "stopWander()" is not a function. Which makes sense since this function is declared in the second script. Question asked in diffrent ways :- How do i make a bridge between the two files ?- How do i call a function that is in another script I read a lot of thing but C++ is unknown for me. Thanks in advance ! Quest property FGTBountryQuest auto {Or whatever is the name of the quest that holds the first script.} To call "stopWander()" from the first script, do this: [code] (FGTBountyQuest as FGTBountyQuestScript).stopWander()As this is another one of those things that people don't get when I try to explain it(like making reference aliases..): The text to the RIGHT of "as", NEEDS TO BE THE EXACT NAME OF THE QUEST SCRIPT. I cannot explain it any better than that. Edited January 18, 2015 by Terra Nova Link to comment Share on other sites More sharing options...
GreyFox77 Posted January 18, 2015 Share Posted January 18, 2015 Objects placed at me remain in the game, but are not persistent. You can delete them using the delete function, but you have to disable them first, at least you have to disable interactive objects. I don't know about effects. Thanks for your reply. I will use a Disable() command in my scripts, just to make sure. Link to comment Share on other sites More sharing options...
jdawg7774 Posted January 18, 2015 Share Posted January 18, 2015 Does anyone know how to edit an item that is in your inventory? I have a mod that changes the color of glass weapons and i tried to copy, edit and place it in the world, but when i picked it up it was the vanilla color. Link to comment Share on other sites More sharing options...
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