abyss13 Posted August 30, 2011 Share Posted August 30, 2011 Hello, i'm trying to make a simple mod, where you need to heal injured dog's leg, but here's one problem. How to make it injured from the very beginning? Do i need to create a script that cripples dog's leg? If yes, then how to stop that script when i fix it? Thank you. (I've searched Snuffle's data and her quest, but didn't get any answers. I only found this, when you fix her leg: set VFreeformSloan.SnufflesHealed to 1QJSnufflesRef.SetActorValue LeftMobilityCondition 100 but how to cripple leg from very beginning? -.- Thank you again.) Link to comment Share on other sites More sharing options...
Glenstorm Posted August 30, 2011 Share Posted August 30, 2011 Hello, i'm trying to make a simple mod, where you need to heal injured dog's leg, but here's one problem. How to make it injured from the very beginning? Do i need to create a script that cripples dog's leg? If yes, then how to stop that script when i fix it? Thank you. (I've searched Snuffle's data and her quest, but didn't get any answers. I only found this, when you fix her leg: set VFreeformSloan.SnufflesHealed to 1QJSnufflesRef.SetActorValue LeftMobilityCondition 100 but how to cripple leg from very beginning? -.- Thank you again.) Have you tried setting the same actor value to 0 at the beginning? Link to comment Share on other sites More sharing options...
abyss13 Posted August 30, 2011 Author Share Posted August 30, 2011 (edited) No, where can i find this actor value? In parameters of a creature? Or you mean a script like a SlaveScript?For example: scn SlaveScriptbegin OnLoad Setactorvalue LeftMobilityCondition 0 Setactorvalue RightMobilityCondition 0 end Err. My bad. Just realized what you mean :) Thanks, i will try it now.Update: no, i still have no idea how to make my dog limping and make his leg broken from the beginning :( I can't find such actor value as left or right mobility condition in the settings of the dog. Assigning a script to him, like a Slavescript, gives no effect, and i can't find another way to make it. Also, i found an article about derived statistics of nps's or creatures, but can't find them in AI Tab. http://geck.bethsoft.com/index.php/Stats_List Edited August 30, 2011 by abyss13 Link to comment Share on other sites More sharing options...
MikeHancho64 Posted August 30, 2011 Share Posted August 30, 2011 Have you tried attaching a script to your dog and adding: MyDogNameRef.SetActorValue LeftMobilityCondition 50 (or something like that?) If the script you saw set that condition to 100 when she is healed, it would be logical that the same condition was <100 when crippled? (Just a guess) Link to comment Share on other sites More sharing options...
Glenstorm Posted August 30, 2011 Share Posted August 30, 2011 (edited) No, where can i find this actor value? In parameters of a creature? Or you mean a script like a SlaveScript?For example: scn SlaveScriptbegin OnLoad Setactorvalue LeftMobilityCondition 0 Setactorvalue RightMobilityCondition 0 end Err. My bad. Just realized what you mean :) Thanks, i will try it now.Update: no, i still have no idea how to make my dog limping and make his leg broken from the beginning :( I can't find such actor value as left or right mobility condition in the settings of the dog. Assigning a script to him, like a Slavescript, gives no effect, and i can't find another way to make it. Also, i found an article about derived statistics of nps's or creatures, but can't find them in AI Tab. http://geck.bethsoft....php/Stats_List I just typed "player.setav leftmobilitycondition 0" in the console and the player started limping. Make sure the script with this line is executed (setav left...). Put it in the onLoad of the script attached to the dog. Edited August 30, 2011 by Glenstorm Link to comment Share on other sites More sharing options...
abyss13 Posted August 30, 2011 Author Share Posted August 30, 2011 Mike, Glenstorm, thank you very much for your answers, it worked. I'm terribly sorry, i forgot to re-enter the cell with dog and script didn't work cause of that :facepalm: . Thank you again. Geck scripting is not so easy as it seemed to be. Link to comment Share on other sites More sharing options...
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