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I'm making an enhance weapon lesser power and I'm having trouble getting it to work properly. The spell should last for 5s.

Scriptname AceExtendReachScript extends activemagiceffect  

Float RealReach
Weapon PlayerWeapon

Event OnEffectStart(Actor akTarget, Actor akCaster)

	PlayerWeapon = Game.GetPlayer().GetEquippedWeapon()
	RealReach = PlayerWeapon.GetReach()
	Float NewReach = PlayerWeapon.GetReach()
	PlayerWeapon.SetReach(NewReach * 5)
        Debug.Notification("Start "+ PlayerWeapon.GetReach())

EndEvent

Event OnEffectFinish(Actor akTarget, Actor akCaster)

	PlayerWeapon.SetReach(RealReach)
        Debug.Notification("Fin " + PlayerWeapon.GetReach()) ;this doesn't appear after 5s

EndEvent

The effect never finishes to undo the changes. Dropping the weapon doesn't undo the changes either and the shader is never applied. Once this is all figured out the equation will be based on stats that could be altered during the effect.

Edited by Elias555
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I had trouble with an effect's finish event not firing once too. Unfortunately I don't remember what I had to do to get it working. Wasn't anything on the script tho. In my case it was either the magic effect or the potion it was attached to. Most likely the magic effect.

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I had trouble with an effect's finish event not firing once too. Unfortunately I don't remember what I had to do to get it working. Wasn't anything on the script tho. In my case it was either the magic effect or the potion it was attached to. Most likely the magic effect.

Big help. The MGEF seemed to have stored something that was no longer there. I removed the old one, used a new MGEF and now it actually finishes. The shader still doesn't show up. Hit shader, enchant art and enchant shader have something selected but nothing shows up on the weapon.

 

I wasn't using the archetype properly, now it works.

Edited by Elias555
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I cannot get a trigger box to work, and it's driving me nuts, because I have done it in the past, but now it's just refusing to work. I've selected a static in the worldspace, hit the 't' button, resized the primitive, checked the 'player activation' box in it, and attached a script that simply says:

Actor Property PlayerREF Auto
Event OnTriggerEnter(ObjectReference akActionRef)
If akActionRef == PlayerREF
Debug.MessageBox("Script Triggered")
EndIf
EndEvent
Copy-pasted from a tutorial on the Creation Kit site, with the actual text of the message box changed. It compiles and saves fine. Go in-game, walk to the spot, and absolutely nothing happens. Maybe I'm missing something small or obvious, but it's driving me insane. I'm feeling very inspired creatively to actually push through a finish a mod for a change, so hitting this brick wall so early is really disheartening. I must be missing something, but I can't for the life of me figure out or remember what.
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@BelowTheSun

1. Are you testing on a clean save or new game? Some changes will not take mid-game if any of the associated objects have been loaded and its status saved in the save game.

 

2. Did you assign the player to the PlayerREF property? If not, that would explain why it failed as the player would be compared to a PlayerREF variable with a value of NONE.

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I use the COC console command to jump straight to the right location rather than loading a save, I'd assume that was effectively the same as a clean save/new game? It's definitely worked for me in the past.

 

If that's as simple as opening the properties window of the script and adding the player there, then yeah, I've tried that too.

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What's the best way to make a floating sword actor(for conjuration)? Preferably so that arrows don't stick out of a zero opacity humanoid.

 

How is the effect of the ghost blade achieved? I like the effect but I don't like the weapon.

Edited by Elias555
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