Elias555 Posted January 12, 2017 Author Share Posted January 12, 2017 (edited) 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 January 12, 2017 by Elias555 Link to comment Share on other sites More sharing options...
IsharaMeradin Posted January 12, 2017 Share Posted January 12, 2017 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. Link to comment Share on other sites More sharing options...
Elias555 Posted January 12, 2017 Author Share Posted January 12, 2017 (edited) 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 January 13, 2017 by Elias555 Link to comment Share on other sites More sharing options...
Unconformist Posted January 12, 2017 Share Posted January 12, 2017 Does anyone know how to turn NPCs automaticly to werewolves on the full moons? I appreciate any help really. Link to comment Share on other sites More sharing options...
BelowTheSun Posted January 12, 2017 Share Posted January 12, 2017 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") EndIfEndEvent 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. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted January 12, 2017 Share Posted January 12, 2017 @BelowTheSun1. 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. Link to comment Share on other sites More sharing options...
BelowTheSun Posted January 12, 2017 Share Posted January 12, 2017 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. Link to comment Share on other sites More sharing options...
cdcooley Posted January 13, 2017 Share Posted January 13, 2017 There's a quirk related to trigger and activator primitives that are oriented with a z rotation value of exactly 0. So try turning it just slightly or even turning it around 180 degrees and see if it works. Link to comment Share on other sites More sharing options...
BelowTheSun Posted January 13, 2017 Share Posted January 13, 2017 The z orientation wasn't 0 to begin with, but I tried changing the angle both by a few degrees and by 180 completely, and still nothing. I am genuinely mystified by this, like I said, I've used trigger boxes before without problems... Link to comment Share on other sites More sharing options...
Elias555 Posted January 13, 2017 Author Share Posted January 13, 2017 (edited) 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 January 14, 2017 by Elias555 Link to comment Share on other sites More sharing options...
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