dovapix Posted May 30, 2017 Share Posted May 30, 2017 Hi again guy's, Would it be possible to make a magic effect with the fire and forget on target actor? The goal is to have a piece of armor as the target actor to have a hit flame effect on it. Not sure if it is possible to make an armor piece as an actor so any help would be very welcomed. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted May 30, 2017 Share Posted May 30, 2017 Thanks again, IsharaMeradin. You feedback, as always, is very helpful :smile: Is AddItem a good way to add lists to a merchant chest? I've read that there are some issues with persistence across multiple saves using AddItem. Is there a better function or a way or way to make a script using AddItem more persistent? No, it isn't. Use quest aliases instead and insert the levelled list into the inventory area in the alias window. This will solve persistence across chest resets as well as compatibility with other mods that might wish to edit those chests. If you want to make your added items also reset, you'll need a fairly small script. The script's job is to do the following things: 1. Register for a single update in 48 ingame hours (the merchant chest's reset period)2. On that update, remove any added items. This is very easy if you're only manipulating items your mod adds: create a formlist containing all of those items, and iterate through that to remove all items of those types. Unfortunately RemoveItem doesn't allow for use of a FormList directly. If you're working with stuff that isn't unique to your mod, you need to devise a way of catching all the items you're adding, which is more complicated.3. After removing any priorly added items, save the reference the alias points to in a variable, clear the alias, and then force-ref the alias to hold that reference again. This will re-add the inventory items from the alias tab. However since clearing it out of the quest alias does not remove items added when it was added to the quest alias, you need to manually do so. Hence step 2.4. After completing the above, register for another single update in 48 ingame hours. Regarding the part in orange...RemoveItem can indeed work directly with a formlist. If you use a formlist within the RemoveItem command, it will remove up to the designated quantity for each entry within the formlist that is in the designated inventory/container. If this were not the case then half my mods would not work as intended. Link to comment Share on other sites More sharing options...
foamyesque Posted May 30, 2017 Share Posted May 30, 2017 (edited) Thanks again, IsharaMeradin. You feedback, as always, is very helpful :smile: Is AddItem a good way to add lists to a merchant chest? I've read that there are some issues with persistence across multiple saves using AddItem. Is there a better function or a way or way to make a script using AddItem more persistent? No, it isn't. Use quest aliases instead and insert the levelled list into the inventory area in the alias window. This will solve persistence across chest resets as well as compatibility with other mods that might wish to edit those chests. If you want to make your added items also reset, you'll need a fairly small script. The script's job is to do the following things: 1. Register for a single update in 48 ingame hours (the merchant chest's reset period)2. On that update, remove any added items. This is very easy if you're only manipulating items your mod adds: create a formlist containing all of those items, and iterate through that to remove all items of those types. Unfortunately RemoveItem doesn't allow for use of a FormList directly. If you're working with stuff that isn't unique to your mod, you need to devise a way of catching all the items you're adding, which is more complicated.3. After removing any priorly added items, save the reference the alias points to in a variable, clear the alias, and then force-ref the alias to hold that reference again. This will re-add the inventory items from the alias tab. However since clearing it out of the quest alias does not remove items added when it was added to the quest alias, you need to manually do so. Hence step 2.4. After completing the above, register for another single update in 48 ingame hours. Regarding the part in orange...RemoveItem can indeed work directly with a formlist. If you use a formlist within the RemoveItem command, it will remove up to the designated quantity for each entry within the formlist that is in the designated inventory/container. If this were not the case then half my mods would not work as intended. You're quite right. I got mixed up, for two reasons: 1. Levelled lists are the ones that AddItem works on and RemoveItem doesn't, and I goofed on remembering it;2. FormLists will remove the count for everything and on the implementation I have spent the most time on, I needed it to remove specific and varying counts (because I was operating with vanilla items, and hence couldn't just do a global clear), and doing that requires iterating through things. Edited May 30, 2017 by foamyesque Link to comment Share on other sites More sharing options...
pr0x1ma1 Posted May 31, 2017 Share Posted May 31, 2017 Any tips on how to pull off glowing effect on a sword?like the way candle does ? Link to comment Share on other sites More sharing options...
Chrissiearto Posted May 31, 2017 Share Posted May 31, 2017 Does anyone know if it is possible to remove the [Character]'s text from a Reanimated Actor? Link to comment Share on other sites More sharing options...
dovapix Posted May 31, 2017 Share Posted May 31, 2017 Any tips on how to pull off glowing effect on a sword?like the way candle does ? Just did a quick Google search and got this : http://www.loverslab.com/topic/15629-add-glow-effect-to-weapons-solved/ And here a mod you can analyze here : http://www.nexusmods.com/skyrim/mods/6348/? Link to comment Share on other sites More sharing options...
dovapix Posted June 1, 2017 Share Posted June 1, 2017 Hi everyone, Trying another question since doing a whole new thread is not very successful lately here, is it possible to have a potion to equip a piece of armor on use? Link to comment Share on other sites More sharing options...
candlepin Posted June 1, 2017 Share Posted June 1, 2017 Hi everyone, Trying another question since doing a whole new thread is not very successful lately here, is it possible to have a potion to equip a piece of armor on use?It is definitely possible. Basically, you need to create a magic effect and add a script that equips your armor of choice (requires scripting). Next add a potion that uses those magic effect. Voila. For help on learning how to write the script, google equipping armor, Skyrim, script. It should be fairly straightforward. Don't forget to unequip when potion wears off, if that's your intention. Link to comment Share on other sites More sharing options...
dovapix Posted June 1, 2017 Share Posted June 1, 2017 Hi everyone, Trying another question since doing a whole new thread is not very successful lately here, is it possible to have a potion to equip a piece of armor on use?It is definitely possible. Basically,you need to create a magic effect and add a script that equips your armor of choice (requires scripting). Next add a potion that uses those magic effect. Voila. For help on learning how to write the script, google equipping armor, Skyrim, script. It should be fairly straightforward. Don't forget to unequip when potion wears off, if that's your intention. Hi candlepin, First thank for replying, it is a new lantern mod i am currently working on here the thread : https://forums.nexusmods.com/index.php?/topic/5604187-can-this-be-done-without-a-script/ I made a lantern as a piece of armor to be equip on the belt of player and i also have a flame node that is load with the lantern on equip, then i made a potion as oil lantern that trigger a light when use. The problem was that when the lantern run out of oil(potion)the flame still on lantern so i was looking for a way to hide the flame node when potion effect(light)wear off and of course getting the flame back on when oil is used. So would this scenario be suitable for your advice? Link to comment Share on other sites More sharing options...
candlepin Posted June 1, 2017 Share Posted June 1, 2017  Hi everyone,àTrying another question since doing a whole new thread is not very successful lately here, is it possible to have a potion to equip a piece of armor on use?It is definitely possible. Basically,you need to create a magic effect and add a script that equips your armor of choice (requires scripting). Next add a potion that uses those magic effect. Voila. For help on learning how to write the script, google equipping armor, Skyrim, script. It should be fairly straightforward. Don't forget to unequip when potion wears off, if that's your intention. Hi candlepin, First thank for replying, it is a new lantern mod i am currently working on here the thread : https://forums.nexusmods.com/index.php?/topic/5604187-can-this-be-done-without-a-script/ I made a lantern as a piece of armor to be equip on the belt of player and i also have a flame node that is load with the lantern on equip, then i made a potion as oil lantern that trigger a light when use. The problem was that when the lantern run out of oil(potion)the flame still on lantern so i was looking for a way to hide the flame node when potion effect(light)wear off and of course getting the flame back on when oil is used. So would this scenario be suitable for your advice?I'm sure there are many ways if doing it, but I'd make 2 versions of the lantern; one with the flame node (oil) and one without (no oil). OnEquip, equip the oil version (if there is oil) or equip the no oil version (if there is no oil) . If the oil version is equipped, when the oil runs out (timer?) unequip the oil version and equip the no oil version. Link to comment Share on other sites More sharing options...
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