TheRealMissAmber Posted November 3, 2017 Author Share Posted November 3, 2017 Okay Drake round 2. I need the script to be able to tell if the player is male or female. I will be adding a 2nd Ref to pull hair from if the PC is female. I was thinking maybe a something like if getissex female :== player Player.copyhair xxxxxxxxx Endif Would something like that work? idk if that is anything close to what I would need... Link to comment Share on other sites More sharing options...
TheRealMissAmber Posted November 3, 2017 Author Share Posted November 3, 2017 (edited) The mod has just hit 1.5. The hair is an actual hair now and it is conformulated so it's not a wig any more so ears render properly. working on cleaning up bugs hear and there. Think I found a fix for the loop sound issue with a script. If I do that and it works it will GTEATLY reduce the size of that big sound file making the mod smaller. Started meshing out trunks hair. Edited November 3, 2017 by TheRealMissAmber Link to comment Share on other sites More sharing options...
TheRealMissAmber Posted November 3, 2017 Author Share Posted November 3, 2017 Actually you know what. Here is what I will do. Duplicate the script and name it TheGoldenScriptF then duplicate the AWSS1 spell and name it AWSS1F then ad that spell to the Add Spell Script when you take the scroll. Then make a new NPC with the Trunks hair and use that hair in the The Golden Script F as a reference. So taking the scroll will leave the hair option to the player. Maybe some players will like the trunks hair better on their male character. Heck yes. Drake you are the best! Even when you are not here you are still a huge help. "What would Drake do?" HA!! Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted November 3, 2017 Share Posted November 3, 2017 Oh my. You better don't do what I would do, because past experience has taught me I will always try the likely most complex and tedious approach first, before finding out about a simpler way. :sweat: Just remembering how I created the UV unwrapping for my dragon feet those years ago, by hand-shifting every single vertex in the grid around until it fit, then taking a screen shot from the finished grid, mirroring it left-to-right, and then hand-placing every single vertex of the other foot to the mirrored grid just the same way again... took me only 3 weeks to finish, so yay! But that's definitely not an approach one should copy in their own works. I learned better ways to go about it later though. It's just... I'm still tempted to always try the most tedious approach first. :ermm: Yes, there is a function to determine the gender of an actor or NPC. I even found two. Either use GetIsSex like so: if Player.GetIsSex Female ... else ; male ... endif (It's a boolean return value, doesn't need to be compared to "1" but can be.) Or IsFemale like so: if Player.IsFemale ... else ; male ... endif I for one would prefer the latter, because it's an OBSE function. But I don't know if there's even any difference between their internal workings to begin with. And again, in place of "Player." you can use everything you do with your other functions already, "refMyNPC", nothing at all for implicit references, etc. Link to comment Share on other sites More sharing options...
TheRealMissAmber Posted November 3, 2017 Author Share Posted November 3, 2017 I could use this in a later update if I decide to attach a male yell to the script to fill in that 3 second delay on cast. EEEEEYYYYAAAAAAAAHHHHHHH! BOOOM! I think that cold work and need to be gender specific ya know? Link to comment Share on other sites More sharing options...
TheRealMissAmber Posted November 3, 2017 Author Share Posted November 3, 2017 Can you do me a favor drakey? Load the mod. Transform to super then jump off a high building. And watch what happens when you reload a save. I need help with that one Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted November 3, 2017 Share Posted November 3, 2017 Hmm, what's the problem exactly? It seems I cannot reproduce any bugs but my own in my current mod setup. First I went there as Kaira, Drake's fiance, as I was last using her for play-testing the ridable creature version of Drake. Big mistake. (Sorry for the screenshot spam, couldn't help it after all that happened this time.) The moment I jumped down the cliffs the creature jumped right after me, catching me up in mid drop and stopping my fall, taking the hit on the ground for me. He's a strong dragon and didn't die.That wasn't expected, and I definitely didn't make him to do so. It was purely random he even passed the line I was falling along and so stopped the fall. Usually horses don't do that as far as I know. :huh: But it was also funnily sort of fitting the two. The fearless protector Drake would never allow Kaira to get harmed, even if it means to get harmed himself instead. Still, this was totally not meant to happen, it just did.Stupid thing didn't mind I didn't yet get around to make him fly either... that's just so him. Even if his wings were broken, he'd still jump down the cliff in order to catch a human falling to their death.Definitely made my day. Next I loaded a game where I was last playing as Drake, with Kaira as companion, and no creature version of him in sight anywhere, most importantly.This time nothing could stop the fall, and nothing did... it's just I somehow at first didn't even realize I was already dead. There was nothing in the game telling me as such, apart from the health bar being in the negatives of course. I was still standing around like normal, just couldn't look around anymore. But I was back to my normal race and looks, as the spell immediately wore out at the point of death, if that's what this is about.Maybe it's to do with the many OBSE plugins I'm using, or even Oblivion Reloaded itself. I don't know. But when I reloaded the savegame from before this time, everything was of course as it should be. There was another weird bug also unrelated to your mod I encountered when I first loaded the savegame with Drake from playing with Kaira before. Drake was at first walking around the same feminine way I made Kaira do, as if the game (or rather Blockhead perhaps?) didn't yet realize the change in gender, or maybe the Blockhead race animation changer did not reset to the defaults when I died. But like I said that's also nothing to do with your mod and would've happened anyways, no matter what. Quite the opposite, your plugin seemed to be the only one that was really reliably undoing its changes on death or reload, for what it's worth. Maybe the bug you're aiming at here doesn't happen in an OR driven game? I was having a lot of fun at least, nevertheless. And those engine/OR/Blockhead bugs I encountered were hilarious for sure. :happy: But one thing was bothering me a little... I couldn't for the life of me get your aura to show in any of my attempts, and the hair type didn't change for me either, with both genders.Maybe I should take a look and find out why that could be. I'm having a lot of script-driven and Blockhead-related overrides running on my guy and girl while I play. They're dragons and regularly shift their shape, also in my game. It's not unlikely some of these interfered here. Link to comment Share on other sites More sharing options...
TheRealMissAmber Posted November 4, 2017 Author Share Posted November 4, 2017 The bug I am taking about is on death. The player will not fall to the ground they just stand there then you get the option to load a save. When you do you can't move unrill you type player.update3d. That's how it is for me. About the Aura. It uses the right ring slot so if you are using that slot it have gauntlets on that hide rings it will not show. Link to comment Share on other sites More sharing options...
TheRealMissAmber Posted November 4, 2017 Author Share Posted November 4, 2017 The hair has been moved from bound armor wig to fully conformulated hair for Saiyan Race. The script has been updated to copy hair now Link to comment Share on other sites More sharing options...
TheRealMissAmber Posted November 4, 2017 Author Share Posted November 4, 2017 Right now I'm trying to get the Aura loop sound to stop when the script effect wares off. But OBSE does not have a "stopsound" command. I tried using Begin SceiptEffectFinish Disable AWSS1AuraSound Playsound AWSS1PhaseOffSound End But that causes the game to crash every time. Link to comment Share on other sites More sharing options...
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