Phnx Posted April 23, 2012 Posted April 23, 2012 On 4/22/2012 at 10:11 PM, fg109 said: @Phnx To run a script only once the first time you start the game with the mod loaded, just create a start game enabled quest, and put whatever you want done in the purl=http://www.creationkit.com/OnInit]OnInit[/url] event in the quest script. You can stop the quest afterwards with the Stop function. If you want to have the script run once every time the game is loaded, you would have to do something else.Thank you again! :)
Nephilim722 Posted April 23, 2012 Posted April 23, 2012 (edited) Hey thanks a lot Fg!!! You've been a big help. It works to a certain degree but I'm sure that its very difficult to create the script. So for instance you commit the crime with it on they chase you. Then you take off the mask they stop and chasing you and become friendly again but if you talk to a guard he still says you broke the law you owe this or whatever. But in hindsight it works So I'm happy with it.Just don't talk to guards lol. Edited April 23, 2012 by Nephilim722
fg109 Posted April 23, 2012 Author Posted April 23, 2012 (edited) @bluesmurph Unfortunately, there aren't any scripting commands that can affect the crafting system. @anubispriest Just change the value of the "NewOutfit" property for each NPC to the outfit you want: Reveal hidden contents Scriptname Example extends Actor Outfit Property NewOutfit Auto Quest Property RelationshipMarriageFIN Auto Event OnLoad() if (RelationshipMarriageFIN.IsRunning()) if ((RelationshipMarriageFIN as QF_RelationshipMarriageFIN_00021382).Alias_LoveInterest.GetActorReference() == Self) SetOutfit(NewOutfit) endif endif EndEvent @Nite16 Sorry, but there's no way to get rid of those scripts. @ulera 1. You could script the weapon to appear to fire multiple arrows, but it's impossible to make it seem like they're all fired at the same time. At best, it'd look like a machine gun. Reveal hidden contents http://www.youtube.com/watch?v=Ex0AxGFheEg 2. You could use GetItemCount in a script to check the amount of arrows the player currently has. Reveal hidden contents Scriptname Example extends ObjectReference Ammo property MyAmmo auto Int property MinCount auto Event OnEquipped(Actor akActor) if (akActor.GetItemCount(MyAmmo) < MinCount) akActor.UnequipItem(GetBaseObject()) Return endif RegisterForAnimationEvent(akActor, "BowRelease") EndEvent Event OnUnequipped(Actor akActor) UnregisterForAnimtionEvent(akActor, "BowRelease") EndEvent Event OnAnimationEvent(ObjectReference akSource, String asEventName) if (akSource.GetItemCount(MyAmmo) < MinCount) (akSource as Actor).UnequipItem(GetBaseObject()) Return endif EndEvent EDIT: Can someone recommend some free video editing software? I don't need anything complicated, just something that would let me cut out parts of the video. Edited April 23, 2012 by fg109
DarkPhoenixxy Posted April 23, 2012 Posted April 23, 2012 On 4/23/2012 at 7:10 AM, fg109 said: EDIT: Can someone recommend some free video editing software? I don't need anything complicated, just something that would let me cut out parts of the video.VirtualDub must do the trick.
anubispriest Posted April 23, 2012 Posted April 23, 2012 @Nite16 : I was hoping to help, but from fg109's reply it seems you have a known issue. I feel bad for you, really. :wallbash: @fg109: Thank you. I think I see how it works. Once attached to the NPC it checks the status of the marriage AND of the relationship to the player: if both are true it changes the clothing on load of the cell where the actor NPC is currently. Thanks very much!!!!!!!!!!!!!!!!!!! :biggrin: :biggrin: :biggrin:
fg109 Posted April 23, 2012 Author Posted April 23, 2012 (edited) @DarkPhoenixxy Thanks. :) EDIT: Oops, just noticed that I missed your request. Well looking at your code, there's nothing really wrong with it. What did you to happen, and what actually happened when you used it? @anubispriest Actually, it checks to see whether or not the RelationshipMarriageFIN quest is running, and then whether or not the NPC is the specific alias in that quest every time the npc is loaded. Edited April 23, 2012 by fg109
DarkPhoenixxy Posted April 23, 2012 Posted April 23, 2012 (edited) Well, my problem is that Event OnActivate(ObjectReference akActionRef) thisHorse.OpenInventory(1) endEventis working but the Event OnActivate(ObjectReference akActionRef) if Game.GetPlayer().IsSneaking() thisHorse.OpenInventory(1) endIf endEventDont work no matter sneaking you or not.Actually i want to make player bieng able to sneak-use horse, to get something happen instead of mounting it. All that i get so far is opening horse inventory while player still mount it in the same time. Edited April 23, 2012 by DarkPhoenixxy
fg109 Posted April 23, 2012 Author Posted April 23, 2012 @DarkPhoenixxy Event OnInit() BlockActivation() EndEvent Event OnActivate(ObjectReference akActionRef) if (akActionRef as Actor) if ((akActionRef as Actor).IsSneaking()) OpenInventory(True) Return endif endif Activate(akActionRef, True) EndEvent
DarkPhoenixxy Posted April 23, 2012 Posted April 23, 2012 :DNow thats a lot better, but it gives me "OpenInventory is not a function or does not exist". Is there any keyword like "this" or "CurrentActor" in papyrus?
phenderix Posted April 23, 2012 Posted April 23, 2012 Hey any way you can help me create a script that simply when a magic effect is used the player loses a variable amount of health? It would run via a script attached to a magic effect. Thanks!phenderix
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