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Tutorials WITHOUT "youtoob"


Allannaa

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Kiwi-Hawk, on 01 Mar 2013 - 07:17, said:

 

 

Sjogga, on 01 Mar 2013 - 00:00, said:

 

 

 

 

There is no designated busts to the Dragonborn masks, atleast not that I am aware of. As such, the Dragon Priest Mask tutorial posted won't work for DB-masks. You could still implement this the same way Dragon Claws Holders are implemented, that is using a static object that is toogled on/off.

Kiwi-Hawk, on 01 Mar 2013 - 07:17, said:

 

Will it make a difference if I use the orange triggers that are on one of rhe head or should I play it safe and use the same red ones drom the

Claws tutorial?

 

I had copied some of the loose heads and placed them but they have orange triggers

 

http://i45.photobucket.com/albums/f78/Kiwi-Hawk/DragonMaskMounts.png .

 

It might be a bit hard to see the selected ones on the ends, top most and front most

 

Opps will this do as the script

 


Scriptname KHDragonMaskHolderScript extends ObjectReference  

MiscObject Property MaskToPlace  Auto  
{The Mask we want to place}
Bool Property isPlaced = false Auto Hidden
Message Property FailMessage auto
{The message to show if the player dont have the Mask in their inventory}

Event OnActivate(ObjectReference akActivator)
	if(isPlaced == FALSE)  ; is the Mask placed?
		if akActivator.getItemCount(MaskToPlace) >= 1 ; Does the player have the Mask?
			isPlaced = TRUE
			self.getLinkedRef().enable() ; Enable the Static Mask
			(akActivator as actor).removeItem(MaskToPlace, 1) ; Remove the Mask from the players inventory
		else
			FailMessage.show() ; If the player doesnt have the Mask, show the Fail message.
		endif
	else
		isPlaced = FALSE  
		self.getLinkedRef().disable() ; If the Mask was already placed, disable the static Mask
		(akActivator as actor).addItem(MaskToPlace, 1) ; add the Mask back.
	endif
endEvent

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Hello, I'm very new to modding and was trying to figure out a way to create my own spell. I have been playing with the creation kit and created what I could figure out, only issue is that I get crashes on new games and while going into character creation (in game, at the start of the game) Any help with creating the spell or links, anything would be great ^.^

 

The spell is much like the Arcane Warrior from Dragon Age Origins, can't figure out what I can do to help get around the crashes.

 

My knowle4dge is very limited on what I can do, so far I have been creating a new (spell, magic effect, perk/trait) based off of copying the spells I'd like to recreate as my own, (new spell window <> one I like spell to be like) so I can see how they placved the information.

 

Sorry if I posted this in the wrong section, new to all this forum stuff and locations ; ;

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Kiwi-Hawk, on 01 Mar 2013 - 07:17, said:

 

Sjogga, on 01 Mar 2013 - 00:00, said:

 

 

 

 

There is no designated busts to the Dragonborn masks, atleast not that I am aware of. As such, the Dragon Priest Mask tutorial posted won't work for DB-masks. You could still implement this the same way Dragon Claws Holders are implemented, that is using a static object that is toogled on/off.

>Kiwi-Hawk, on 01 Mar 2013 - 07:17, said:

Will it make a difference if I use the orange triggers that are on one of rhe head or should I play it safe and use the same red ones drom the

Claws tutorial?

 

I had copied some of the loose heads and placed them but they have orange triggers

 

http://i45.photobucket.com/albums/f78/Kiwi-Hawk/DragonMaskMounts.png .

 

It might be a bit hard to see the selected ones on the ends, top most and front most

 

Opps will this do as the script

 


Scriptname KHDragonMaskHolderScript extends ObjectReference  

MiscObject Property MaskToPlace  Auto  
{The Mask we want to place}
Bool Property isPlaced = false Auto Hidden
Message Property FailMessage auto
{The message to show if the player dont have the Mask in their inventory}

Event OnActivate(ObjectReference akActivator)
	if(isPlaced == FALSE)  ; is the Mask placed?
		if akActivator.getItemCount(MaskToPlace) >= 1 ; Does the player have the Mask?
			isPlaced = TRUE
			self.getLinkedRef().enable() ; Enable the Static Mask
			(akActivator as actor).removeItem(MaskToPlace, 1) ; Remove the Mask from the players inventory
		else
			FailMessage.show() ; If the player doesnt have the Mask, show the Fail message.
		endif
	else
		isPlaced = FALSE  
		self.getLinkedRef().disable() ; If the Mask was already placed, disable the static Mask
		(akActivator as actor).addItem(MaskToPlace, 1) ; add the Mask back.
	endif
endEvent

 

 

 

The color of the triggerboxes doesnt matter. What is important is that there are no other scripts attached to them.

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Kia ora

@Sjogga,

I made a set of static masks and a set of Activators for each mask, but there not working after
looking at one of the default masks I see they have the following script attached:

Scriptname dunLabyrinthianMaskBustSCRIPT extends ObjectReference  
{Handling Script for Mask Busts}

armor property myMask auto
{Which mask am I made for?}
int property myIndex auto
{Need indices to track the various masks}
MusicType property FinalMaskRevealMusic auto


message property defaultLackTheItemMSG auto

dunLabyrinthianUltraMaskBustSCRIPT property master auto
 
bool placed = FALSE

EVENT onActivate(objectReference actronaut)
    if placed == FALSE
        if actronaut.getItemCount(myMask) >= 1
            blockActivation()
            actronaut.removeItem(myMask, 1)
            placed = TRUE
            getLinkedRef().playAnimationandWait("on","TransOn")
            updateMaster()
            blockActivation(FALSE)
        else
            defaultLackTheItemMSG.show()
        endif
    elseif placed == TRUE
        blockActivation()
        actronaut.addItem(myMask, 1)
        placed = FALSE
        getLinkedRef().playAnimationAndWait("off","TransOff")
        updateMaster()
        blockActivation(FALSE)
    endif
    
endEVENT

FUNCTION updateMaster()
        ; empty is false so I must have just placed a mask
        if myIndex == 01
            master.Mask01placed = placed
        elseif myIndex == 02
            master.Mask02placed = placed
        elseif myIndex == 03
            master.Mask03placed = placed
        elseif myIndex == 04
            master.Mask04placed = placed
        elseif myIndex == 05
            master.Mask05placed = placed
        elseif myIndex == 06
            master.Mask06placed = placed
        elseif myIndex == 07
            master.Mask07placed = placed
        elseif myIndex == 08
            master.Mask08placed = placed
        endif
        
        ; check to see if that completes the collection
        if master.mask01placed == TRUE && master.mask02placed == TRUE && master.mask03placed == TRUE && master.mask04placed == TRUE && master.mask05placed == TRUE && master.mask06placed == TRUE && master.mask07placed == TRUE && master.mask08placed == TRUE
            if master.hasBeenUnlocked == FALSE
                master.hasBeenUnlocked = TRUE
                objectReference masterBust = master.myBustActivator
                masterBust.playAnimation("on")
                master.placed = TRUE
                master.getLinkedRef().playAnimation("open")
                FinalMaskRevealMusic.add()
            endif
        endif
            
endFUNCTION

This code will not work for the new masks without being edited I assum?
Or can I use this and the item to place option?

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The vanilla busts has built-in masks so to speak. As such, you should not use their script for creating mask busts for Dragonborn.

 

This is the script I used in the latest version of Dawnspire. It handles Dragonborn masks. Follow the dragonclaw tutorial with mask-creation in mind. Use the provided script.

 

 

Scriptname DBMaskBustsScript extends ObjectReference  

armor property DLC2MKMiraakMask1L Auto
{Substitute with any other mask if not placing Miraaks mask.}

armor property DLC2MKMiraakMask2L Auto
armor property DLC2MKMiraakMask3L Auto

armor property DLC2MKMiraakMask1H Auto
armor property DLC2MKMiraakMask2H Auto
armor property DLC2MKMiraakMask3H Auto

Bool Property NotMiraaksMask = false auto
{Default = false}
 
String Property FailMessage = "You lack the required item." auto


int property isPlaced = 0 auto hidden


Event onActivate(ObjectReference akActivator)
    
    if(isPlaced != 0)
          if(isPlaced == 1)
                 akActivator.addItem(DLC2MKMiraakMask1L, 1)
        elseIf(notMiraaksMask)
    
           elseIf(isPlaced == 2)
                akActivator.addItem(DLC2MKMiraakMask2L, 1)
            elseIf(isPlaced == 3)
                akActivator.addItem(DLC2MKMiraakMask3L, 1)
            elseIf(isPlaced == 4)
                akActivator.addItem(DLC2MKMiraakMask1H, 1)
            elseIf(isPlaced == 5)
                akActivator.addItem(DLC2MKMiraakMask2H, 1)
            elseIf(isPlaced == 6)
                akActivator.addItem(DLC2MKMiraakMask3H, 1)

            endIf
              self.GetLinkedRef().Disable()
              isPlaced = 0

       else

        if(akActivator.getItemCount(DLC2MKMiraakMask1L) >= 1)
               akActivator.removeItem(DLC2MKMiraakMask1L, 1)
                 isPlaced = 1
        elseIf(notMiraaksMask)
            Debug.notification(FailMessage)
        elseIf(akActivator.getItemCount(DLC2MKMiraakMask2L) >= 1)
            akActivator.removeItem(DLC2MKMiraakMask2L, 1)
               isPlaced = 2

        elseIf(akActivator.getItemCount(DLC2MKMiraakMask3L) >= 1)
            akActivator.removeItem(DLC2MKMiraakMask3L, 1)
            isPlaced = 3

        elseIf(akActivator.getItemCount(DLC2MKMiraakMask1H) >= 1)
            akActivator.removeItem(DLC2MKMiraakMask1H, 1)
               isPlaced = 4

              elseIf(akActivator.getItemCount(DLC2MKMiraakMask2H) >= 1)
            akActivator.removeItem(DLC2MKMiraakMask2H, 1)
                 isPlaced = 5

              elseIf(akActivator.getItemCount(DLC2MKMiraakMask3H) >= 1)
            akActivator.removeItem(DLC2MKMiraakMask3H, 1)
                 isPlaced = 6
              else
            Debug.notification(FailMessage)
                 return
        endif
        if(isPlaced >=1)
                  self.getlinkedref().enable()
        endIf

    endif
endevent
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Kia ora

 

Is there any step by step tut's for making Perks or adding perks to the skiil tree

 

I'd like to add a smithing perk but have no idea hows and CK tut is confusing to say the least

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Hey folks, sorry I haven't been around to update the thread, but I got the "FBI MoneyPak" virus, which... well let's just say there's probably a very special corner of Oblivion for people who write things like that.

 

I don't surf what could loosely be termed erotic websites, and I do have firewalls, AVs, and the usual protections -- but this got through. When I rang up Main Gear (the totally amazing people who built my computer) they mentioned that the most common way this virus takes hold is --

 

Steam

Origin

YouTube

.... and THEN p0rn0grphic sites.

 

They recommended that for a while at least, folks should set their protections fairly high -- What got me was a new incarnation of this virus -- one that was built to get around Norton, AVG, and TrendMicro killers.

 

Also, most AVs don't seem to clean the virus. They will quarantine the *.dll file associated with it, but by then it's too late. It was explained to me as a "countdown lurker", which apparently means that it gets in, and hides until you have done something a certain number of times -- at which point, it goes into effect and makes your life awful.

 

It can apparently also affect penguins -- so Linux users need to be aware too!

 

The only fix we found for it was to create a second "user account with admin privileges" and then -- yep you guessed it -- Try Windows Recovery. If that does not work, then you have to do what I did -- and reformat.

 

But hey, at least I now have updated versions of all the mods I use... right?

 

So word of warning, everyone! Check your stuff, and be careful!

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Does anyone know of a tutorial on how to create plots of land for the player to build on like the three in Hearthfire or if it is even possible to create them? I was thinking of adding a new village with a lot that would become available for the player to build on. Thanks for any help in advance.

 

Neolis21

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