KiwiHawkNZ Posted March 1, 2013 Share Posted March 1, 2013 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 theClaws 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 Link to comment Share on other sites More sharing options...
Shadowskill2 Posted March 2, 2013 Share Posted March 2, 2013 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 ; ; Link to comment Share on other sites More sharing options...
Sjogga Posted March 2, 2013 Share Posted March 2, 2013 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 theClaws 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. Link to comment Share on other sites More sharing options...
KiwiHawkNZ Posted March 3, 2013 Share Posted March 3, 2013 Kia ora @Sjogga, Thanks so much for your help mate Kudos to you Link to comment Share on other sites More sharing options...
KiwiHawkNZ Posted March 10, 2013 Share Posted March 10, 2013 Kia ora@Sjogga, I made a set of static masks and a set of Activators for each mask, but there not working afterlooking 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? Link to comment Share on other sites More sharing options...
Sjogga Posted March 10, 2013 Share Posted March 10, 2013 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 Link to comment Share on other sites More sharing options...
KiwiHawkNZ Posted March 11, 2013 Share Posted March 11, 2013 Kia ora Thank you veryvery Much for that With a bit of luck this will be appended to the links on the first page so people can makemask stands Link to comment Share on other sites More sharing options...
KiwiHawkNZ Posted March 15, 2013 Share Posted March 15, 2013 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 Link to comment Share on other sites More sharing options...
Allannaa Posted March 19, 2013 Author Share Posted March 19, 2013 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 -- SteamOriginYouTube.... 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! Link to comment Share on other sites More sharing options...
Neolis21 Posted March 24, 2013 Share Posted March 24, 2013 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 Link to comment Share on other sites More sharing options...
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