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TheWinterhawk

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  1. Hi Willie! Thanks for the further suggestions and informations. It's much appreciated! *thumbsup* I have found a work around for my problem. I have abandoned the script from the farm bench and have installed an activation trigger, which is now holding the script. So I have no more trouble with the sitting issue. Simple, but very effective and in no way a worse solution than what I actually wanted to do. Everything works fine now. I've given you a kudos on the nexus for your precious help. Thanks again!
  2. Hmm... somehow I don't even get a simple debug notification when using OnInit(), when I start a completely new save game and enter the area for the first time. I'm tending to cut down on my intent to prevent the player from sitting down. Thanks for all the help anyways. I'm still open to suggestions and hints, but at the moment nothing seems to work for me. Always willing to give a try on something else, though.
  3. 1. I have made a special save, which I use for checking all the progress. It's always the same save game. Do you think while scripting, I should uninstall the mod every time and make a clean save, then freshly install it? Hell, that would take forever, for I make a lot of small changes and then check them. O_O 2. And yes, I spawn in the cell where the bench is positioned. Maybe I should fast travel and then check what happens when I come back? Or better: make a save further away and always travel freshly to that cell, yeah? I'll try something with those hints. Thanks a lot, Willie!
  4. The OnInit() functioned isn't called at all. It doesn't even work with a simple debug notification. Before it doesn't show me a notification ingame there's no use in creating code, when I know it's not initialized. I have used some code, but have already deleted it, because it wasn't working. The following simple test was not successful. The debug notifications which are connected to the OnInit() do not work. But The options menu shows up when the bench is activated and the player sits down. BTW, the script isn't complete, yet, the options menu doesn't do anything, yet. Just ignore that part. Scriptname aa_ManageCampfireHutScript extends ObjectReference ;========================================== Actor Property PlayerREF Auto GlobalVariable Property BenchCampfire1 Auto ;ObjectReference Property BenchCampfire1 Auto ;some functions I tested needed ObjectReference, some GlobalVariable, that why I have it twice and commented one of it out for testing ObjectReference Property CampfireHutOn Auto ObjectReference Property CampfireLightON Auto ObjectReference Property CampfireHutOff Auto Message Property CampfireOptionsMSG Auto int BenchState ;========================================== Event OnInit() Debug.Notification("Script Initialized") ;doesn't show up BenchState == BenchCampfire1.GetValue() Debug.Notification(BenchState) ;doesn't show up EndEvent ;========================================== Event onactivate(ObjectReference akActionRef) ;BenchState == BenchCampfire1.GetValue() ;just implemented here for testing and works, commented out ;Debug.Notification(BenchState) ;just implemented here for testing and works, commented out BenchState == BenchCampfire1.GetValue() If (PlayerREF.GetSitState() == 2) Debug.Notification("Player is not sitting, but wants to sit") Int MSGboxHutChoice = CampfireOptionsMSG.Show() ;menu doesn't do anything yet If MSGboxHutChoice == 0 Debug.Notification("You kindle a fire") ; kindle fire without BBQ ElseIf MSGboxHutChoice == 1 Debug.Notification("You kindle a fire for barbecue") ;setup BBQ ElseIf MSGboxHutChoice == 2 Debug.Notification("You choose to sit down") ;sit down ElseIf MSGboxHutChoice == 3 Debug.Notification("You choose to do nothing") ;cancel EndIf EndIf EndEvent
  5. Alright, I'm back from testing some stuff. I tried a lot of combinations of code. Problem number one: the bench has only one state which is ALWAYS 0. OK, I could work around that by setting its state manually to 1. So this is a minor problem. BUT... problem number two is a major one: the BlockActivation() function only seems to work on the bench after the player has sat down at least for one time (using onactivate() event). So he will always sit down first and only after he gets up again, the bench will be blocked. So, I think what works for the lever, alas, doesn't work for the bench.(BTW, yes, I have made the bench a global variable, but it didn't work.) And I tried to call the blocking function OnInit(), but when I did that the script wasn't working at all. Debug messages didn't show up. If any more ideas or hints come to mind, I'm really grateful for sharing. Thanks so far! =) I might have to live with the fact, that the player character WILL sit down in any case, when the bench is activated. Not the way I wanted it, but if there's no way to work around it... hmm... a little inconvenience for the mod users, but still a bearable one, if nothing else will work. However, I really would love to find a solution for it. *goes wracking brain for a solution*
  6. Hi Willie! Alrighties, I'll try to figure it out with BlockActivation() by taking a closer look at your script later, when I come home from shopping. Thanks so far. Will get back to you when anything isn't clear to me, and I'll let you know whether it worked or not. I'll be off for Saturday shopping. See you later! =)
  7. I'm on a little project again, and this time I'd like to add a script to a farm bench, which I already did successfully so far. I use onactivate() to start an event, which should open a little options menu. The thing is, the player actor always sits down on the farm bench and I want to stop him from doing that in first case. I've been searching the Creation Kit Wiki for an appropriate function, etc., alas, with no success. When the farm bench is activated, the menu should open (which it does), but the actor should be stopped from sitting down first. Only if the player chooses the "Sit Down" option from my menu, the player character should sit down. Otherwise the using furniture animation should be interrupted. Actually in 4 cases the animation/using furniture event must be stopped first and maybe later in 1 case the sit down animation/using furniture event should be called again. Does anybody have a clue about what function I can try to stop/interrupt the actor from sitiing down? And will I be able to use the SendAnimationEvent function to later make him use the furniture for sitting down, in case this option was chosen from my menu? I hope I could make myself clear on this subject. Many thanks in advance! =)
  8. Ahhh, I see! This explains my trouble! Thank you so much for your help! I also had to change the value from == -1 to <0 and now the script works perfectly fine! Now, I think I understand at least a little bit more about the reference structure. Wasn't quite clear, yet.
  9. Hello there! The Papyrus structures are giving me a hard time. I still can't figure out how to exactly put up my dog script, though I very much have an idea what it should do. I have made a dog follower, that finally IS working so far (being something like an altered copy of a dog in the game). There's just a little thing, that I don't like. If you recruit the dog, there's no message, that this dog will follow you now. So, this is exactly what I want to add to my script. My intention was to add a simple text box message when you activate the dog. Of course, the text box should only appear when you click on him first, not when you want to tell him to wait, or dismiss him. So, my idea was to ask for the faction rank of the dog's CurrentFollowerFaction. Once the faction rank is exactly -1 , the box should appear onActivate. Actually a very simple process. But how the heck do I tell CK to do exactly that? I looked up a function on the CK wiki called GetFactionRank. There is an example that goes like this: if (Jarl.GetFactionRank(EmpireFaction) >= 0) Debug.Trace("Jarl is in the empire faction") endIf [/codebox] I have transformed it exactly to my script, being: [codebox]if (Loki.GetFactionRank(CurrentFollowerFaction) == -1) Debug.MessageBox("Loki will follow you now!") EndIf I have put Loki as a property above my onActivate event. I have also given a value to the property, so it's not missing. ObjectReference Property Loki Auto Without the if condition my script works fine. But with my if condition it says GetFactionRank is not a function. And it says CurrentFollowerFaction variable is not set and stuff like that. But the CK wiki says that GetFactionRank IS a function. And why doesn't the programme know, what CurrentFollowerFaction is if it uses this term for the follower form itself? It seems, the programme knows the EmpireFaction, but not the CurrentFollowerFaction. That doesn't make sense. I have looked for typos over and over again, but can't seem to find any. What is missing? How do I have to put it, if not this way? Any help is appreciated! Thanks!
  10. Thanks for inserting the code box, Willie. Yes, it is Skyrim scripting, sorry for not mentioning. :/ (I was searching for results in the "Skyrim section" and when I started a new topic in "scripting section" I was not aware, that this section is not only for Skyrim.) Ah, so the variables only work locally. Okay, then I'll try to find out how to set global variables in Papyrus/CK or merge the two scripts into one. As for the two scripts in one (which I thought about first, too) I was not sure, because of the extends type. Let's see, what I can do. Thanks for your help so far. EDIT: OK, I made the script work by merging it with the other one. That seemed to be the easiest way. Made some adjustments to the single elements to make it more immersive in gameplay and it works pretty fine, thanks for the hint again, Willie! =)
  11. I would appreciate a little help with a lever script. I'll try to give as much info as possible first, and then show my script so far: I have chosen to use DwePipeValve01 as an activator. (This is actually a trap activator, which has already two scripts attached, one being responsible for animations, and one script that offers two states: active and inactive.) Therefore the vavle can visually be turned to the left or right on activation, thus putting it into one of two states (see above). I wanted to make use of this DwePipeValve01 to be an activator for a water tap. My picture is, that I have four elements (waterfall, splashing water particles, churning water particles and an adequate soundobject). I have placed the objects and created a new script in the creation kit with "extends ObjectReference". There I have created new properties for each element (going Element1, Element2,...). I have also created a property for the tap. All 5 property values have been properly linked to the reference objects in the (same) cell. The four water elements were checked "initially disabled" in the edit section, because when the player arrives at the scene, the water tap should be "closed". Now, I sought the player to being able to activate the tap (which for a reminder is the DwePipeValve01), so that the four water elements would automatically be activated and became visible (enabled OnActivate). I have written a script and compiled it in the CK, and it finally showed no error messages, but ingame the set doesn't work. So, I have no clue, what I have to do now. (I'm not so advanced in scripting, have only limited experience and even that is quite some time ago. I have not worked with the ck before this project. Today I managed to complete my first little quest script. So don't expect too much!) Maybe, someone can point to the problem or correct my tap script. Here we go: Scriptname BathroomTap extends ObjectReference ObjectReference Property Tap auto ObjectReference Property Element1 auto ObjectReference Property Element2 auto ObjectReference Property Element3 auto ObjectReference Property Element4 auto Event OnActivate(ObjectReference akActivateRef) If (GetState() == "Active") Element1.Enable() Element2.Enable() Element3.Enable() Element4.Enable() Else Element1.Disable() Element2.Disable() Element3.Disable() Element4.Disable() EndIf EndEvent I hope the information is sufficient. So, what can I do now to get my script work? Thanks in advance. Meanwhile I'm going to test out the proper functions of my bed and see you tomorrow. Edit: Ohhh nooooeees, it destroys my scripting structure... bad reply window... bad...
  12. Alright, so far I managed to change the .nif file and put it in the right place, and it works quite well. Thank you for yor help, again! My object doesn't move now, after I have changed mass and velocity stuff. But you can still pick up the item, and I don't want this to happen. I tried to find the data, that is responsible for this behavior, but by now had no success. Does anybody know, how to prevent the item from being picked up? I'll keep on searching... EDIT: aaahhh, now I got it. I misunderstood something. I have to say, that English is not my mother tongue, so it wasn't quite clear right away, what "create a new static object" really meant. I thought, I had to make the (moveable) iron pot into another (static) iron pot, that's not moving and cannot be picked up. But now I understand, that you actually take any static object and "mask" it with the look of a moveable one. Alright, big thankies! I've just made a huge progress in modding my player home!
  13. Thank you very much for the instructions so far, Willie! I'm going to test this out, maybe tomorrow. Yesterday I realy didn't feel too good and today was only a little better. Maybe I'm going to put the default static furniture first anyway, and then put some (fake) "lights" ( like candles of all kinds) first, before I place the small non-moveable clutter. Then I will check it and hope I can do it right. I'm going to check back then and tell if it worked. (I hope it will. I'm taking this little mascot with me. I like it. heh, Isn't he from the Ewoks? I loved those cuddly little bears as a child... erm... ok, back to topic... ) I already have a BSA archive utility. I was trying to change some textures in paint.NET for altering saddles. That should do. =) And for the nifscope thing, I have an idea how it works thanks to your description, so let's see, if it's that easy. Thanks again! Oh, and one thing... you said, I needed nifscope to make the meshes do something, like an activation. Well I have an idea for a certain room, and I would need to make an item, that is not having the activation by default, have one. So, in principal this should work with nifscope, too? Good to know. But all the scripting will be the last thing to be done, right after the (real) lighting. A little time will pass before I deal with that. My house isn't too small. OK, I'll try that nifscope thing soon, and let you know. Have fun and a great time until then. Cheers
  14. Hi there! I've been searching the web literally for hours, until I finally found this thread. It's exactly about the very problem I have. It seems, there's even already a solution. But: I'm a bloody beginner with the Creation Kit and I finally decided to make my own player house. I started yesterday and have all the walls and ceilings so far in place. I began to place some clutter. And what I don't like about some stuff (the movable statics) is that they mess up your room, which you want tidy and clean. You guys talked about nifscope and that you'd have to change MASS and MaxLinearVelocity and so on... But if I start at 0 knowledge, what exactly do I have to do? OK, downloading NifScope seems to be a good start, right? What comes next? Can you explain to a bloody n00b what to do exactly step by step, where to find what I need, etc.? Which files to change. I only need one example and I'm sure I'll get it really fast. I have a little experience with some editors, but as already mentioned, have no idea about NifScope. I hope one of you guys can help me with that, so my new home will be tidy and clean, even if you should FUS RO DAH something accidentally. Now I'm off for my cozy bed. And tomorrow I'll have a look into NifScope. Maybe I can already find out something on my own. Just down't wanna mess up anything. Thank you for reading. Nighty night!
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