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Penguinchao

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About Penguinchao

  • Birthday 07/18/1994

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    California

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    Penguinchao
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    The Covenator

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  1. When you say "modify," what exactly do you mean? What does it do now and how do you want it changed?
  2. I'm happy to help, but like grond said, what is it that you're wanting to do, and how does it fit in to your mod? We have to know what it is before we know if it's possible or if it would conflict with other aspects of your mod.
  3. I wouldn't use the "Summon Creature" spell effect to do this; that magic effect has restrictions on it that it sounds like you may not want. What I recommend is writing a script that is triggered when the player clicks on the bottle in his inventory. You could have it work something along these lines: Player clicks on bottle with no genie out: Enable that genie (you would have to have already placed him somewhere in the world disabled, so that you can reference that genie actor reference specifically, but you can place him pretty much anywhere). Move the genie near the player Play visual effects and sounds that you'd like. Make a variable like GenieIsOut01 set to 1 Player clicks on bottle with genie out: Disable that genie Play unsummon effects/sounds Make GenieIsOut01 set to 0 The variable would be used on the script so you could have 2 different "if" arguments so that it doesn't try to summon him when he's already summoned. Genie put away would be "if GenieIsOut01 == 0" and vice versa.
  4. This is a script I wrote that mimics the effect of the Gray Cowl in Oblivion, when attached to an article of clothing. I wanted to share this with the TESA Community, so use it as you see fit, but I do request that you never repost the source on another website (preferrably just link them to this page) and to give credit if you use this in a published mod. When equipped by the player (it does not function on NPCs), the player will have a separate list of bounties for each hold (and any other vanilla crime factions). They will not stop fighting you, if you are already resisting arrest (I could probably tweak it to do that if someone would like though). I'll try to add a demonstration video when time allows. To use this script: Attach it to an Article of clothing Open the Properties Window and use the Auto-Fill button Click "Edit" on each of the Integers (you can just leave them at 0, but if you want the Gray fox to start out with a bounty like he did in oblivion, modify the "Fake" integers (the "Real" ones are the ones that store your regular bounties). You do not need to do anything else; all variables are stored internally and factions already exist, so there's no need to define any external variables.
  5. Sorry, I described that wrong. It's supposed to appear that there is a spell being cast, but there really isn't one (that way the NPC is forced to "cast" when entering combat). The script is attached to a person, and when they enter combat, they are given and equip certain armour, then that armor is removed and their old clothes equipped out of combat. So do you mean like have each piece of clothing equip the old clothing when it's taken off? Such as attach this to each piece of clothing? Event OnUnequipped(Actor akActor) akActor.AddItem(OtherClothesProperty, 2, true) akActor.EquipItem(OtherClothesProperty) akActor.RemoveItem(ThisPieceofClothingProperty, 1, true) endEvent EDIT: Thanks a million! Got it to work; I'll post the series of working scripts in the repository in a bit for anybody that wants them EDIT 2: Ran into another problem; I'll post if I find a fix
  6. So I'm working on a script that is supposed to resemble the bound armor in TESIV. The variant that I'm having trouble with is one designed solely for NPCs. The goal is to have the spell trigger when the NPC goes into combat, and have it automatically dispel when he dies or leaves combat. I have just about everything sorted out, but I don't know how to have the "EquipItem" function reference the actor that the script is attached to. Here's what I have so far: Scriptname VHBoundArmorMythicDawnDeathDispel extends ObjectReference ;Begin Bound Armour list Armor Property Helmet Auto Armor Property chest Auto Armor Property boots Auto Armor Property Hands Auto ;End Bound Armour list ;Begin Regular Clothes list Armor Property Robe Auto Armor Property RobeBoots Auto Armor Property RobeHands Auto ;End Bound Armor list Message Property FailedEquip Auto Int Property Worked Auto SPELL Property ThisSpell Auto Event OnCombatStateChanged(Actor akTarget, int aeCombatState) if (aeCombatState == 1) SELF.AddItem(Helmet) ;SELF.EquipItem(Helmet) SELF.AddItem(chest) ;SELF.EquipItem(chest) SELF.AddItem(boots) ;SELF.EquipItem(boots) SELF.AddItem(Hands) ;SELF.EquipItem(Hands) SELF.RemoveItem(Robe) elseif (aeCombatState == 0) ;Put the same things as in "OnDying" in this area once bugs worked out else endif endEvent ;====================================================== ;The functions that have the semicolons are the ones that aren't working. Since they couldn't work, I nulled them for the time being ;so that the script could compile as-is. I'm wanting the person that this script is attached to to equip the items in those ;circumstances. ;====================================================== Event OnDying(Actor akTarget, Actor akCaster) SELF.RemoveItem(Helmet) SELF.RemoveItem(chest) SELF.RemoveItem(boots) SELF.RemoveItem(Hands) SELF.AddItem(Robe) ;EquipItem(Robe) ;EquipItem(RobeHands) ;EquipItem(RobeBoots) endEvent
  7. The creation kit doesn't always want to load the textures, but the game will. Am I the only one getting this?
  8. Have I ever told you that I love you?
  9. I've decided that I'm going to force reality to let me play Skyrim. It's been all too hard as of late.

  10. SkeletonRace is a "Race" function, not an Object Reference (Check your properties)
  11. It seems (at least to me and my novice knoledge on this) that if it's a mod you've just started, it's ok to change. But if you're trying to change someone else's mod or are changing a more advanced file (esm perhaps) it happens. I've never crashed a small plugin, but I have messed up files that were more "complicated" or downloaded.
  12. It was an issue with every script. Any time I opened the properties window for any script it would freeze. I just decided to reformat my computer (after backing everything up). As it turns out, I was having motherboard/driver issues, so I took the easy way out and wiped my system. I've restored my scripts and everything works fine now; thanks for the advice/help!
  13. Hmm, alrighty, thanks! I'll take a look But are you saying that it's possible that the script I'm trying to edit the properties for has not been compiled correctly? Because if that's the case, I've tried editing the properties of scripts that have already been "Successfully Compiled" and tested in-game.
  14. Do the creatures have an Enable Parent? I've forgotten to detach those many-a-times.
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