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syscrusher

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syscrusher last won the day on December 30 2020

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About syscrusher

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    Ohio, USA
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    Elder Scrolls, Oblivion, Skyrim, Fallout, Civilization, Java, PHP, SQL, Blender, Audacity, voice acting, Linux, medieval history, woodworking, beekeeping

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  1. I don't think the OnHitWith event can be used to detect an unarmed attack. According to the CS Wiki, leaving empty its weapon type parameter causes it to fire regardless of the weapon. The closest thing I can think of would be to do a Fortify HandToHand custom spell effect combined with a scripted spell effect that does the damage programmatically on the nearest hostile NPC. I know that's not much of an answer. Maybe someone else has a better idea.
  2. I think you're conflating a Leveled List with a spawn point that is a leveled spawn. The Leveled List itself is just that; a list of the spawning parameters. You can test the distance from a persistent object, but you may want to use an X marker placed near your creature spawn point rather than testing the distance to the spawn point. The X marker would be always enabled, and those are always persistent automatically. I've never tried dynamically enabling leveled spawns; I'm not sure how they behave. One caveat is to test your distance calculating functions with some temporary console log messages as you walk around. I have found that *some* of the distance calculations don't work in outdoor cells. It's been about 3 years since I encountered this, so please forgive that I don't remember which one. I had a script that looked for the nearest of a certain type of persistent object. My script worked 100% indoors but not at all outdoors, and I finally traced the problem to that issue with distance calculations.
  3. Just found out about this situation -- very sorry to hear it. I've been away from TESA for a while due to a combination of crazy work hours and some medical issues (all better now). Donated in gratitude for all you and this site have done for modding, and because it's the decent and right thing to do.
  4. Hello, all! It's been a long time coming, but Rathunas just finally went out of beta last week. I have found a minor issue that I want to clean up, though, just to be a good citizen with respect to exterior cells. I have a few cells where I edited in my own area, but either just barely touched the terrain in an adjacent cell, or modified the pathgrid in *my* cell but thereby affected a link to the adjacent cell's otherwise-unmodified pathgrid. What I'd like to do is to back off the edits within my own cell so they are a ways back from the boundary, then use TES4Edit to zap all edits of pathgrid and landscape in the adjacent cell, thereby making it untouched by my mod. If I use TES4Edit to zap the adjacent cell edits first, then this leaves a tear in the landscape (as one would expect). The problem is that I don't have a way to match my cell's edge up to the other cell's edge, because in doing so I would once again touch the other cell just slightly and thereby contaminate it. For pathgrid, I can zap the pathgrid record in the other cell using TES4Edit, but that leaves orphan node links in the pathgrid record for my own cell, and my initial testing (with a copy, not my original ESP) suggests that this leads to a lot of CTDs. I've got to believe someone else has solved this. Any ideas? Is there a tool out there to selectively remove modifications by area? I can deal with a tear *within* my cell, because then I could just smooth it out in the CSE. Ideas, anyone? Thanks!
  5. syscrusher

    Rathunas

    The new 2015-10-24 update makes Rathunas more compatible with mods that edit the interior of Infested Mine. See the UPGRADING.txt file in the package for details. Install the update, which contains only the ESP and docs, over the regular 2015-07-22 version.
  6. Learning to build games from scratch in Unity3D

    1. donnato

      donnato

      I`d love to hear what devious ideas you`ve considered..:)

    2. oldladyonthemoon

      oldladyonthemoon

      Good idea! I've considered doing this too but I'm in modding Skyrim to the neck right now...

  7. syscrusher

    Rathunas

    New beta released 2015-07-22. This is a recommended upgrade for all users, and it adds support for the new EMC2 OBSE music plugin and for Shivering Isles. Rathunas has always been SI-compatible, but now the Gweldafon Manor home has a few nice "extras" from the Isles, if your character has been there. There are also several dozen bugfixes and small improvements to function and performance.
  8. I think I might be able to help here, although my experience relates to the OnTrigger block. I had a problem just about like this and found that it was not an engine bug, but rather an engine quirk. I suspect strongly that Bethesda's internals for OnTrigger may be the same as for On.... other things. :-) In my case, the symptom was that I had a dungeon cell that worked perfectly for months. Then, suddenly, I would hang the game every time I did a "coc" to that cell for testing. If I walked into it normally, no problem. Finally I found the issue. There is a trigger zone in the cell that looks for a particular creature which is supposed to never enter a certain area, and usually doesn't. But because of some Havok weirdness, occasionally the creature passes through a solid obstacle and gets into that area anyway. No problem....trigger zone, detect that actor, move them to an XMarker outside the forbidden area. It turns out that if you have a MoveTo of an actor within an OnTrigger block, the MoveTo works as planned but the trigger detection does not stop until the *next* frame after the move. The Havok bug doesn't happen during normal gameplay; it only seems to occur during the cell loading process when it is settling mobile objects. So if the creature was in the forbidden zone exactly when I "coc" into the cell....zap! Hung game! I beat my head against this for hours, then stumbled upon the note at the bottom of the OnTrigger wiki page. May the Divines bless whoever posted that little note! Solution: Don't do the MoveTo of an actor directly in the detection block. Instead, set a variable in your object script from zero to one during the hit detection. Then do the MoveTo from the GameMode block, and clear the variable to zero when you do the move. IMPORTANT: Make sure the OnGame block is *before* the OnMagicEffectHit block in your code, so the OnGame code will interpret on the *next* frame. No guarantees this is the problem, but coders tend to reuse logic once it's tested, and I think there's a good chance Bethesda did that here. Hope this helps!
  9. Oddly enough, I just now discovered this. Watched the trailer....drooooool!
  10. Hi, KWITS.....glad as always to help, since lots and lots of others have helped (and continue to help) me when I'm stuck! I am not clear from your reply whether you're saying you can' see the dropdown list I mentioned, or if you're saying you couldn't see it before but can now. I can send a screenshot if you need me to.
  11. A really easy way to create the quest script is to hit the ellipsis button in the quest panel where you would select an existing quest. Once the script edit window opens in the CS[E], look down in the extreme lower-right corner of the script window, in the status bar. There is a dropdown box to choose Quest Script. You'll have to save your script, then you may need to exit from the quest dialog and reload it. The dialogs in the CS prepopulate their dropdown lists as the dialog is invoked, and they're not very smart about updating the list if you add something new *from* the list. ShadeMe has done wonderful things with the CSE, but some of the original limitations aren't practical to be fixed by the community.
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