Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

Expresate

Ambassadors
  • Posts

    27
  • Joined

  • Last visited

Everything posted by Expresate

  1. This made me ten types of happy. I love you, InsanitySorrow, and I don't even know you.
  2. Wiki searched it earlier, and this looks like the script to do it. Am I wrong? Would just place "debug.SetGodMode(true)" in the end scripts for the appropriate dialogue. I'm just asking for suggestions on how to turn it off. Have a button nearby? Dialogue option? Maybe there's a way to turn it off as the user closes the race menu? Just asking for basic ideas.
  3. Progress! Sort of. In this time I've been learning a bit of lua, so I haven't entirely given up on scripting in general. But that's not important. What's important is I found a much easier way to do this! All I have to do is set the player to god mode before the race menu opens. Then they're free to change what they want without any damage to their stats, skills, or perks. Then I need to find a way to have god mode disabled afterwards. Maybe a dialogue option with the NPC? A spell effect? Anyway, I tested it by just using the console it and works. I changed my test redgaurd to an orc and all stats were saved. The redgaurd race power was even replaced with the orc race power. Anyway, I'm posting this since I'm not entirely sure how I want to go about this. Any suggestions? I can easily turn on godmode via a dialogue end script, but I'm not entirely sure what to do to turn it off afterwards.
  4. ...I still don't understand the script I would use to get the stats. Would I use the same thing as when I was just defining a variable? As in, "int?" Or is it different for globals? Your tutorial didn't help me much with that. Or maybe I'm just stupid. More than likely the latter. I've made all the globals. They're there. One example would be BarbplayersHealth.
  5. So I shove the badger into the net and fly the chicken barn door? I'm sorry, I'm just slow on the uptake today. Examples are nice. I understand what you said in your last post, I'm just having issue visualizing what it is I need to type. Maybe I'm just not meant for scripting. You don't have to help me anymore. If I can't figure out the basics, then there's no point attempting this stuff. I'll try with what I've got, but, eh. Sorry for wasting your time. Thanks for the help you've given me so far.
  6. Anything specific I need to do to set the global as what it needs to be set to? I would assume that's the case. For instance, I just made global "playersHealth" Wait. I should know this. Going to look it up.
  7. Well, I need a global since I want another script to later recall those values and reapply them to the player with SetAV. Do I still need to define a variable if I want it to be a global?
  8. Alright, I feel terrible in saying I still have no clue where to start. I'm going to fiddle in the CK, look up some tutorials, and all that. I do have experience with quests and dialogue (small amounts) so I can figure my way around those pretty easily. I'm going to see if I can't write a script the normal way and then attach it to the dialogue. I've only done it with Papyrus fragments. Also, does GetAV save the values it returns? It just doesn't seem like I could do GetAV and then immediately do SetAV. Would you save the values to a variable, or something? Then SetAV to... okay.. you get what I mean. I'm just very clueless. I'll figure this out, though! You'll see! ...hopefully... ...maybe...
  9. 1&3 I see! I like the scrubs idea. A lot. 2. I was thinking about Get/SetAV. Good to see they might work! Now the biggest issue is still implementing these. How exactly could I go about doing that? I suppose I could look up the script for removing the equipment and placing it in the chest. Would it be fine to put those in a dialogue end script? What about the script to equip the "scrubs?" Or better yet, would unequipall work for the player? They wouldn't have to fiddle with a chest that way. I could still equip the scrubs. And the main one is of course Get/SetAV. Seems like it'd be a little large to fit in a dialogue fragment. I'd have to GetAV for every stat, yeah? And then there's setting the stats after they leave the menu.. maybe the best way to do that is maybe through dialogue? Or a button? Unless there was some way to set it after you leave the menu. I don't see attaching the set script to dialogue being particularly challenging. Sorry, I'm new to scripting in general and (I suppose like a lot of people here) unbelievably new to Papyrus. I suppose I'd have to do a lot of research to get these running.
  10. So, I've created a small mod that allows me to initiate the race menu through dialogue. This just gave a more reliable and immersive option for the racemenu. What I have now works fine. However, you still can't change your race, because of stat reset, and any change in the racemenu causes your enchantments to be disabled until you reequip your items. So, in order to actually give my mod some practical use, I've been trying to think of ways to work around that. Ideas that have come up are: Use a script that records the player's stats before the racemenu is opened, and resets them after it's closed Use a script that unequips, and somehow saves?, the player's gear and possible reequips them afterwards I don't even know if these are possible nor the complexity of the scripts that could be done. How does code? So, do you think these can be done? Could it end the scourge of negative effects with the Race Menu? Will our heroes ever return home? Find out next tim- You get my point. Any ideas? Also: I'm sorry for the plethora of questions I ask on this forum. I don't mean to be so annoying.
  11. I'm just going to leave you guys alone, and stop stuffing up your forums with my requests. You're all busy. Thanks, though.
  12. Bashing head repeatedly into desk over mod bugs.

    1. Show previous comments  3 more
    2. charlescrowe

      charlescrowe

      what? am i the only one with a PC desk made of petrified redwood? #blatantsarcasm

    3. Xinimator

      Xinimator

      Mine's made out of shredded plywood. XD

    4. ColonelKillaBee
  13. Expresate

    Primby Town

    That looks great!
  14. I did have it set as quest. Now it's working. Odd. Anyway, thanks for pointing out "timer." It saved properly. I'm going to see if it works.
  15. I'm just going to say I have no idea what I'm doing. I've got everything done but the actual script. Basically, I walked into the nearest timer tutorial (This one right here: http://cs.elderscrolls.com/index.php/Scripting_Tutorial:_Creating_a_Simple_Timer), picked random things off the shelves, and left. Ended up with this: scn AddItemPerk float timer float fQuestDelayTime begin gameMode if perkAddItemRand == 1 set fQuestDelayTime to 0.001 if ( time < 720 ) set time to timer + getSecondsPassed elseif ( time >= 720 ) player.additem f 100 endif endif end I know there's something horribly wrong with that. Horribly, horribly wrong. Many things horribly wrong and immoral. Basically, I want to have a timer be activated when perkAddItemRand returns 1. That timer will give the player a random item every 12 minutes (for now). Since making it so the player does receive a random item is a whole other ballpark; right now I'm just trying to get 100 caps to work. GECK Power Up keeps giving me an error saying fQuestDelayTime isn't a valid variable name. I just followed the tutorial. Are they not telling me things, now? I feel so out of the loop... I am confus.
  16. Thanks for the information. One problem, though: Every time I try to add a script to the stage I put in Generic, and either close the box, or switch to another stage and come back, it's gone. It's obviously not saving. But why? What do I specifically do to save it? I've tried a few things, but nothing worked.
  17. Hey, I'm trying to put together a perk just for the heck of doing it. I know how to add perks. What I don't know is how to properly script for a perk to do something. How would I make it so my perk, upon being selected, would reward the player with a random item every X number of hours? Any idea?
  18. Come with meeee

    And you'll beee

    In a world of :[

  19. *escape *Library Unless you meant it like that in which case I'm an idiot.
  20. I have the problem of creating new characters often. I have one I check back in on regularly, but the others are come and go. Because of this, I have to make new faces for each. I wish they turned out as faces. I'm horrible in the race menu. I've only ever made one OK face, and that's only because it was a custom race that had a pretty good set up to begin with. Any tips on not making the lineage of Frankenstein every new game?
  21. Wait. Aren't you not a lurker the second you post here?
  22. Hope this one doesn't get stolen.
  23. Hey. I just signed up. Not quit sure what I'm going to do here. Just saw a lot of impressive stuff, an OK community, and decided to sign up. I may or may not post/talk a lot. If I do, it may be A LOT. Here's an example. Beth forums: Group: Members Posts: 5,457 Joined: 20-November 08 I don't quit think that's average. Anyway, thanks for validating me and I hope the friendly community/Impressive work isn't just a trap to lure in unsuspecting victims. Bye!
×
×
  • Create New...