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Found 3 results

  1. I'm not exactly sure if I hit the right subtopic here. Anyway, I am making a cool little mod no one has made but that I thought would be incredibly useful for everyone here that STILL plays Oblivion. I wrote a Object Activator script for this object I'd like people to activate with a button (like opening a door). In order to buy a lantern. ScriptName TheWhispersBuyLantern Short Choice Begin OnActivate Set Choice to GetButtonPressed if(Choice != -1 && IsActionRef Player) if(Choice == 0);yes if(Player.GetGold >= 100) ;give lantern and msgbox MessageBox "Enjoy your new lantern! You can always come back and buy another one if you lose this one." ;give goes here endif elseif(Player.GetGold < 100) MessageBox "It appears your coin purse is a bit light." ;Leave endif endif elseif(Choice == 1);no ;rid of menu endif endif elseif(IsActionRef Player == 0) ;NPC activated, do nothing endif end However when I walk into the place where the activator is, it acts like a static object. My nif file (completely custom from the ground up mesh) for the object works perfectly, but it doesn't have collison. What I mean by it acts static, is you cannot activate it with a button or anything and when you look at it that icon doesn't show up showing you you can activate it (like an altar). I compared my code to the altar code and it's pretty close in concept. I really hope it's not my nif file. Does the game need collision activated on the mesh in order to register that the player is looking at it in order to prompt for activation? What's going on here? Yup it's my nif file. I believe it needs collision because I switched the activator nif with some random nif in my mods here and it worked. I opened that nif in nifskope and it has collision hulls right where my mouse was that made it work. Alrighty so it'll work if I just scribble in some collision here. Code doesn't work properly though, gotta put that OnActivate Code back in GameMode. Solved, I just had to add collision and all the flags for it in Nifskope and now it works! Thanks!
  2. 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
  3. Hello all, First, I think I did my homework: I have tried a few tutorials found online, including the very good ones from this community, but nothing seem to work : whenever I "create" an item in TESCS for Oblivion, I never seem to be able to find it where I placed it in the world, nor anywhere else for that matter! I have: - tried creating a new amulet or even pants, based on an existing model that I renamed and chose to create a new entry) - placed in the world the object: I have tryed to put it inside a generic chest, a unique chest, in the emperor`s inventory, on the ground in the starting game jail cell, in a specific house in Burma... - saved in a new .esp file that I enable before launching the game - launch a saved game or start a new game altogether and... no new object! nowhere, never. I even tried just adding a regular pitcher from the game, at the proper coordinates inside the jail cell, with no more luck... So I am at loss here... I don`t get any error message when I save my esp, but a few when I close the TESCS: "model loader still has 4 NIF file..." but I have read on this forum it should not concern me I am starting to think my version of Oblivion is somewhat not taking the esp files despite me selecting them in the Data Files launcher... Corrupted version? Help please!
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