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...

Leaderboard

Popular Content

Showing content with the highest reputation on 04/17/2013 in all areas

  1. Its really not a script problem. The trigger zone will work, I have used it many times in my own mod. But there are a few things you must know to get it to work. 1. Make an new activate object with no mesh. Attach your activate script to this new object. Here is an example of a trigger zone I place around my static display weapons. It must be an 'onActivate' script. <code>Scriptname LevelersDisplayDaedricWpnScript extends ObjectReference {Display for Daedric Weapons} message property LevelersLackTheItemMSG auto WEAPON Property DaedricWeapon Auto WEAPON Property Daedric2Weapon Auto ObjectReference Property StaticWeapon Auto ObjectReference Property LevDisplayContREF Auto Sound Property ITMGenericWeaponUp Auto bool placed = FALSE Event OnActivate(ObjectReference akActionRef) If akActionRef == Game.GetPlayer() if placed == FALSE if akActionRef.getItemCount(DaedricWeapon) >= 1 || akActionRef.getItemCount(Daedric2Weapon) >= 1 placed = TRUE StaticWeapon.Enable() akActionRef.RemoveItem(DaedricWeapon, 1, false, LevDisplayContREF) akActionRef.RemoveItem(Daedric2Weapon, 1, false, LevDisplayContREF) ; akActionRef.removeItem(DaedricWeapon, 1) else LevelersLackTheItemMSG.show() endif elseif placed == TRUE placed = FALSE StaticWeapon.Disable() LevDisplayContREF.RemoveItem(DaedricWeapon, 1, false, akActionRef) LevDisplayContREF.RemoveItem(Daedric2Weapon, 1, false, akActionRef) ; akActionRef.addItem(DaedricWeapon, 1) ITMGenericWeaponUp.Play(Self) endif endif endEVENT</code> 2. Make sure the check box for 'Player Activation' is checked on the properties of the placed trigger zone. 3. Change the Z rotation of the object so its 1, or 91, or 181 or 271. Make sure the angle is off by at least one from the 90 degree angles.
    2 points
  2. I'm trying to better familiarize myself with arrays. So, I'm attempting to use an array in a situation where I know I could easily accomplish what I'm trying to do without an array. I want to understand arrays. They seem to open up a lot of options and possibilities with simplifying scripts and such. Anyway, here's the script: Let BodySlots := ar_Construct Array Let BodySlots[0] := Player.GetEquippedObject 2 Let BodySlots[1] := Player.GetEquippedObject 3 Let BodySlots[2] := Player.GetEquippedObject 5 Let BodySlots[3] := Player.GetArmorType...<--Stuck here I'm just trying to determine if the items equipped in the body, legs, and feet slots are heavy armor. That's it for now. But I'm stuck on the syntax for "GetArmorType" within an array. GetArmorType requires an ObjectID::Ref. How do I pass that ref within the element of an array? I've tried the following (don't laugh ) Let BodySlots[3] := Player.GetArmorType BodySlots ...Compiles, but produces an OBSE error during runtime Let BodySlots[3] := Player.GetArmorType BodySlots[0] ...Won't compile. I'd really appreciate any help getting past this point. Like I said, I can do it no problem using the traditional vanilla style scripting. But I want to better understand arrays, so am practising with them. Thanks for any help.
    1 point
  3. Hey all! I'm using TES:V Skyrim for my college graduation project and I'm having trouble adding a certain functionality to my mod. I'm trying to make an already existing object "ShipWoodbeam01" into something the player can activate/interact with E. Is there a way I can do this? I've tried using a trigger and a collision box to make this activateable trigger thingie, but it didn't work. Thanks in advance! Edit: Changed title to solved so other people know there's a solution within
    1 point
  4. Hello bleakraven; That's easy to accomodate using Nifskope to change a static item into a clutter item. Open the nif file in Nifskope and change the following collision properties; Expand the bhkCollisionObject branch, highlight the bhkRigidBody line. In the Block Details change the following values. Layer - from OL_Static to OL_Clutter Layer Copy - from OL_Static to OL_Clutter Motion System - from MO_SYS_BOX_STABILIZED to MO_SYS_SPERE_INERTIA Solver Deactivation - from SOLVER_DEACTIVATION_OFF to SOLVER_DEACTIVATION_LOW Quality Type - from MO_QUAL_INVALID to MO_QUAL_MOVING Save with a new file name (otherwise you'll change EVERY instance of that mesh in game) and create as a new Misc Item in the CK. Good luck.
    1 point
  5. You do not need to assign a mesh to the activator. You leave it meshless as I stated in #1 above. You simply "Click on the wooden beam" in the render window so it is selected. You click on the 'Trigger zone' button on the toolbar and include the activator with no mesh, but has your OnActivate script on it when it prompts you. You can then resize the new 'box' that surrounds your selected wooden beam. And make the changes to this trigger activator as I stated above.
    1 point
  6. Tamira : I can't assign it to the model I want as I can't type the filepath in there and I can't find it with the browser... :s Could you perhaps break down how to do this in a couple of steps? WillieSea: When you say to make a trigger with the onActivate script, do you mean that option I get to chose after I press the Trigger button with something selected? Cheers and sorry for the noobness
    1 point
  7. Ehm, I think simple and this worked for me: Edit an existing activator, point the model to your Dungeons\Ship\Clutter\ShipWoodbeam01.nif and then give it a name (this is important). When I do this, I can click on the woodbeam with my interaction key. Now it is up to you to add any script.
    1 point
  8. Congrats on your first release
    1 point
×
×
  • Create New...