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Leecarter

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Everything posted by Leecarter

  1. There's probably a way - find a mod that's doing what you're trying to do and see how they did it. 50% of programming is copy/paste.
  2. Yup, kind of the point of the mod - no weapons. Same principals should apply though.
  3. Sure. First you cast the weapon as a Form object. Pass (true) in GetEquippedWeapon() if you want the one in the left hand: form theWeapon = theTarget.GetEquippedWeapon() as Form Then you load up the shader (I've never used shaders, but I'm assuming they work the same) theEffect = *your scripts variable" Then call play: theEffect.Play(theWeapon) Again, I've never worked with shaders, but this is how I would do a VisualEffect or ImpactDataSet so *maybe* they work the same.
  4. I do stuff like this multiple times in my mod's scripts. Download it and search the script source for "GetEquipped" and "Play". Should answer all your questions. http://skyrim.nexusmods.com/downloads/file.php?id=13281
  5. Thanks! Even if you don't care to play the mod you may enjoy browsing the scripts.
  6. I think it came out pretty well: http://www.youtube.com/watch?v=3gKkN9Af7vg
  7. Yeah it's a config problem with your compiler, not the script itself.
  8. I found a way to do it by over-riding the inheritance of ObjectReference, creating properties in the new higher class, and then injecting variables from the local player script into the new top level script. After the variables are injected by an event on the player (I used OnHit()) they will be available everywhere in any script using Game.GetPlayer().MY_NEW_VARIABLE. Incorporated this into my first mod here: http://skyrim.nexusmods.com/downloads/file.php?id=13281 There are 3 scripts, all beginning with "GM_".
  9. I should clarify this a little more. I have a quest set up that contains the variable in a script property - added a quest property to the actor's script - populated the property for the actor with the quest in the CK. That works fine for accessing and persisting objects for the player, but I want something truly global. So let's say I want to access an object from *any* script. Maybe this isn't even possible?
  10. I know there are global variables you can create in the CK, but they're limited only to 3 numeric datatypes. What I'm looking for is a way to make objects available globally. I've read this is possible by creating a quest that runs on start, then attach a script with the properties you want to make accessible globally. This directions I've found online to do this thus far haven't worked (or I did it wrong). For example, one of the things I'd like to have globally accessible is a VisualEffect property, but this could apply to perks, weapons, or whatever else you wanted to use as a property in your scripts. Has anyone here used this approach for creating global properties?
  11. Not 100% sure I understand what you're asking. Everything I've seen so far with Papyrus is event driven, so I'm not sure you can create a script and have it run without something "telling" it to run. How often does that piece of script need to run?
  12. Also, I noticed you forgot to set Guardian = "Warrior" in addSign1. Another possible refactor might look something like this:
  13. Also maybe structuring it like this would help make it clearer? At work and just did this in textpad real quick, but just to get the general idea:
  14. Hmm, total newbie at Papyrus and just a stab here, but I would guess it has something to do with the doOnce variable. doOnce is initalized as true. If it enters the first wrapping IF statement but then never triggers any of the nested IFs it will stay false, so the next time it's called it never passes the first condition. Is it possible it got called earlier and flipped doOnce to false?
  15. Solution: echo pointed me in the right direction when he mentioned ObjectReference. Thanks. The way I'm understanding it, that perk scripts must extend Perk, and since Perk does not have access to OnHit() it wouldn't bind correctly (just like the error above said).
  16. I have no clue what reference perk scripts use. That could be the problem. Given that the CK is so new it's a pain finding online answers to questions like that. But then I suppose that's what we're creating here. Not sure what you mean by having no conditions for checking what is doing the hitting. My thoughts were just to get a working script that drops me a note in the log, I was going to take baby steps and add conditions to the script later. Unless I need to do that somehow to get it to work. The script must be getting associated to the character somehow because "error: Unable to bind script GM_fstLight to (14000D63) because their base types do not match." pops up in the log every time my character is hit. So if I start the game and get hit twice, the error appears twice. If I get hit 3 times the same error appears 3 times, and so on. So I've got to be close.
  17. Hello everyone, nice forums you have here. So I'm just getting my feet wet with the CK. I've made some new very basic perks and I'm trying to attach a script to one. I've got the script associated to the perk fine. Ultimately I want to populate a WEAPON property via the perk's script property dialog. But right now I'm just doing an extremely basic script to make sure I've got all my pieces put together right. Turns out I don't. The script: Scriptname GM_fstLight extends ObjectReference Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) Debug.notification("In onHit!") EndEvent The log: error: Unable to bind script GM_fstLight to (14000D63) because their base types do not match. Any ideas where I went wrong? I'd really appreciate it. Thanks, Lee
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