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TripleSixes

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Everything posted by TripleSixes

  1. I made a custom skeleton, and it has a sword and shield. I don't know how I did it months back, but it would equip both simultaneously. Now it only equips the sword, i'v even tried force equipping it with a script and no dice. Any ideas? It is a custom race, and the combat data indicates that it CAN equip a shield, but it still doesn't. In addition to this, I have another skeleton that duel wields war axes. It does so successfully, but the axe in it's left hand is backwards! Have you seen this before?
  2. This looks to be a doozie. I'll start small first. Ill report my success, or lack thereof.
  3. I'm trying to place a ring of 8 markers around the player as close as possible. The ring of markers already exist in the formation I need them. My question is how in the world do I retain this formation when using .MoveTo() to bring these markers to the player? Is it possible to treat the entire formation as an object, or do I have to move them all separately. And if I do that, how am I sure that the markers will be pointing the right direction when they are moved to the player.
  4. They are there (thousands of scripts).
  5. What's weird is that didn't work. I'm still able to take the books in both cases (in a container and in the world). I added a remove item command and now if the player reads from his/her inventory, the books work fine. The only issues are reading the book which is located outside of the player's inventory and when a book is dropped from the inventory then read (obviously the same issue as the first, but complicates reading from the inventory).
  6. I have a script that runs from a book that I open in my inventory, but it also works if I read the book from the world. But something isn't working this easily in another script I use that uses the Event OnRead(). ScriptName TIS_SpellLvlUp_HolyBolt Extends ObjectReference {Script that allows incremental spell lvl up} Sound TIS_UI_SpellUp Spell Property TIS_Spell_HolyBolt01 Auto Spell Property TIS_Spell_HolyBolt02 Auto Spell Property TIS_Spell_HolyBolt03 Auto Spell Property TIS_Spell_HolyBolt04 Auto Spell Property TIS_Spell_HolyBolt05 Auto Event OnRead() Float AVlvl = Game.GetPlayer().GetAV("Restoration") If AVlvl < 15 debug.MessageBox("I need more practice with this spell before I learn this new technique (Requires a Restoration Level of 15)") ElseIf AVlvl >= 15 && AVlvl < 30 If Game.GetPlayer().HasSpell(TIS_Spell_HolyBolt01) == False Game.GetPlayer().AddSpell(TIS_Spell_HolyBolt01) Self.Disable() TIS_UI_SpellUp.Play(Game.GetPlayer()) ElseIf Game.GetPlayer().HasSpell(TIS_Spell_HolyBolt01) debug.MessageBox("I need more practice with this spell before I learn this new technique (Requires a Restoration Level of 30)") EndIf ElseIf AVlvl >= 30 && AVlvl < 45 If Game.GetPlayer().HasSpell(TIS_Spell_HolyBolt01) == False Game.GetPlayer().AddSpell(TIS_Spell_HolyBolt01) Self.Disable() TIS_UI_SpellUp.Play(Game.GetPlayer()) ElseIf Game.GetPlayer().HasSpell(TIS_Spell_HolyBolt01) Game.GetPlayer().RemoveSpell(TIS_Spell_HolyBolt01) Game.GetPlayer().AddSpell(TIS_Spell_HolyBolt02) Self.Disable() TIS_UI_SpellUp.Play(Game.GetPlayer()) ElseIf Game.GetPlayer().HasSpell(TIS_Spell_HolyBolt02) debug.MessageBox("I need more practice with this spell before I learn this new technique (Requires a Restoration Level of 45)") EndIf ElseIf AVlvl >= 45 && AVlvl < 60 If Game.GetPlayer().HasSpell(TIS_Spell_HolyBolt01) == False Game.GetPlayer().AddSpell(TIS_Spell_HolyBolt01) Self.Disable() TIS_UI_SpellUp.Play(Game.GetPlayer()) ElseIf Game.GetPlayer().HasSpell(TIS_Spell_HolyBolt01) Game.GetPlayer().RemoveSpell(TIS_Spell_HolyBolt01) Game.GetPlayer().AddSpell(TIS_Spell_HolyBolt02) Self.Disable() TIS_UI_SpellUp.Play(Game.GetPlayer()) ElseIf Game.GetPlayer().HasSpell(TIS_Spell_HolyBolt02) Game.GetPlayer().RemoveSpell(TIS_Spell_HolyBolt02) Game.GetPlayer().AddSpell(TIS_Spell_HolyBolt03) Self.Disable() TIS_UI_SpellUp.Play(Game.GetPlayer()) ElseIf Game.GetPlayer().HasSpell(TIS_Spell_HolyBolt03) debug.MessageBox("I need more practice with this spell before I learn this new technique (Requires a Restoration Level of 60)") EndIf ElseIf AVlvl >= 60 && AVlvl < 75 If Game.GetPlayer().HasSpell(TIS_Spell_HolyBolt01) == False Game.GetPlayer().AddSpell(TIS_Spell_HolyBolt01) Self.Disable() TIS_UI_SpellUp.Play(Game.GetPlayer()) ElseIf Game.GetPlayer().HasSpell(TIS_Spell_HolyBolt01) Game.GetPlayer().RemoveSpell(TIS_Spell_HolyBolt01) Game.GetPlayer().AddSpell(TIS_Spell_HolyBolt02) Self.Disable() TIS_UI_SpellUp.Play(Game.GetPlayer()) ElseIf Game.GetPlayer().HasSpell(TIS_Spell_HolyBolt02) Game.GetPlayer().RemoveSpell(TIS_Spell_HolyBolt02) Game.GetPlayer().AddSpell(TIS_Spell_HolyBolt03) Self.Disable() TIS_UI_SpellUp.Play(Game.GetPlayer()) ElseIf Game.GetPlayer().HasSpell(TIS_Spell_HolyBolt03) Game.GetPlayer().RemoveSpell(TIS_Spell_HolyBolt03) Game.GetPlayer().AddSpell(TIS_Spell_HolyBolt04) Self.Disable() TIS_UI_SpellUp.Play(Game.GetPlayer()) ElseIf Game.GetPlayer().HasSpell(TIS_Spell_HolyBolt04) debug.MessageBox("I need more practice with this spell before I learn this new technique (Requires a Restoration Level of 75)") EndIf ElseIf AVlvl >= 75 If Game.GetPlayer().HasSpell(TIS_Spell_HolyBolt01) == False Game.GetPlayer().AddSpell(TIS_Spell_HolyBolt01) Self.Disable() TIS_UI_SpellUp.Play(Game.GetPlayer()) ElseIf Game.GetPlayer().HasSpell(TIS_Spell_HolyBolt01) Game.GetPlayer().RemoveSpell(TIS_Spell_HolyBolt01) Game.GetPlayer().AddSpell(TIS_Spell_HolyBolt02) Self.Disable() TIS_UI_SpellUp.Play(Game.GetPlayer()) ElseIf Game.GetPlayer().HasSpell(TIS_Spell_HolyBolt02) Game.GetPlayer().RemoveSpell(TIS_Spell_HolyBolt02) Game.GetPlayer().AddSpell(TIS_Spell_HolyBolt03) Self.Disable() TIS_UI_SpellUp.Play(Game.GetPlayer()) ElseIf Game.GetPlayer().HasSpell(TIS_Spell_HolyBolt03) Game.GetPlayer().RemoveSpell(TIS_Spell_HolyBolt03) Game.GetPlayer().AddSpell(TIS_Spell_HolyBolt04) Self.Disable() TIS_UI_SpellUp.Play(Game.GetPlayer()) ElseIf Game.GetPlayer().HasSpell(TIS_Spell_HolyBolt04) Game.GetPlayer().RemoveSpell(TIS_Spell_HolyBolt04) Game.GetPlayer().AddSpell(TIS_Spell_HolyBolt05) Self.Disable() TIS_UI_SpellUp.Play(Game.GetPlayer()) ElseIf Game.GetPlayer().HasSpell(TIS_Spell_HolyBolt05) debug.MessageBox("I've already mastered this spell") EndIf EndIf EndEvent The problem is that when I read the book from the world, it works fine, but the .disable commands disable the world model, like it's supposed to, but if the player presses "e" to take the book while they are reading it, it will add the book to the player's inventory, which leads me to my real problem, the second script won't run when I open the book from the player's inventory, regardless if it was the "disabled" book, or a fresh book in a container for me to add to my inventory and skip the read sequence... which is odd because the Events in the two scripts are the same (Event OnRead()). I'm going to debug the second script, and see if I find anything further, but any help on this subject would be highly appreciated. EDIT: Just debugged the second script and confirmed that it is indeed not firing when read from the inventory, while the first script fires in both cases (read from the world, read from the inventory) I'm stumped! EDIT:EDIT: Changed the sound property to an actual property (making sense?), and that seemed to fix the issue... now a new question.. When the player reads the book from the world, how do I delete this item after it is read? Disabling it works if the player presses "tab" to leave the book menu, but if the player presses "e", the player receives the book. and can still reread it from the inventory, but can't drop it as doing so drops a disabled item (book vanishes) which is fine... but I want to avoid the player keeping the book after reading it altogether. The player can also sell it to a vendor and rebuy it as an enabled book (as opposed to disabled).
  7. Scripting is starting to get easier for me now, but there is one wall I hit that has puzzled me. Some functions (i.e. GetWornForm) require that I have SKSE, which I do... I extracted the latest version today just to make sure I had it, and it's threaded into my Skyrim and Data directories. How on earth do I compile scripts (in NP++) with these functions in them, the compiler always returns that the function doesn't exist.
  8. It's a long-shot, but perhaps one of the mods you've installed added textures (intentionally or unintentionally) to the terrain. If there are more than 6 terrain types in a cell, it could cause terrain to turn black. Seeing as the terrain was fine until it started raining makes me think that it's something else :/ PS: ALWAYS LOOK FOR NEW DRIVERS FOR YOUR GPU
  9. Sadly the forge categories are hard-coded in the engine, and (from what i've heard) you can rename the categories, but then you're eliminating the possibility of mod compatibility. Bethesda added more slots with the release of their DLCs, but I think they took them all.
  10. You solved my issue! Having used the value in the message box, I was able to see the inner workings of the script, and see that I'm not looking for the percentage, I was in need of the baseAV, having made that change, the script runs perfectly now! @ Ansem If you wanted to use the same principle for a gravity spell (like in the FF series) here you go: But if you really wanted to get 100% accurate as it was in FF, replace GetBaseActorValue with GetAV (i'm not sure if this works, but it just makes sense).
  11. Sure thing Willie, This is the MagicEffect http://i1271.photobucket.com/albums/jj638/Triple_Sixes/AbsorbMagicEffect.png This is the Enchantment http://i1271.photobucket.com/albums/jj638/Triple_Sixes/AbsorbEnchantment.png This is the Weapon http://i1271.photobucket.com/albums/jj638/Triple_Sixes/AbsorbWeapon.png Here is the script that is being run, successfully(by that I mean it fires, but doesn't absorb), if I may add, since the debug.messagebox lines showed in-game. Also, is there a way I can just skip the magic effect nonsense and apply the script OnHit? or does that only work when the objectreference gets hit?
  12. Working on an alternative absorb effect, instead of using the spell to drain health points, i'd rather use the spell to drain by a percentage (30%) of the target's Max health. Here is what I have... ScriptName TIS_Ench_S_AbsorbHP_3p Extends ActiveMagicEffect {...Of The Leech} Event OnEffectStart(Actor akTarget, Actor akCaster) Float TargetMaxHealth = akTarget.GetAVPercentage("Health") debug.trace("We got the target's max health!") akTarget.DamageActorValue("Health", TargetMaxHealth * 0.3) debug.trace("We damaged the target's health!") akCaster.RestoreActorValue("Health", TargetMaxHealth * 0.3) debug.trace("We healed the player the drained damage") EndEvent I tried to look at the logs, and it seems that the script never fires, but the effects of the magic effect that the script is attached to work. Any ideas?
  13. That was odd, when I added the debug lines the script fired, and is now firing correctly. Is that possible?
  14. I'm trying to disable the ability to use spells when a certain item is equipped. This is what I have. ScriptName TIS_Ench_S_BonusMP_Corrupt Extends ObjectReference {...Of Corruption} Actor Player Float StartMagicka Float StartMagickaRate Event OnEquipped(Actor akActor) akActor = Game.GetPlayer() Player = Game.GetPlayer() StartMagicka = Player.GetAV("magicka") StartMagickaRate = Player.GetAV("MagickaRate") Player.ModAV("magicka", -(StartMagicka)) Player.ModAV("MagickaRate", -(StartMagickaRate)) EndEvent Event OnUnequipped(Actor akActor) akActor = Game.GetPlayer() Player = Game.GetPlayer() Player.ModAV("magicka", StartMagicka) Player.ModAV("MagickaRate", StartMagickaRate) EndEvent Any ideas why it compiles, but won't fire in-game?
  15. Certainly, obviously you will need to tweak the actor value and the required level, there is no getting away from the property sadly. ScriptName TIS_WeaponStatReq_1H_15 Extends ObjectReference {Checks the player's stats to see if they meet item requirements} Weapon Property WeaponProperty Auto Event OnEquipped(Actor akActor) Int PlayerStatLvl = Game.GetPlayer().GetAV("onehanded") as Int If PlayerStatLvl < 15 Game.GetPlayer().UnEquipItem(WeaponProperty,True,True) Debug.Notification("You lack the required One-Handed skill level (15)") EndIf EndEvent or for armor ScriptName TIS_ArmorStatReq_H_25 Extends ObjectReference {Checks the player's stats to see if they meet item requirements} Armor Property ArmorProperty Auto Event OnEquipped(Actor akActor) Int PlayerStatLvl = Game.GetPlayer().GetAV("heavyarmor") as Int If PlayerStatLvl < 25 Game.GetPlayer().UnEquipItem(ArmorProperty,True,True) Debug.Notification("You lack the required Heavy Armor skill level (25)") EndIf EndEvent
  16. i don't see why it won't work, Observe this messy script. The removespell line is in the second block of the event
  17. This is adorable, and realistic!
  18. Im not sure how that can be? Especially if it worked for you. Can you post the script in which you remove your flames spell? There is only one Editor ID with the name "Flames", and it is the one the player starts with, and the one that he property auto-fills to EDIT: Can the fact that it is in a large script (about 625 lines) have anything to do with it? EDIT:EDIT: I read a spelltome for another spell, and then tried to remove it with the script, but no dice, so it doesn't matter that the player started with the spell, or got it later, removespell doesn't fire. EDIT:EDIT:EDIT: I added debug.notification after the havespell and after the removespell, to see if they fire at all, they don't. I didn't get the notifications returned to me I just enabled logs, and started to get into the guts of the situation, and uncovered this [11/11/2012 - 11:18:47AM] error: No Spell or Shout passed to HasSpell stack: [ (00000014)].Actor.HasSpell() - "<native>" Line ? [None].TIS_BookTele_ToTristram.OnRead() - "TIS_BookTele_ToTristram.psc" Line 202 Apparently it's returning as none when it checks to see if the player has the spell
  19. Spell Property Flames Auto; so i can just use the auto-define feature in the CK
  20. Here's a strange one, Game.GetPlayer().removespell(Flames) doesn't remove my Flames spell, there is a property, and it's pointing to it in the ck, but it's just not firing!! EDIT:So i tried a new approach... if Game.GetPlayer().HasSpell(Flames) Game.GetPlayer().RemoveSpell(Flames); Remove flames spell EndIf Still no dice, going to research this on google a bit. EDIT:EDIT: Is it possible to remove spells that are in the actor's spell list in the CK?
  21. It works 100% of the time now, but all that was needed was a small wait before and after the set.outfit command. Thank you willie for another life-saving script assistance!
  22. Oops, well I defined the player in the rest of the script but for clairity purposes, I changed it to game.getplayer() The problem still persists though, which is weird because it happens only most of the time, sometimes it works fine! If this won't work correctly on the player, is there another way? Maybe game.getplayer().additem(warriortop, 1) game.getplayer().additem(warriorbottoms, 1) game.getplayer().additem(warriorshoes, 1) then game.getplayer().equipitem(warriortop, false, true) game.getplayer().equipitem(warriorbottoms, false, true) game.getplayer().equipitem(warriorshoes, false, true) ?
  23. I was perusing the papyrus wiki page and saw the "set outfit" command, so I thought I could use it, here's the issue... I got it to work, it adds the outfit to the player, if they don't already have it, but it unequips everything the player has. It shows that the outfit is equipped, but the player is naked. Any idea how I can fix this? Even the player's fists (in 1st person mode) don't show until I reequip the outfit... here is a snippet of the code: Outfit Property WarriorOutfit Auto . . . . Player.SetOutfit(WarriorOutfit)
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