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Everything posted by TripleSixes
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When i use these variables: int StartHealth = Game.GetPlayer().GetActorValue(Health) etc. I says they are undefined. I put them before i set the actor values How do I define these variables? (probably a stupid question, but I haven't really used variables before). And then when the player wants the values back, i would use Game.GetPlayer().SetActorValue(Health) Right? You're my hero Willie
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I need some script guidance.... This is the effect i have: Player uses book Player moves to worldspace Player's stats are set to certain value. Player uses book again Player moves to new location I need to add a part that gets the player's actor values before they move to the worldspace, then after the player uses the book again, moves them to a location, and returns their stats to the values he/she had before using the book the first time. I need this to happen, lines in quotes need to be added: Player uses book Player moves to worldspace Player's stats are remembered and then are set to certain value. Player uses book again Player moves to new location Player's stats are set to previous value while newer values are remembered and applied to the player if they use the book again. Also, i remove all the player's belongings once they use the book, is there a way to dump all their items into a container and retrieve them upon using the book the again? Any ideas? Here's my script if you want to analyze the whole thing: Scriptname TISBookTeleTristram extends ObjectReference {This script teleports the player to Tristram, Unless the player is in one of Tristram's Dungeons} ;---------------------------------- ;PROPERTIES ;---------------------------------- Message Property QuestionTristram Auto Message Property YesTristram Auto Message Property NoTristram Auto Message Property ChooseSkillSet Auto Message Property Warrior Auto Message Property Rogue Auto Message Property Sorcerer Auto Message Property Hardcore Auto ObjectReference Property TeleDest1 Auto ObjectReference Property Dungeon01 Auto ObjectReference Property Dungeon02 Auto ObjectReference Property Dungeon03 Auto ObjectReference Property Dungeon04 Auto ObjectReference Property Dungeon05 Auto ObjectReference Property Dungeon06 Auto ObjectReference Property Dungeon07 Auto ObjectReference Property Dungeon08 Auto ObjectReference Property Dungeon09 Auto ObjectReference Property Dungeon10 Auto ObjectReference Property Dungeon11 Auto ObjectReference Property Dungeon12 Auto ObjectReference Property Dungeon13 Auto ObjectReference Property Dungeon14 Auto ObjectReference Property Dungeon15 Auto ObjectReference Property Dungeon16 Auto ObjectReference Property PoisonWater Auto ObjectReference Property LeoricTomb Auto ObjectReference Property ChamberBone Auto ObjectReference Property HallBlind Auto ObjectReference Property CowLevel Auto Actor Property Player Auto Book Property TheBook Auto Weapon Property ShortSword Auto Weapon Property ShortBow Auto Ammo Property Arrows Auto Weapon Property ShortStaffChargedBolt Auto Weapon Property Club Auto Armor Property Buckler Auto MiscObject Property Gold Auto Potion Property PotionOfHealing Auto Potion Property PotionOfMana Auto Potion Property PotionOfStamina Auto Spell Property Firebolt Auto Spell Property Healing Auto Spell Property Flames Auto Outfit Property WarriorOutfit Auto Outfit Property RogueOutfit Auto Outfit Property SorcererOutfit Auto WorldSpace Property Tristram Auto ;---------------------------------- ;VARIABLES ;---------------------------------- Int ReadBook Int SkillSet ;---------------------------------- ;THE GOOD STUFF ;---------------------------------- Event onRead() if (Dungeon01.GetParentCell() == Game.GetPlayer().GetParentCell()) Debug.MessageBox("You are currently on Floor #1") ElseIf (Dungeon02.GetParentCell() == Game.GetPlayer().GetParentCell()) Debug.MessageBox("You are currently on Floor #2") ElseIf (Dungeon03.GetParentCell() == Game.GetPlayer().GetParentCell()) Debug.MessageBox("You are currently on Floor #3") ElseIf (Dungeon04.GetParentCell() == Game.GetPlayer().GetParentCell()) Debug.MessageBox("You are currently on Floor #4") ElseIf (Dungeon05.GetParentCell() == Game.GetPlayer().GetParentCell()) Debug.MessageBox("You are currently on Floor #5") ElseIf (Dungeon06.GetParentCell() == Game.GetPlayer().GetParentCell()) Debug.MessageBox("You are currently on Floor #6") ElseIf (Dungeon07.GetParentCell() == Game.GetPlayer().GetParentCell()) Debug.MessageBox("You are currently on Floor #7") ElseIf (Dungeon08.GetParentCell() == Game.GetPlayer().GetParentCell()) Debug.MessageBox("You are currently on Floor #8") ElseIf (Dungeon09.GetParentCell() == Game.GetPlayer().GetParentCell()) Debug.MessageBox("You are currently on Floor #9") ElseIf (Dungeon10.GetParentCell() == Game.GetPlayer().GetParentCell()) Debug.MessageBox("You are currently on Floor #10") ElseIf (Dungeon11.GetParentCell() == Game.GetPlayer().GetParentCell()) Debug.MessageBox("You are currently on Floor #11") ElseIf (Dungeon12.GetParentCell() == Game.GetPlayer().GetParentCell()) Debug.MessageBox("You are currently on Floor #12") ElseIf (Dungeon13.GetParentCell() == Game.GetPlayer().GetParentCell()) Debug.MessageBox("You are currently on Floor #13") ElseIf (Dungeon14.GetParentCell() == Game.GetPlayer().GetParentCell()) Debug.MessageBox("You are currently on Floor #14") ElseIf (Dungeon15.GetParentCell() == Game.GetPlayer().GetParentCell()) Debug.MessageBox("You are currently on Floor #15") ElseIf (Dungeon16.GetParentCell() == Game.GetPlayer().GetParentCell()) Debug.MessageBox("You are currently on Floor #16") ElseIf (PoisonWater.GetParentCell() == Game.GetPlayer().GetParentCell()) Debug.MessageBox("You are currently in Tristram's Water Supply Chamber") ElseIf (LeoricTomb.GetParentCell() == Game.GetPlayer().GetParentCell()) Debug.MessageBox("You are currently in King Leoric's Tomb") ElseIf (ChamberBone.GetParentCell() == Game.GetPlayer().GetParentCell()) Debug.MessageBox("You are currently in The Chamber of Bone") ElseIf (HallBlind.GetParentCell() == Game.GetPlayer().GetParentCell()) Debug.MessageBox("You are currently in The Hall of the Blind") ElseIf (CowLevel.GetParentCell() == Game.GetPlayer().GetParentCell()) Debug.MessageBox("There is a Cow Level") ElseIf Game.GetPlayer().GetWorldSpace() != Tristram Debug.Trace("You're In Skyrim") ReadBook = QuestionTristram.show() if ReadBook == 0 YesTristram.show() Game.GetPlayer().MoveTo(TeleDest1) Game.GetPlayer().RemoveAllItems(abRemoveQuestItems = true) Game.GetPlayer().RemoveSpell(Healing) Game.GetPlayer().RemoveSpell(Flames) if (Game.GetPlayer().GetItemCount(TheBook) == 0) Debug.Trace("Player doesn't have the book yet, fix that") Game.GetPlayer().Additem(TheBook) endIf SkillSet = ChooseSkillSet.show() if SkillSet == 0;Choose to be a Warrior. Warrior.show() Game.GetPlayer().SetActorValue("health", 100) Game.GetPlayer().SetActorValue("magicka", 14) Game.GetPlayer().SetActorValue("stamina", 55) Game.GetPlayer().SetActorValue("onehanded", 43) Game.GetPlayer().SetActorValue("twohanded", 43) Game.GetPlayer().SetActorValue("marksman", 29) Game.GetPlayer().SetActorValue("block", 43) Game.GetPlayer().SetActorValue("smithing", 43) Game.GetPlayer().SetActorValue("heavyarmor", 36) Game.GetPlayer().SetActorValue("lightarmor", 36) Game.GetPlayer().SetActorValue("pickpocket", 29) Game.GetPlayer().SetActorValue("lockpicking", 29) Game.GetPlayer().SetActorValue("sneak", 29) Game.GetPlayer().SetActorValue("alchemy", 14) Game.GetPlayer().SetActorValue("speechcraft", 29) Game.GetPlayer().SetActorValue("alteration", 14) Game.GetPlayer().SetActorValue("conjuration", 14) Game.GetPlayer().SetActorValue("destruction", 14) Game.GetPlayer().SetActorValue("illusion", 14) Game.GetPlayer().SetActorValue("restoration", 14) Game.GetPlayer().SetActorValue("enchanting", 14) Player.SetOutfit(WarriorOutfit) Game.GetPlayer().Additem(ShortSword) Game.GetPlayer().Additem(Club) Game.GetPlayer().Additem(Buckler) Game.GetPlayer().Additem(Gold, 100) Game.GetPlayer().Additem(PotionOfHealing, 2) ElseIf SkillSet == 1;Choose to be a Rogue. Rogue.show() Game.GetPlayer().SetActorValue("health", 64) Game.GetPlayer().SetActorValue("magicka", 31) Game.GetPlayer().SetActorValue("stamina", 100) Game.GetPlayer().SetActorValue("onehanded", 29) Game.GetPlayer().SetActorValue("twohanded", 29) Game.GetPlayer().SetActorValue("marksman", 43) Game.GetPlayer().SetActorValue("block", 29) Game.GetPlayer().SetActorValue("smithing", 29) Game.GetPlayer().SetActorValue("heavyarmor", 29) Game.GetPlayer().SetActorValue("lightarmor", 29) Game.GetPlayer().SetActorValue("pickpocket", 43) Game.GetPlayer().SetActorValue("lockpicking", 43) Game.GetPlayer().SetActorValue("sneak", 43) Game.GetPlayer().SetActorValue("alchemy", 21) Game.GetPlayer().SetActorValue("speechcraft", 43) Game.GetPlayer().SetActorValue("alteration", 21) Game.GetPlayer().SetActorValue("conjuration", 21) Game.GetPlayer().SetActorValue("destruction", 21) Game.GetPlayer().SetActorValue("illusion", 21) Game.GetPlayer().SetActorValue("restoration", 21) Game.GetPlayer().SetActorValue("enchanting", 21) Player.SetOutfit(RogueOutfit) Game.GetPlayer().Additem(ShortBow) Game.GetPlayer().Additem(Arrows, 50) Game.GetPlayer().Additem(Gold, 100) Game.GetPlayer().Additem(PotionOfStamina, 2) ElseIf SkillSet == 2;Choose to be a Sorcerer. Sorcerer.show() Game.GetPlayer().SetActorValue("health", 43) Game.GetPlayer().SetActorValue("magicka", 100) Game.GetPlayer().SetActorValue("stamina", 14) Game.GetPlayer().SetActorValue("onehanded", 21) Game.GetPlayer().SetActorValue("twohanded", 21) Game.GetPlayer().SetActorValue("marksman", 21) Game.GetPlayer().SetActorValue("block", 21) Game.GetPlayer().SetActorValue("smithing", 21) Game.GetPlayer().SetActorValue("heavyarmor", 29) Game.GetPlayer().SetActorValue("lightarmor", 29) Game.GetPlayer().SetActorValue("pickpocket", 21) Game.GetPlayer().SetActorValue("lockpicking", 21) Game.GetPlayer().SetActorValue("sneak", 21) Game.GetPlayer().SetActorValue("alchemy", 50) Game.GetPlayer().SetActorValue("speechcraft", 21) Game.GetPlayer().SetActorValue("alteration", 50) Game.GetPlayer().SetActorValue("conjuration", 50) Game.GetPlayer().SetActorValue("destruction", 50) Game.GetPlayer().SetActorValue("illusion", 50) Game.GetPlayer().SetActorValue("restoration", 50) Game.GetPlayer().SetActorValue("enchanting", 50) Player.SetOutfit(SorcererOutfit) Game.GetPlayer().Additem(ShortStaffChargedBolt) Game.GetPlayer().Additem(Gold, 100) Game.GetPlayer().Additem(PotionOfMana, 2) Game.GetPlayer().AddSpell(Firebolt) ElseIf SkillSet == 3;Choose to play Hardcore Mode. Hardcore.show() Game.GetPlayer().SetActorValue("health", 50) Game.GetPlayer().SetActorValue("magicka", 50) Game.GetPlayer().SetActorValue("stamina", 50) Game.GetPlayer().SetActorValue("onehanded", 10) Game.GetPlayer().SetActorValue("twohanded", 10) Game.GetPlayer().SetActorValue("marksman", 10) Game.GetPlayer().SetActorValue("block", 10) Game.GetPlayer().SetActorValue("smithing", 10) Game.GetPlayer().SetActorValue("heavyarmor", 10) Game.GetPlayer().SetActorValue("lightarmor", 10) Game.GetPlayer().SetActorValue("pickpocket", 10) Game.GetPlayer().SetActorValue("lockpicking", 10) Game.GetPlayer().SetActorValue("sneak", 10) Game.GetPlayer().SetActorValue("alchemy", 10) Game.GetPlayer().SetActorValue("speechcraft", 10) Game.GetPlayer().SetActorValue("alteration", 10) Game.GetPlayer().SetActorValue("conjuration", 10) Game.GetPlayer().SetActorValue("illusion", 10) Game.GetPlayer().SetActorValue("destruction", 10) Game.GetPlayer().SetActorValue("restoration", 10) Game.GetPlayer().SetActorValue("enchanting", 10) EndIf Debug.MessageBox("You can reference back to the book if you'd like to leave, or if you wish to track your progress") elseif ReadBook == 1 NoTristram.show() endif endif endEVENT
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If I make a recipe, and make the result item a Leveled List, I can't craft it. I know it was a bold expectation anyways, but is there a way to use Leveled Lists to get a different item when crafting the same entry? For example: The name of the leveled list is iron_dagger The recipe points to this leveled list as the resulting item. You have 2 iron ingots. 1 iron ingot per smithing of recipe, but the resulting items are: iron dagger iron dagger(fine[125%health]) Am i making sense? Is there a way to get varied results for the same recipe?
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Finally got things to work.... sort of.... I'm pointing to the workbench with this script: ScriptName TISIdentifyTest01 Extends ActiveMagicEffect import debug import utility ObjectReference property Identify auto Event OnInit() Craft() endEvent function Craft() Identify.Activate(Game.GetPlayer()) endFunction This, when fired, opens a crafting menu, and thanks to a custom workbench, a custom crafting menu. Problem: I can't seem to get the script to fire on scrolls, which is required. Only on spells that are of the lesser power type, with any equip type. You cannot choose a lesser power type for scrolls, is there a work-around to get this magic effect to successfully run on scrolls? What happens upon casting the scroll is that it forces me to 3rd person as if it was trying to activate a workbench infront of me, then freezes the character in 3rd person view... PS: The magic effect is a fire and forget, the way it is supposed to be, so that is not the situation... EDIT: I ticked the "Script Effect Always Applies" Box in the scroll's edit menu, and that seemed to fix it.
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Im going to try tackling this with a script, wish me luck!
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I'm not sure if this will require a patch or a scripted menu, but here it goes: I want to create 3 different starting stat sets for the player. Whether I need to make patches to amend the .esp or Whether I need to script a menu that allows the player to choose between being a Warrior, a Rouge, a Sorcerer, or Default. I'm way too tired to figure this out tonight so I will be able to judge which is the better way in the morning, but I am looking for others' opinions. Any idea which is the easiest or the most efficient way to achieve this?
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I accomplished this! Thank you for your help, I made new instances of the weapons and checked the "playable" box. Unfortunately I couldn't get the shields to work this way.
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ScriptName TISEnemyScript01 Extends ObjectReference {Remove all items from enemies upon death, give the player Loot} Import Game LeveledItem Property Loot Auto Event OnDeath() Self.RemoveAllItems() Game.GetPlayer().AddItem(Loot, 1) EndEvent It compiles, and it is attached to a leveled actor, yet the script doesn't fire. Any ideas? Alternatively, if there is a way to make a monster not drop ANYTHING (their equipped items, inventory, etc) please tell me, that would eliminate the need for a script like this.
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Welcome to TESA, hope you brought your appetite
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Is this map a memory hog? I had a similar issue, and and making this amendment to my skyrim.ini fixed it. Go to C:\My Documents\My Games\Skyrim and search for this file Skyrim.ini open with notepad, under [General] add iLargeIntRefCount=999999 May be worth a shot.
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"Pointer Property".. Do you mean to attach the property to the workbench? If so, yes. Gotcha, I'll let you know how it plays out.
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I'm revisiting the monster script i'm developing, and thought could use some WillieSea to brighten up my day. Scripting has gotten much easier for me to understand nowadays, Papyrus anyway. There is two parts to the script I am writing, the first is easy, the second, not so much. Here is the first part, designed to activate an ObjectReference with a spellcast with a particular magiceffect: ScriptName TISIdentifyTest01 Extends MagicEffect {Upon casting of spells with this magic effect, activate ObjectReference} ObjectReference Property Workbench Auto Event OnEffectStart() Workbench.Activate(Game.GetPlayer()) EndEvent I don't get any compiler errors... The script is attached to the spell's magic effect, and when I cast the spell, i get a CTD. I have no clue why...
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Pointing to an object base rather than a reference
TripleSixes replied to TripleSixes's topic in Papyrus 101
I achieved the effect I wanted with the script I originally had; however, destruction data will come in handy in most other situations. Especially when I found out that destruction data can be applied to actors, I can see some epic multi-stage boss battles in the future EDIT: Here is the script, generalized to be more useful. Scriptname ScriptNameHere extends ObjectReference {Player strikes object, object disappears, sound and visual fx play[fx must be persistent], loot drops} Import Game Import Sound Static Property Debris Auto Sound Property Smash Auto VisualEffect Property Dust Auto LeveledItem Property Loot Auto Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \ bool abBashAttack, bool abHitBlocked) ;Player hits object with virtually anything... Smash.Play(Self) ; BOOM! Utility.Wait(0.875); This will vary with the sound, I adjusted it to wait till the very end of the sound Game.GetPlayer().AddItem(Loot, 1);Adds loot to player's inventory ;Self.DropObject(Loot);This was supposed to drop the loot at the objref's location, but I never got this to work. Disable() ;Object Is Destroyed/Disabled Dust.Play(Self, afTime = 3.0); Airborn Dust PlaceAtMe(Debris) ;Place debris Utility.Wait(0.1);quick debris placement EndEvent Everyone: Feel free to utilized the code however you wish, if you get the Self.DropObject(Loot) line to work let me know how. Thanks! -
Pointing to an object base rather than a reference
TripleSixes replied to TripleSixes's topic in Papyrus 101
I see, i'll make this one then! lol -
Pointing to an object base rather than a reference
TripleSixes replied to TripleSixes's topic in Papyrus 101
I feel stupid right now haha, There is a smashed barrel static after all!!! I didnt use a conditional statement, the whole thing takes place in the event block. I think it may be that one of your fx havent found an "end" try adding a wait after the dust line, and see if that helps. That's all that my nooby experience can offer you at this moment EDIT: I replaced firewood with a static made from the nif used in bfxsmashedbarrel. Thanks for the tip Dsos! Now i just need to figure out how to execute the disable command at the same time as the sound... BUT, in the meantime, i will be playing around with destruction data, you wouldnt happen to have a copy of your destroyable barrel would you willie? -
Pointing to an object base rather than a reference
TripleSixes replied to TripleSixes's topic in Papyrus 101
Are you saying that the effects that i have been trying to get could have been added in the CK????? Great! Less work for me then! @Dsos Can I take a look your script? i ran into the same problem but fixed it when I redid the entire thing lol -
Pointing to an object base rather than a reference
TripleSixes replied to TripleSixes's topic in Papyrus 101
I want it to look like a smashed barrel Sorry the object is Firewoodpilesmall01 My bad How do i go about making destruction data? I figured that's how they made the barricades in the civil war city raids -
Pointing to an object base rather than a reference
TripleSixes replied to TripleSixes's topic in Papyrus 101
so i gave the script a try, and the sound shot off as planned, but only once, all other references didn't execute the sound. I thought maybe it was due to the sound not ending, thus not allowing it to reoccur. So i tried play and used Utility.Wait(custom wait time). It works near perfect, but still, the object doesnt disable until the sound is done executing, and it wont execute the sound if the disable is infront of it(like you said, it complicates things), i really need to get the object to disable at the same time or before the sound line, this could help with a destroyable object mod later. Is there a way to achieve such a thing? Scriptname TISOnHitLootDrop extends ObjectReference {Player strikes object, object disappears, sound and visual fx play, loot drops} Import Game Import Sound Static Property Debris Auto Sound Property Smash Auto VisualEffect Property Dust Auto LeveledItem Property Loot Auto Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \ bool abBashAttack, bool abHitBlocked) ;Player hits object with virtually anything... Smash.Play(Self) ; BOOM! Utility.Wait(0.875) Dust.Play(Self, afTime = 3.0); Airborn Dust PlaceAtMe(Debris) ;Place debris Self.DropObject(Loot) Disable() ;Object Is Destroyed/Disabled EndEvent And the VFX line "dust" isnt working, as well as drop item. We cant blame this on the disable line as it's last EDIT: Substituted the Self.DropObject(Loot) with Game.GetPlayer().AddItem(Loot, 1), that command worked, but it isnt the same feel.... -
Damage Actor Values - Health Stamina or magicka
TripleSixes replied to DsoS's topic in Skyrim Script Repository
I needed to get a script involving actor values too. To emulate the mana shield from Diablo. I will let you know if i hit a wall on that one. -
I hope I can release my mod's first version relatively soon!
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Damage Actor Values - Health Stamina or magicka
TripleSixes replied to DsoS's topic in Skyrim Script Repository
Thanks for the incredibly useful script! -
Pointing to an object base rather than a reference
TripleSixes replied to TripleSixes's topic in Papyrus 101
I used "firewoodsmall" for the debris, its not perfect, but will suffice while i model an alternative or find a new one. For the FX, im using dustdrop, but obviously i'm still looking for a replacement for this too. I've also noticed that the placed object fades in, i wish I could get it to "pop" in, if you know what I mean.. -
Pointing to an object base rather than a reference
TripleSixes replied to TripleSixes's topic in Papyrus 101
my pleasure!! i hope we can get it working! -
Pointing to an object base rather than a reference
TripleSixes replied to TripleSixes's topic in Papyrus 101
Scriptname TISOnHitLootDrop extends ObjectReference {Player strikes object, object disappears, sound and visual fx play, loot drops} Import Game Import Sound Static Property Debris Auto Sound Property Smash Auto VisualEffect Property Dust Auto LeveledItem Property Loot Auto Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \ bool abBashAttack, bool abHitBlocked) ;Player hits object with virtually anything... Smash.play(Self) ; BOOM! Dust.Play(Self, afTime = 3.0); Airborn Dust PlaceAtMe(Debris) ;Place debris Self.DropObject(Loot) Disable() ;Object Is Destroyed/Disabled EndEvent -
Pointing to an object base rather than a reference
TripleSixes replied to TripleSixes's topic in Papyrus 101
Very interesting! I'm currently away from the lab(home) and will test this when I return