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Posts posted by TripleSixes
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Scriptname BookTeleTristram02 extends ObjectReference
{This script teleports the player to a random tavern in Skyrim, from Tristram.}
;----------------------------------
;PROPERTIES
;----------------------------------
Message Property QuestionReturn Auto
Message Property YesReturn Auto
Message Property NoReturn Auto
ObjectReference Property SleepingGiant1 Auto
ObjectReference Property BannerMare2 Auto
ObjectReference Property Frostfruit3 Auto
ObjectReference Property DrunkenHuntsman4 Auto
ObjectReference Property DeadMansDrink5 Auto
ObjectReference Property TavernHelgen6 Auto
ObjectReference Property BeeBarb7 Auto
ObjectReference Property VilemyrInn8 Auto
ObjectReference Property RaggedFlagon9 Auto
ObjectReference Property SilverBlood10 Auto
ObjectReference Property OldHroldan11 Auto
ObjectReference Property WinkingSkeever12 Auto
ObjectReference Property FourShields13 Auto
ObjectReference Property Moorside14 Auto
ObjectReference Property Windpeak15 Auto
ObjectReference Property Nightgate16 Auto
ObjectReference Property FrozenHearth17 Auto
ObjectReference Property Candlehearth18 Auto
ObjectReference Property NewGnisis19 Auto
ObjectReference Property Braidwood20 Auto
Book Property TheBook Auto
WorldSpace Property Tristram Auto
Cell Property Dungeon01 Auto
;----------------------------------
;VARIABLES
;----------------------------------
Int ReadBook
Int Function RandomInt(int aiMin = 1, int aiMax = 20);Determines which tavern they appear at
;----------------------------------
;THE GOOD STUFF
;----------------------------------
Event onRead()
Int Random = Utility.RandomInt() ;Assigning the random number to the variable "Random".
if Game.GetPlayer().GetWorldSpace() == Tristram
Debug.Trace("You're In Tristram")
ReadBook = QuestionReturn.show()
if ReadBook == 0
YesReturn.show()
if Random == 1
Game.GetPlayer().MoveTo(SleepingGiant1)
Debug.MessageBox("You find yourself at The Sleeping Giant Inn")
elseif Random == 2
Game.GetPlayer().MoveTo(BannerMare2)
Debug.MessageBox("You find yourself at The Bannered Mare")
elseif Random == 3
Game.GetPlayer().MoveTo(Frostfruit3)
Debug.MessageBox("You find yourself at Frostfruit Inn")
elseif Random == 4
Game.GetPlayer().MoveTo(DrunkenHuntsman4)
Debug.MessageBox("You find yourself at The Drunken Huntsman")
elseif Random == 5
Game.GetPlayer().MoveTo(DeadMansDrink5)
Debug.MessageBox("You find yourself at Dead Man's Drink")
elseif Random == 6
Game.GetPlayer().MoveTo(TavernHelgen6)
Debug.MessageBox("You find yourself at The Destroyed Tavern in Helgen")
elseif Random == 7
Game.GetPlayer().MoveTo(BeeBarb7)
Debug.MessageBox("You find yourself at The Bee and Barb")
elseif Random == 8
Game.GetPlayer().MoveTo(VilemyrInn8)
Debug.MessageBox("You find yourself at Vilemyr Inn")
elseif Random == 9
Game.GetPlayer().MoveTo(RaggedFlagon9)
Debug.MessageBox("You find yourself at The Ragged Flagon")
elseif Random == 10
Game.GetPlayer().MoveTo(SilverBlood10)
Debug.MessageBox("You find yourself at The Silver-Blood Inn")
elseif Random == 11
Game.GetPlayer().MoveTo(OldHroldan11)
Debug.MessageBox("You find yourself at Old Hroldan Inn")
elseif Random == 12
Game.GetPlayer().MoveTo(WinkingSkeever12)
Debug.MessageBox("You find yourself at The Winking Skeever")
elseif Random == 13
Game.GetPlayer().MoveTo(FourShields13)
Debug.MessageBox("You find yourself at Four Shields Tavern")
elseif Random == 14
Game.GetPlayer().MoveTo(Moorside14)
Debug.MessageBox("You find yourself at Moorside Inn")
elseif Random == 15
Game.GetPlayer().MoveTo(Windpeak15)
Debug.MessageBox("You find yourself at Windpeak Inn")
elseif Random == 16
Game.GetPlayer().MoveTo(Nightgate16)
Debug.MessageBox("You find yourself at Nightgate Inn")
elseif Random == 17
Game.GetPlayer().MoveTo(FrozenHearth17)
Debug.MessageBox("You find yourself at The Frozen Hearth")
elseif Random == 18
Game.GetPlayer().MoveTo(Candlehearth18)
Debug.MessageBox("You find yourself at Candlehearth Hall")
elseif Random == 19
Game.GetPlayer().MoveTo(NewGnisis19)
Debug.MessageBox("You find yourself at New Gnisis Cornerclub")
elseif Random == 20
Game.GetPlayer().MoveTo(Braidwood20)
Debug.MessageBox("You find yourself at Braidwood Inn")
EndIf
elseif ReadBook == 1
NoReturn.show()
endif
endif
endEVENT
COMPILER ERROR:
C:\Program Files (x86)\Notepad++>cd "C:\Program Files (x86)\Steam\steamapps\comm
on\skyrim\Data\Scripts\Source"
C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source>if defi
ned ProgramFiles(x86) ("C:\Program Files (x86)\Steam\SteamApps\Common\Skyrim\Pap
yrus Compiler\PapyrusCompiler.exe" "BookTeleTristram02.psc" -f="TESV_Papyrus_Fla
gs.flg" -i="C:\Program Files (x86)\Steam\SteamApps\Common\Skyrim\Data\Scripts\So
urce" -o="C:\Program Files (x86)\Steam\SteamApps\Common\Skyrim\Data\Scripts" )
else ("C:\Program Files (x86)\Steam\SteamApps\Common\Skyrim\Papyrus Compiler\Pap
yrusCompiler.exe" "BookTeleTristram02.psc" -f="TESV_Papyrus_Flags.flg" -i="C:\Pr
ogram Files (x86)\Steam\SteamApps\Common\Skyrim\Data\Scripts\Source" -o="C:\Prog
ram Files (x86)\Steam\SteamApps\Common\Skyrim\Data\Scripts" )
Starting 1 compile threads for 1 files...
Compiling "BookTeleTristram02"...
C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\BookTel
eTristram02.psc(43,0): no viable alternative at input 'Event'
No output generated for BookTeleTristram02.psc, compilation failed.
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on BookTeleTristram02.psc
C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source>pause
Press any key to continue . . .
Any suggestions? No viable alternative at input 'Event'. What does that mean
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Working on script #1 above, starting to make headway.
The object disappears, but I am not using the right reference. I need to use the objectreference's baseobject. Let me show you:
Scriptname OnHitLootDrop extends ObjectReference
{Player strikes object, object disappears, sound and visual fx play, loot drops}
ObjectReference Property SmashCont Auto ;Smashable Object
Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \
bool abBashAttack, bool abHitBlocked) ;Player hits object with virtually anything...
SmashCont.Disable() ;BOOM! Object Is Destroyed/Disabled
EndEvent
Havent added the fx yet, as I need to figure a way to attach the script to the baseobject first, so it affects all of the objectreferences. Right now, the script(attached to the base) only affects the objref i chose with the property. I think the answer is hidden in here:
http://www.creationkit.com/GetBaseObject_-_ObjectReference
However, I cannot seem to get it working. Any ideas?
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You would add 'worldspace' properties
And you could check if the player is in that worldspace:
http://www.creationk...ObjectReference
If Game.GetPlayer().GetWorldSpace() == SuperAwesomeWorldSpace
That worked! Great!!!
Is there a similar function for cells?
This doesn't seem to be it...http://www.creationkit.com/GetParentCell_-_ObjectReference
This may be it....http://www.creationkit.com/GetCurrentLocation_-_ObjectReference
But i'm having trouble integrating it correctly.
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So, the weather you placed on the climate does not stay?
Or are you talking about in-game, it reverts?
It doesnt stay in the CK, which reflects in-game. With the weather, i have 24 hours of night. Without, i have 23.75 hours of night lol
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Did you attach your 'weather' to your 'climate' object?
Indeed, but when i "OK" it, it reverts to the previously set weather system.
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That would be correct. And I have made worldspaces forever twilight.
well i still have 15 minutes of daylight... in theory my weather setting should get rid of it, as i did a preview while making it, but the weird thing is that my weather setting won't apply to my climate setting. I don't know why...
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What the script does:
player opens book
question; read or not to read
yes; player teleports to destination, prompts message box, player gets book, but if press "e", gets two copies,
no; player opens book, and reads it.
What i need it to do:
Not run in a worldspace and in specific cells
and
If in above worldspace or cells...teleport player to dest2(i can handle the teleport, just not the conditional statement)
SCRIPT:
Scriptname BookTeleTristram01 extends ObjectReference
{This script teleports the player to destination via book.}
;----------------------------------
;PROPERTIES
;----------------------------------
Message Property Question Auto
Message Property Yes Auto
Message Property No Auto
ObjectReference Property TeleDest Auto
Book Property TheBook Auto
;----------------------------------
;VARIABLES
;----------------------------------
Int ReadBook
;----------------------------------
;THE GOOD STUFF
;----------------------------------
Event onRead()
ReadBook = question.show()
if ReadBook == 0
Yes.show()
Game.GetPlayer().Additem(TheBook)
Game.GetPlayer().MoveTo(TeleDest)
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
No.show()
endif
endEVENT
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Yes, but its not the 'player' it affects, its the game time.
A triggerzone could do it. Or a script on a door. Depends on how 'you' want to do it.
I just made new climate and weather settings, so my world space is forever in night. Tons easier
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I'm going to use this thread for all future script inquiries and cries for help
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You can set the 'timescale' used in the game.
A setting of '1' is normal passage of time, where one minute in game is one minute in the real world.
The game usually goes at '30'. Perhaps '16'? I am not sure what Skyrim uses.
Is it possible to incorporate the set timescale into a script that affects the player when a player is in a worldspace and/or cell(s)
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DR helped me fix this one, it's true, the details are where you should go for this issue.
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I use a custom World Space in one of my mods and it was just pointed out to me that there were some terrain modifications in Tamriel associated with my plugin. IDK how it happened, i never did anything in Tamriel's worldspace, only mine. Any Ideas?
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*Clears the Spider Webs*
Sorry for performing thread necromancy but I had a quick question about gametime. Is it possible to pause gametime (or slow it down to near-stop) without freezing the gameplay? Or just for a certain worldspace or cell or something :/
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Scratch that, theres a bit of a bug. If you have multiple tomes for the same spelltype in your inventory when you activate a spell tome, it makes a separate spell, not overwriting the old one.... any thoughts on how to fix this?
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I got it now, I used an ObjectReference to point to a Book. and viola, now the spells overwrite eachother. GG
Scriptname MagSpellTomeLvlUp extends ObjectReference
{Replace old spell with new spell w/book}
Spell Property OldSpell Auto
Book Property SpellTome Auto
Event OnActivate(ObjectReference SpellTome)
if (Game.GetPlayer().RemoveSpell(OldSpell))
Debug.Notification("Your knowledge of this spell has grown!")
endIf
EndEvent
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I'm on the verge, I really am....
I created this script to emulate how the player learned spells in Diablo 1, in SKyrim.
Basically, You have a separate spell for each rank, and swap out the player's magic spell for a more powerful one. This is how far I got:
Scriptname MagSpellTomeLvlUp extends ObjectReference
{Replace old spell with new spell w/book}
Spell Property NewSpell Auto
Spell Property OldSpell Auto
Event OnRead()
if (Game.GetPlayer().RemoveSpell(OldSpell))
(Game.GetPlayer().AddSpell(NewSpell))
Debug.Notification("Your mastery of this spell has improved!")
endIf
EndEvent
This works for normal books, but not spell tomes. You don't technically read spell tomes, just activate them in your inventory. I've tried using "Event onActivate()" but the property wants me to point to an object reference, which is only things in the render window, these spell tomes will only spawn in leveled lists, so I cannot actually select them... Is there an event block I can use to select the item's base, and make it effect only that object?
I'm about to try importing the book script, and see if I can get it with that.
Anyone have any ideas on how to get this to affect Spell Tomes?
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I appreciate the help, My mind isn't prepared to think as a programmer as of yet, but i DID find the issue, line 12, i used "akActionRed" instead of "akActionRef". Thank you for the help! Sound tutorial you have here.
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Just finished up and tested it in game, the button won't activate. It just sits there....menacing... as i mash the "E" key.
Y U NO ACTIVATE BUTTON *me gusta face*
Here is a copy of my script, almost identical:
Scriptname Class01Script extends ObjectReference {Script for TESA Class 01} Message Property Question Auto {Ask the player a question} Message Property Yes Auto {Player answered Yes} Message Property No Auto {Player answered No} MiscObject Property Gold001 Auto int Button EVENT onActivate(objectReference akActionRef) If akActionRed == Game.GetPlayer() Button = question.show() if Button == 0 Yes.show() Game.GetPlayer() .Add Item (Gold001, 1000, true) elseif Button == 1 No.show() endif EndIf endEVENT
If it helps, when i tried to add the miscobject gold001, it failed to add it, but it was in my script afterwards regardless.
EDIT: Just compiled using CK, and it failed to compile Class01Script.psc
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Hello! I'm pretty rusty at joining new forums too, but here... ENJOY THE COOKIE
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COOKIE OVERLOAD!
I'm guessing its tradition to shower the noob with cookies? lol
Thank you guys!
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@TripleSixes - I am not sure how you would go about the first script, it would be a rather difficult task since scripts would not sun unless they are loaded with the cell.
For script 2, not sure I follow you. Is this like a Mark and Recall spell?
For script 3, I dont follow you. There are random number generators that work for any number. If your taking about a leveled character list, I don't think you can change those properties on the fly.
For script 4, there is not function to change the enchantment level of items. You might be able to recharge by force equipping an added soulgem. Any timer funtions would have to be added by the script before it does the recharging.
For 'dialog' 5, no clue. Perhaps like you can tell followers to unlock doors and stuff... I don't dabble in dialog.
For script 6, enchantment like on a weapon? I dont know if you can add enchantments via script to weapons.
Looks like i've got some myths to bust
If bethesda made it happen using an arcane enchanter, we can make it happen via script.... hopefully
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I'm TripleSixes! I love to use the CK and model using blender! The nexus wasn't offering the type of environment i've been looking for. I want to be surrounded by like-minded individuals and promote the bettering of Skyrim's modding community! Well enough talk, lets get modding!
- 4
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Greetings!
My mod is on the verge of releasing, and I had a few requests for some essential scripts.
I have no papyrus experience, and minimal java. So I can discern a little of what is going on.
Any help getting these working is greatly appreciated. I am happy to post the scripts once they are completed to promote the bettering of Skyrim's modding community.
The effects I want are as follows:
Script #1:
Description: Empties containers upon striking them.
Player strikes container with weapon.
Container disappears as it's contents are expelled from it (like how the player drops items from his inventory)
A Light is attached to each item upon leaving the container.
Container respawns 168 hours later.
or
Player strikes container with weapon.
Container disappears, as it's contents are added to the player's inventory.
Container respawns 168 hours later.
Also require a similar script but instead of striking the container, just activating it.
Script #2:
Description: Adds object in the place of a teleporting player.
Player casts spell.
Player is teleported to object. (i have all this so far)
Object is created at both the player's old and new location.
Activating one of those objects teleports the player to the same object at the player's old location.
Both objects are removed after arriving back at old location.
Script #3:
Description: Adds a randomized "count" to a LCharacter List.
By default, the "count" is one per marker. You cannot change this value in the CK. I've tried using TesSnip, and the only value I could see was "chance for none", regardless, it seems that you can only choose a single value, and I want many. Any ideas?
Script #4:
Description: Attach the enchanted weapon recharge effect to a dialogue option.
Player engages conversation with NPC
Player selects "Charge my Weapon"
Player's equipped weapon is recharged (unequipped, then reequipped, or however it will work)
Item's maximum enchantment value is decreased by 10%
Script cannot be run for 24 hours.
Script #5:
Description: Follower disables any traps by being told to via dialogue. Instead of just setting it off for you, actually removing the trap's function.
Player engages in conversation with Follower.
Player selects "Disable that Trap", and direct Follower to trap (like you would order a follower)
Follower approaches trap, and interacts with it, without setting off the trap.
Script #6:
Description: Bestow random enchantment with a random enchantment value, with a higher chance of getting a higher quality enchantment depending on how high the player's level is.
Complicated
Run script from dialogue choice, or spell.
Prompts you to select specific weapon/armor from menu (These weapons will have a special keyword).
Bestow random enchantment with random value, the enchantment and value are effected by keywords associated with the items.
I think that's all of them For now
Need help with script involving Random Int
in Study Hall
Posted
Alright, the good news is that I went with your recommendation, and didn't use the function and now it works like a charm. Now I just have to figure out how to check if the player is in certain cells... I'll take your recommendation from the other post, and try to get the entire script complete. You are a wonderful help willie! Thank you so much!