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Mysterious Mr. Bear

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Posts posted by Mysterious Mr. Bear

  1. I can see no way in which it is changed and apart from the check to see what day it is, it is not in another condition (other things run fine inside this condition as well). I will try giving fundsnet a -20 value right before the check, and see if this fixes things. The variable Fundsnet is from within another script- could this be effecting things?

    Thanks Eaglemania, glad to know its not a flaw in the script language... Just got to figure out what is going wrong! I'll try copying and pasting that exact piece of script into mine and see if that works, just to test....

  2. Wait just realised, thats not actually where the problem is coming from... :S

    the problem starts with

    If FundsNET < 0

    It isn't recognising FundsNET as a negative number! it needs to do this before I can continue, as the script can only be allowed to run if it is a minus number. What do you think could be causing this? Just to recap:

    FundsNET is DEFINITELY-1000, the message box displays this clearly.

    There is a check to see if FundsNET is less than 0 to see if the script should run.

    This check is failing and reporting that it is more than or equal to zero.

    I'm going to try using float variables but since the message box worked I cant see it helping...

  3. Hi everyone, this has me stumped right now, wondered what you'd make of it all and wether you'd had the problem before. Here is a piece of my script. (some of this is a bit irrelivant but might help explain what it does, I put all the needed info in a paragraph at the bottom)

    			Charter. FundsNET = (Charter. MaterialsOUT * 150) + (charter. FoodOUT *20) + (Charter. FundsPRO) + (Charter. FundsBONUS) - (Charter. MaterialsIN *250) - (charter. FoodIN *30) - (Charter. FundsDEMAND)
    
    	If Charter. FundsNET < 0
    
    		DEBUG.NOTIFICATION ("Net loss of funds detected'")
    
    		If (charter. FundsNET) - (Charter. FundsNET * 2) > (Charter. Funds)
    
    					DEBUG.NOTIFICATION ("Net loss is below current funds'")
    
    			if (charter. MaterialsIN) + (Charter. FoodIN) > 0
    
    				debug. Notification ("Your Funds are depleted- all imports halted.")
    
    				charter. MaterialsIN = 0
    
    				Charter. FoodIN = 0
    
    			endif
    
    			Charter. FundsNET = (Charter. MaterialsOUT * 150) + (charter. FoodOUT *20) + (Charter. FundsPRO) + (Charter. FundsBONUS) - (Charter. MaterialsIN *250) - (charter. FoodIN *30) - (Charter. FundsDEMAND)
    
    			If (charter. FundsNET) - (Charter. FundsNET * 2) > (Charter. Funds)
    
    				debug.Notification ("Your Funds are depleted- Moral is dropping.")
    
    			endif
    
    		endif
    
    	endif
    
    	debug.notification ("Chceked Funding Net gains. Changes made as required.")
    This is an integeral part of script in my RTS style mod that runs before the daily transactions of materials, food and funds take place. It is designed to detect if the transactions that are about to happen would cost more than you have (FundsNET is how much your funds are depleted or increased each day, based on how many materials and food you are importing and exporting (MaterialsIN, MaterialsOUT etc) and how much money you are producing each day (FundsPRO and fundsBONUS). Whilst the calculation for working out the funds gain is (over) complicated, it deffinatly works as message boxes display the number to be -1000 in my testing enviroment (as MaterialsIN is set to 4, and everything else is set to 0).
    			Charter. FundsNET = (Charter. MaterialsOUT * 150) + (charter. FoodOUT *20) + (Charter. FundsPRO) + (Charter. FundsBONUS) - (Charter. MaterialsIN *250) - (charter. FoodIN *30) - (Charter. FundsDEMAND)
    
    	If Charter. FundsNET < 0
    
    		DEBUG.NOTIFICATION ("Net loss of funds detected'")
    
    

    This bit of script runs at the start of every day, but the message "net loss of funds detected" at the very begining of the script doesn't even display, which means this script is not detecting fundsNET to be below 0. How do I fix this, or work around this? It seems rediculous to not include a way to recognise minus numbers... am I using the wrong type of variable? they are all INT variables, do they need to be FLOATs or something?

    Any help would be greaaatly appreciated!!!

    Mysterious Mr. Bear :D :D

  4. just got hands on with it for the first time, happy to say I'm not only doing things that I was able to in oblivion (after a steep but short learning curve) but I am also doing new things- scripts on individual references, multiple scripts, and correct use of the automatic script features are giving me alot more room.

    I look forward to the day I am as confident with papyrus (current goals: 'da hell is a quest alias, how do I properly use auto-fill features, key words and all the time saving features as I am still doing tedious things by hand, and properly learn the new scripting vocabulary) as even when I am feeling my way with my feet its letting me do at least as much as Oblivions script language.

  5. Oh man I must have missed that!!! I was going through that class as well, I used it as a base and a guide. I was going to comment on how good it was but I'll save clogging the space- it was very good! Doesn't skip over anything or take knowlege for granted, which was really useful.

    Did I miss that menu script too, or have you not put that up anywhere? Because I scoured the papyrus 101 forum and the script tidbits forum, and I took a look through the study hall... I try to work things out/search before asking. And I ALWAYS then work it out straight after :P

  6. If anyone reading this with a bit of time on their hands would be kind enough to help me with enabling objects through script though... that would be so much help! :S I feel like I did when I first started with oblivion :S

    EDIT: happy to say I worked that out too. Found it hard to use the equivilant of ref variables- have to be declared in script as "objectreference property "x" auto" and then linked through managing properties in the CK.

  7. Hi everyone,

    I've been trying to create a layered menu, so you activate something, you are presented with a selection of choices, then when you choose one, it gives you more choices. I could do this in Oblivion with Gamemode, but that is gone and everything works differntly... Could anyone help? there was a tutorial somewhere on the internet but I cant find it ANYWHERE now.

    This is my script so far, the activator works, and when you choose something the second menu appears, but then no matter what you choose there nothing happens which makes me think that the onupdate part of the script is not working.

    Scriptname AAMBCtestSCRIPT extends ObjectReference  
    
    {Creates Bearpaw Camp, piece by piece.}
    
    
    Message Property Campingmessage  Auto  
    
    {Dialoge to build tents}
    
    
    Message Property Strucuremessage  Auto  
    
    {Dialouge to build wooden structures}
    
    
    Message Property Defencemessage  Auto  
    
    {Dialoge to add defences}
    
    
    Message Property Utilitymessage  Auto  
    
    {Dialouge to build utilities}
    
    
    Message Property ChoiceMessage  Auto  
    
    {Dialouge to choose upgrade type}
    
    
    AAMBcUPGRADEtentSCRIPT property campquestref auto
    
    
    int button
    
    int level
    
    objectreference lakeside1a
    
    objectreference lakeside1b
    
    objectreference lakeside1c
    
    objectreference lakeside1d
    
    objectreference lakeside1e
    
    objectreference lakeside1f
    
    
    EVENT OnActivate (ObjectReference akActionRef)
    
    registerForUpdate(5)
    
    if akActionRef == game.getplayer()
    
    	level = 0
    
    	button = ChoiceMessage.show ()
    
    	if button == 0
    
    		level = 1
    
    		button = campingmessage.show (afArg1 = campquestref.Lakesidecamp)	
    
    	elseif button == 1
    
    		level = 2
    
    		button = Strucuremessage.show ()
    
    	elseif button == 2
    
    		level = 3
    
    		button = Utilitymessage.show ()
    
    	elseif button == 3
    
    		level = 4
    
    		BUTTON = Defencemessage.show ()
    
    	endif
    
    endif
    
    endEVENT
    
    
    Event onupdate ()
    
    if level == 1
    
    	if button == 0
    
    		if campquestref.Lakesidecamp == 0
    
    			campquestref.Lakesidecamp = 1
    
    			lakeside1a. enable()
    
    			lakeside1b. enable()
    
    			lakeside1c. enable()
    
    			lakeside1d. enable()
    
    			lakeside1e. enable()
    
    			lakeside1f. enable()
    
    			level = 0
    
    		endif
    
    	endif
    
    endif
    
    endevent

    Any help with this or a link to some tutorial would be of great use, I know it can be done as mods like Frostfall use it extensively...

  8. I've been noticing as well a lot about "auto filling" things 0_o I was a bit sketchy about it, as it seems a bit "here let me do that for you". What does everyone make of this feature? I've been trying to work out how everything works and it seems that it auto selects things from leveled lists but also auto applies scripts in some cases....

    ...maybe I should just go read and re-read the tutorials though :P

  9. Despite not modding for long this is one of the few things I have used time and time again. The idea of putting points along the lines and deleting the triangles works perfectly. Some times because of the nature of it you do need to make a big messy shape to do it accurately but like Alex said its easy to fix :)

  10. Thanks for the pointers everyone ;)

    I actually really like the sound of one script working with different references. With my Epic Necromancy mod I needed to copy 200+ lines of script onto over 30+ differnt types of creature, which could be created a technically infinite amount of times... it was possibly the most hap-hazard and messy scripting the world has seen. If I can just adjust properties and point it to different creatures... well that is A LOT tidier, isn't it ;)

    I'll make sure to read up on properties and actually do the classes this time. (I'll admit, with oblivion I just read them over and used them as a reference... and then regretted it later when I felt like the modding equivalent of Homer Simpson sat at his work desk during melt down) I saw something about fragments, the very thought of them made my head hurt 0_o I mean jesus I was just trying to work out what all the mining scripts did between an "ore" object and a animation marker (so the player could use the invisible furniture I was placing on rocks/ledges) and I couldnt even work that out!!

  11. I was just wondering what everyone thought of Papyrus so far. I had basicly just gotten used to Oblivion scripting when Skyrim came out, so I am a bit worried about the transition.... wondering how did everyone else find it? It seems like it may be easier to use, but at the same time it looks like it might over simplify or over complicate things...what does everyone think? I can tell allready this forum is going to help SO much with its tutorials and example scripts... ;)

    Mysterious Mr. Bear :D :D

    (also sorry if this is the wrong forum, but its a very Papyrusy topic so I thought it would be a good place...)

  12. Best bet is to use a resource or remake them from scratch. Doesn't matter if the model is slightly edited or retextured, still not allowed, if it was pretty sure we'd see a lot of ES stuff in Fallout :lmao:

    Yeah just looked it up after posting on a few websites, they are really strict with it aren't they :S

    Yikes. Well I'll keep this as an open request for anyone who knows of zombie resources or has the kind heart to make ones! :D

  13. Helooo everyone!!

    With the release of the CK on the horizon I've been throthing at the mouth (just like everyone here, I imagine :P) and one of the things I'm looking forward to is re making my recent Oblivion mod Epic Necromancy. However for me, the coolest thing about the undead, is zombies. Yeees, I know we have draugr.... but they just aren't the same :( I want shufling, moaning, infecting hoards of zombies, and I can't find them anywhere!!

    They were one of the most enjoyable parts of Epic Necromancy for me and It would seriously suck if I couldn't include them in the skyrim sequal. So, I've had a few ideas for how to create them and all of them would probably require a little help!

    1) port the glorious shuffling things from oblivion!!

    I know theres a whole bunch of reasons that say this is NOT a good idea, most of them legal. But! Surely there are loopholes? Its non profit and in good will and so I'd be willing to jump every hoop presented, since I am not damaging bethesda in anyway. What if they are retexured? their models slightly changed? Would I need to change their anims too? Any knowlage in this area would be highly appreciated.

    2)Use a third party resource.

    Theres got to be SOMEONE thats made zombies for oblivion or skyrim. Anybody have any ideas? Zombified races? Undead creatures? Would I need to import anims?

    3)convert the drauger

    Slight remodling and retexturing, and then new animations, and suddenly I have zombies!! This would probably be the easiest, though I know animating is the damned hardest part of modding (or so I've heard). But seriously all I need is a shuffling animation and a few zombie hit animations and I'd be happy. Theres allready the canabilism animations in game that would look awsome (I'm thinking make a spell with a target of dead bodies (like the reanimate corpse spell) that is pointblank range and triggers a script, causing the canablism animations to play and the body to convert into another zombie) and I've heard something about infected civilians with projectile vomit... so coool!

    Those are the three ideas that I've come up with having played for a good few weeks. If anyone has found something or knows a differnt way of doing it that would also be good. ANYTHING that could get shuffling, mindless hoards into skyirm would be loved!!!!

    Thanks very much to anyone that could offer advice (or even better, their skills ;))

    Mysterious Mr Bear :D :D

  14. Offt thats a complicated script vyper :S

    Tried to look through it but I don't have much time atm... if you could set a "hasopened" variable to 1 when the activator is opened, and then find where the activator closes and move it into a new block that runs in the same way as the open block, but when "has opened == 1", that should work. Just finding out which piece is which, I guess :)

    A very basic question I have myself for anyone with a bit of experience- if I attach a script to a container to reduce a variable by 2 every hour, will that script run even when I am not in the same area? Or do I need to handle this with quests?

    Thanks,

    Mysterious Mr. Bear :D :D

  15. Well I've preorded xbox edition for the sole purpose of not being tempted :P Though If I get red rings shortly after, I will litterally explode with rage.

    After that though I'm thinking of taking apart the spell system and having a look, and doing some fun things with necromancy and druids... like a war sort of thing. Note: Druids havn't been confirmed!!! I'm planning on adding them :P

  16. Im working on a mod that is very script intesnive. Everything is going fine, and then suddenly I hit a point a few hours ago- now when the .esp is loaded, gamemode blocks behave very strangly. I believe its anything with a gamemode block AND an onactivate block that ends up broken.

    It is best seen in a scripts with messagebox menus. I have a creature that you can upgrade by activating him, then selecting upgrade from the menu. However, now he doesn't upgrade until I activate him a second time- the gamemode block doesn't run unless he's activated!

    This isn't just my sloppy scripting though- because I tested it on the messagebox you get upon leaving the sewers and thats broken too!!! whats going on????

    Does anyone know of a circumstance where the gamemode block will not run? Because this is really, really worrying.

    Any help MUCH appreciated.

    Mysterious Mr. Bear

    --------EDIT---------------

    :bagged:

    For gods sake, the amount of times I do this.

    Seconds. SECONDS. After making this thread, I solved the problem. I try and fix something to 3 hours, no exadurating, no luck. I make a thread BAM INSTANT GENIUS MOMENT and the problem is solved!!!!

    sorry guys, there must be about 5 threads here now where I've done this. :bagged:

    For anyone else who reads this over and has the same problem:

    The issue was with script spam. An activator had a gamemode block that ran every fraction of a second and every fraction of a second used moveto to move itself to the player. This somehow resulted in all gamemode scripts failing, Im guessing due to some kind of script limit.

    Hope at least I've helped someone else out,

    Mysterious Mr. Bear :D :D

  17. Welcome to the forums!!

    I can't help all the time and I certainly don't know everything but if you have a question I might be able to help! :D This forum taught me everything I know and put up with my endless questions, its only fair I offer the same :P :P Feel free to message me whilst your getting the hang of things, I know a fair bit about scripting, building locations and general "Oh my god what have I done someone help me" problem solving :P :P

    Take care,

    Mysterious Mr. Bear :D :D

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