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bleakraven

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Everything posted by bleakraven

  1. bleakraven

    The Bleak Raven

    From the album: Bleaky's Characters

    Raven had finally started making a decent profit off her sneak skills...
  2. bleakraven

    Hoarder

    From the album: Bleaky's Characters

    Bleak Raven's prized collection of gems she has "acquired".
  3. From the album: Bleaky's Characters

    It was soon that Bleak Raven succumbed to her lust for knowledge...
  4. Hi TESA! Is there a way to make an actor walk up to a door, unlock it and then open it? So far what's been happening with me is that the unlock is scripted at the scene phase, then the actor walks up to it, the door opens (because he's too close), and then he activates it, making it close. I use a script to unlock the door and an activate package to make the actor use the door. Is there another way of getting this done? It's incredibly annoying... >.< Thanks!
  5. Well uhm... the actor in question... is the player... I think that would be a Game Over situation...
  6. Hi TESA! I'm trying to have a scene where one of the actors - the player - goes uncounscious for a while (about 10 seconds), but so far my results have not been good. I managed to make them go ragdoll with PushActorAway() but as soon as their body comes to a stop, they get up right away, which is not what I want here. Do you have any suggestions on how to make this happen? I don't want any visible effects from magic either.... Edit: Added info about the actor being the player.
  7. I considered that option, Willie, but won't that make my quest fire that script every couple seconds, leading to lag or performance issues?
  8. Hi TESA! Is there any event or function that allows a function to run when a global variable is changed? What I'm doing is that you get values added or deducted on a globalVariable and I would like a script function to fire when it reaches a certain number... Cheers! PS: Maybe I should have put this in script requests?
  9. Yes, I was just trying to make something new... A new activator which is an object instead of a trigger area... I want to make my CoastalDriftwood01 into an object which can be activated, even when the player is only looking at a tiny little branch...
  10. Odd, when I do try to make a new activator with a mesh, it just shows a big red excalmation mark of doom...
  11. Aaaw... So there's no way to dynamically add this option for all my CoastalDriftWood? I wanted it to turn the other variants (CoastalDriftWood01-03) into activateable objects too. Thanks btw!
  12. Hi TESA! While dabbling in perks, I saw that we can add a new activation option to anything via it being set as "Entry Point -> Activate -> Add Activate Choice". However, it seems that this is not working out for me. My Perk Owner conditions are Player == 1 and my target conditions are CoastalDriftWood01 == 1. The perk is added to the player via picking up an item. When pointing at the CoastalDriftWood01 item, I still don't get the choice to activate it... Did I forget to do something? The perk is set as Playable and Hidden.
  13. Hi TESA! I'd like to know if there is a way to have message boxes display a number from a variable dynamically. What I mean by this is that, for example, I have a message box that shows the player how many resources they need to build something there, but this number should vary as other areas require more resources. Is there a way to link a variable to this box, so that it shows... In area 1: "You need 5 wood logs to build this." In area 2: "You need 10 wood logs to build this." And the message box remains the same: "You need <variable_number_here> to build this." and it gets the number assigned via scripting? Cheers! EDIT: I remember seeing something about Text Replacement, but I'm not sure it works without a quest. I'm not sure how to make it work with a quest...
  14. Also: Is there a way to permanently attach this sort of activator to an object so that whenever I drag and drop it into the world it always has that activator? Or should I just copy paste the trigger every time?
  15. Hi TESA! I am currently working on a project with my classmate for our university specialization project. We've run into a simple problem: because he's the level designer and I'm the scripter / quest designer, he started working on the game world first and I started working on a separate mod file with a test environment. The time has finally come to merge our work: I want to put my scripts and trigger zones into his world, but of course, things such as globalVars are missing. Is there a way to make sure his mod can work with my variables and messages? Or do I need to copy them to his mod with his file as active and re-make everything with a new name? Cheers! Edit: Loading both mods does not work either, they can't access each other's variables.
  16. Hmm... Erm... I think I need a step-by-step guide here, I'm a bit confused :s
  17. Hi TESA! I'm currently experiencing a bug with my mod that I can't figure out what is causing it. I have a test room where I create my scripts and trigger areas first, before I move on to implementing it on the game world. In that area, the trigger boxes work perfectly. When I make a trigger box outside that environment, in the open game world, the trigger box no longer works properly, even if I copy one from my test area. What happens is this: In the test zone, when I enter this trigger area, it uses this line: Debug.notification("Current Area is " + aBleakShelterAreaNumber.GetValue()) And it returns the appropriate value which is defined like this: Function UpdateAreaNumber() if (IsInsideArea.GetValue() == 1) aBleakShelterAreaNumber.SetValue(ThisAreaNumber) Else aBleakShelterAreaNumber.SetValue(0) EndIf EndFunction (That function is called on enter and leave, where IsInsideArea gets set to 1 or 0, respectively) aBleakShelterAreaNumber is a globalVar so I can use it in another script. ThisAreaNumber is an int property defined in the trigger area's properties. And the message properly shows "Current Area is 2.0000" because the area I entered was ThisAreaNumber = 2. However, when I test outside my testzone, in the open world, I get: "Current Area is 0.0000" No matter what Int I define the area to be, no matter the rotation angle, no matter if I copy-paste the area from my test zone or make a new one. Can anyone help me fix this please? Thanks in advance, Bleaky
  18. Hi TESA! Is there a way to access a variable that has been defined in another script? I need to get an object from another script so I can enable it with this one. I need to get this variable I called Current Campfire in this script: string CurrentCampfire = "null" Event OnTriggerEnter(ObjectReference akActionRef) Actor actorRef = akActionRef as Actor if(actorRef == game.getPlayer()) ShelterLocationMessage.Show() IsInsideArea.SetValue(1) ;True CurrentCampfire = Campfire EndIf EndEvent And I want to use it in this one like this: ObjectReference InitialCampfire = aBleakShelterMessage.CurrentCampfire Function SecondMenu() int ibutton2 = FlintstoneMenu2.Show() if (ibutton2 == 0) InitialCampfire.Enable() EndIf EndFunction It is meant to get the campfire object that is a property in the first script so that it can make it visible....
  19. Hi TESA! I need to know how I can call a function when the player tries to use/equip a misc item on a specific trigger area. What kind of even do I use or what other line should I use? Cheers! Edit: It needs to recognize the player is inside a specific trigger area. Edit2: I figured it out! For those who need the same thing, here's the script. On the item you want to use: And for the area you put this bit of code: Just don't forget to attach the properties and script properly and to create a globalVar
  20. bleakraven

    Ryana

    I love the feathers! Are they part of the hair or an accessory?
  21. Hmm... what if you use the WaitGameTime utility thingie?
  22. That was very helpful! Thank you very much While I'm here: Is there a way to make multiple objects be picked up as one? What I mean is... if I have my log and there are 2 more variants of it, I don't want there to be 3 different logs on the player's inventory.. Can I make it so that if I pick up log2 or log3, that it appears as log1 in the inventory? Without scripting would be nice, otherwise I need to learn how to attach the script/activator to all instances of the logs in my cells...
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