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Hannibalektr

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Posts posted by Hannibalektr

  1. Hi all, I found this script in another mod and used psaopt to pull it out and PEXD to read it. When I try to recompile the script it won't work. Any help is appreciated. Here it is:

     

    .FLAGS
    hidden 0
    conditional 1
    .OBJECTS
    OBJECT CleanerAlchemyPerkBoxScript : ObjectReference {0}
    VARS
    perk ::AlchemyPerk_var = null {0}
    actor ::PlayerREF_var = null {0}
    ENDVARS
    PROPS
    PROP actor PlayerREF rw {0}
    AUTOVAR ::PlayerREF_var
    ENDPROP
    PROP perk AlchemyPerk rw {0}
    AUTOVAR ::AlchemyPerk_var
    ENDPROP
    ENDPROPS
    STATES
    STATE DEFAULT
    String FUNCTION GetState() {0}
    @doc Function that returns the current state
    FLAGS 0
    return ::State
    ENDFUNCTION
    None FUNCTION AddPerk(perk akPerk) {0}
    FLAGS 2
    ENDFUNCTION
    None FUNCTION OnTriggerLeave(ObjectReference akActionRef) {0}
    FLAGS 0
    VARS
    actor ::temp3
    None ::NoneVar
    ENDVARS
    callstatic game, GetPlayer, ::temp3
    callmethod RemovePerk, ::temp3, ::NoneVar, ::AlchemyPerk_var
    callstatic debug, notification, ::NoneVar, "Your alchemy skill has returned to normal"
    ENDFUNCTION
    None FUNCTION GotoState(String newState) {0}
    @doc Function that switches this object to the specified state
    FLAGS 0
    VARS
    None ::NoneVar
    ENDVARS
    callmethod onEndState, self, ::NoneVar
    assign ::State, newState
    callmethod onBeginState, self, ::NoneVar
    ENDFUNCTION
    None FUNCTION OnTriggerEnter(ObjectReference akActionRef) {0}
    FLAGS 0
    VARS
    ObjectReference ::temp0
    Bool ::temp1
    actor ::temp2
    None ::NoneVar
    ENDVARS
    cast ::temp0, ::PlayerREF_var
    cmp_eq ::temp1, akActionRef, ::temp0
    jmpf ::temp1, 5
    callstatic game, GetPlayer, ::temp2
    callmethod AddPerk, ::temp2, ::NoneVar, ::AlchemyPerk_var
    callstatic debug, notification, ::NoneVar, "Alchemical Brilliance added"
    jmp 1
    ENDFUNCTION
    None FUNCTION RemovePerk(perk akPerk) {0}
    FLAGS 2
    ENDFUNCTION
    ENDSTATE
    ENDSTATES
    ENDOBJECT
    
  2. What is this script placed on?

    What portcullis are you talking about?

    Please give the object name from the CK for both questions above. :)

    I thought this request was deleted. Ok, so the code you see was used for the blackreach dwemer lock (which is an activator). Problem is that the animation for this only plays once. I want the animation to play every time you activate it.

    The dwemer lock is going to be attached to a portcullis so this will take the place of a pullchain to activate a door or portcullis.

  3. @WillieSea

    First off, thank you for responding.

    You give the quest giver the four items, then he spawns the guards. But funny you should mention the altar because I have four alters that he sandbox's too. I have no idea how to script this. If you can, please do. Give me your steam id or whatever you like and I'll give you credit on the mod site both nexus and steam. Also I would make the character in game who offers to make guards named after you, or any name you would like.

    I'm not sure how to move forward, but I'd be fine with making an altar do the work. I dont care how really, I just want the quest collection items to be able to be turned into someone or something so we can spawn the guards.

    Thanks for your help.

    PS

    I already added a link to this site and credit on my mod site.

  4. I have two requests for help on scripting. I am trying to learn, but for me this is very confusing.

    I have two quests that need scripts that I believe are pretty simple if someone knew what they were doing.

    Any help would be very appreciated.

    I only need these two scripts:

    1.) A Script for a quest collecting four pieces of armor, that once the quest giver has these four quest items, he spawns a guard.

    2.) Need a simple quest script that would enable an xmarker at a certain quest stage.

    Please help! I am lost and can't continue on with any mods until I have these scripts.

    _________________

    Quest Details

    -----------------------------

    First quest is collecting four pieces of armor to create each draugr guard. I want to be able to spawn twenty seven draugr guards and the quest would no longer repeat unless one of the guards dies off. I have already made these guards. Just wanted there to be a collection quest to spawn them. Even thought of maybe adding bone powder as a requirement or human heart..

    So I have an NPC named Irarak who will offer to take draugr armor (quest items you go and find in a dungeon nearby) and create guards from those four items. The created draughrs will spawn and go to their patrols inside the castle. I would need to also create a script that spawns these draugr guards that I have already made in the editor. I assume I might be able to just make it a quest stage and enter some text that you set the properties spawn guard1 on xmarker.

    Next quest is an upgrade to the room. No where could I find a simple script that enables or disables an object through a quest stage. Ive tried everything I could, but nothing compiles. Very simple indeed, but I suck. Please help.

    I do have a script for spawning the guard, but dont know how to tie it to a quest stage.

    Scriptname spawndraugrguards Extends ObjectReference

    import game

    import debug

    ActorBase property myNPC auto

    ObjectReference property SpawnPlace auto

    Event onactivate(ObjectReference akActionRef)

    SpawnPlace.PlaceActorAtMe(myNPC, x)

    EndEvent

    Where x is the difficulty of the encounter (0-4).

  5. Hi there, I am so glad this site is here, because there is virtually no where else to go for help from a real person and I am at my wits end trying to figure this out. I'm trying to make the dwemer animated lock from blackreach animate each time the user opens or closes a portcullis *(using this dwemer lock as the portcullis activator parent). The actual parent activate works fine, but no animation :(

    You'll see my failed attempt below. I've changed some true's to false and falses to trues... Any help is seriously appreciated. I have made my own duplicate of the lock and want to of course add a custom script to that dupe.

    I dont really care if there is a key to open this, in fact I'd just be happy if the animation worked.

    ------------------------------------------------------------------

    Scriptname CleanerVaultLock extends ObjectReference

    {Checks for MasterVault Key in inventory, animates, and

    activates the Blackreach door.}

    import game

    import debug

    import utility

    bool property isAnimating = false auto Hidden

    {is the activator currently animating from one state to

    another?}

    Auto STATE Waiting

    EVENT onactivate (objectReference triggerRef)

    self.BlockActivation(true)

    playAnimationandWait("Pull","Reset")

    self.BlockActivation(false)

    endEVENT

    endState

    STATE busy

    ; This is the state when I'm busy animating

    EVENT onactivate (objectReference triggerRef)

    ; block activation

    trace (self + " Busy")

    endEVENT

    endSTATE

    function SetOpen(bool abOpen = true)

    ; if busy, wait to finish

    while getState() == "busy"

    wait(1)

    endWhile

    isAnimating = true

    MasterVaultPortcullis=GetLinkedRef()

    gotoState ("busy")

    playAnimation(openAnim) ; Animate Open

    Wait(2)

    MasterVaultPortcullis.Activate(MasterVaultPortcullis)

    gotoState("done")

    isAnimating = false

    AlftandCleanerVaultLockScript abls = (self as

    AlftandCleanerVaultLock)

    if (abls != None)

    abls.isOpen = true

    endif

    endFunction

    endSTATE

  6. Anyone ever think of making a custom script for the BlackReachLock? It would be a nice thing to have on a secure player home. So the animation plays both ways and not just once. Having a script that tells an animation on an object to trigger more than once would be nice.

  7. Anyone remember the mod resource "Victorian red couch" that was in Oblivion? I'd love to see that back in action for Skyrim. What a great cookie that would be. Also cool were the coffins. THe new Skyrim coffins really don't have much style. There were some really cool resource models back then.

    Here is a pic of the chair that matched. http://forums.nexusmods.com/index.php?/topic/240987-red-sofa/

    Anyway, just a suggetion if anyone is looking for one.

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