New 1.8 papyrus commands

Post » Tue Nov 20, 2012 9:47 am

Is there some sort of list where we can see the new ones? It looks like there were some added, just like in 1.6: I see "AddPerkPoints()" and I don't think that was there before...
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Jonny
 
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Post » Tue Nov 20, 2012 5:42 am

There must be something new in Actor.psc and Game.psc since both scripts were updated with 1.8, which means the SKSE guys are going to need to account for that.
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Jade Barnes-Mackey
 
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Post » Tue Nov 20, 2012 5:35 am

You know, I had seen "AddPerkPoints" in the text dump that circulated around after the DLC02 files were found in the beta update. Lemme go look at that.

Funny that no modders saw that and freaked out, huh?
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Amy Masters
 
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Post » Tue Nov 20, 2012 4:50 pm

I could not get AddPerkPoints() to compile or be recognized in v1.8
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Sara Johanna Scenariste
 
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Post » Tue Nov 20, 2012 7:14 am

Maybe it's being used wrong?

CK wiki has it listed as a command now, too, but unlike the 1.6 commands, it doesn't denote that it was added by a patch.
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lacy lake
 
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Post » Tue Nov 20, 2012 7:07 am

JLundin added some functions to the Wiki today.

  • Actor.psc
    • http://www.creationkit.com/SetDontMove_-_Actor
  • Game.psc
      http://www.creationkit.com/SetAllowFlyingMountLandingRequests_-_Game
    • http://www.creationkit.com/IsFastTravelControlsEnabled_-_Game
    • http://www.creationkit.com/AddPerkPoints_-_Game
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Alisia Lisha
 
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Post » Tue Nov 20, 2012 4:08 am

IsFastTravelControlsEnabled?

I smelled that typo a mile away. Shame on you, Bethesda. So unlettered...

Perk points is the coolest of the new added ones.

The rest are kinda "blah." Flying mount one won't be of any use until we get the source scripts for Dragonborn and we can see how flying mounts are handled.
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Albert Wesker
 
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Post » Tue Nov 20, 2012 4:54 pm

IsFastTravelControlsEnabled?

I smelled that typo a mile away. Shame on you, Bethesda. So unlettered...
I think it's just to be more consistent with the other boolean values.

---

What JustinOther posted are the only new added functions, and HF sources.
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Ann Church
 
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Post » Tue Nov 20, 2012 3:00 pm

All of the 'IsWhatever' functions are boolean as the function nomenclature goes, so 'AreFastTravelControlsEnabled' would be kinda funky. The name lines up with the other, preexisting functions like http://www.creationkit.com/IsMenuControlsEnabled_-_Game. As awkward as that is, I don't think it's a typo :shrug:
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Ella Loapaga
 
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Post » Tue Nov 20, 2012 1:05 pm

That's standard practice for boolean functions in just about any programming language. Nothing unusual about it.
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Rachael
 
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Post » Tue Nov 20, 2012 5:34 am

It still bugs me. :tongue:

And it will mess with me if I try to use it, just like how iCrimeGoldTresspass was incorrectly spelled in Oblivion and would accept the string anyway, causing countless scripts to fail due to a typo.

'Cause, you see, SendTrespassAlarm calls guards, but also adds an automatic five-gold bounty; so if you want, say, a murder bounty, you wind up with an 1005-gold price on the player's head, which looks weird.

You can do
set float to (GetGameSetting iCrimeGoldMurder - GetGameSetting iCrimeGoldTresspass)Player.ModCrimeGold floatSendTrespassAlarm Player

to get a normal bounty number, but while the correct string is "iCrimeGoldTresspass", it'll accept the correct "trespass" as well, but it obviously can't find the value in-game.

Not to mention the "assualt" SM node.

But enough about typos.


Yay adding perk points.
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Jessie Butterfield
 
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Post » Tue Nov 20, 2012 4:17 pm

game.addperkpoints(1) compiles, but does nothing in-game. :shrug:
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Elle H
 
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Post » Tue Nov 20, 2012 5:14 pm

Did they fix the bug that prevented ADDPERK for NPC actors? (god I hope so)


JLundin added some functions to the Wiki today.
  • Actor.psc
    • http://www.creationkit.com/SetDontMove_-_Actor
  • Game.psc
      SetAllowFlyingMountLandingRequests
    • http://www.creationkit.com/IsFastTravelControlsEnabled_-_Game
    • http://www.creationkit.com/AddPerkPoints_-_Game
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Daddy Cool!
 
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Post » Tue Nov 20, 2012 9:30 am

Did they fix the bug that prevented ADDPERK for NPC actors? (god I hope so)

No, AddPerkPoints() is in the Game script, so it probably affects only the player.. and it's about adding POINTS (which the player can then allocate to perks as he chooses), it's not about adding perks themselves.
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Kayla Keizer
 
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Post » Tue Nov 20, 2012 4:36 pm

um...yeah... right... I was not saying it was. :eek:

I was wondering if the bug had been fixed with this revision.

I mentioned it because Beth seems to have "touched" the perks. :shrug:

Edit: funny thing is Beth used Addperk in a script that is run by any actor with a silver weapon. As it is now with AddPerk broken no actor but the player can use the silver weapons to do extra damage to the undead. Seem like a big oversight or they ran into some kind of brick wall concerning the function.

No, AddPerkPoints() is in the Game script, so it probably affects only the player.. and it's about adding POINTS (which the player can then allocate to perks as he chooses), it's not about adding perks themselves.
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Irmacuba
 
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Post » Tue Nov 20, 2012 6:19 am

ah like that :P wouldn't count on it, don't think bethesda ever fixes something unless they really need it themselves.. but can always try :P
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Queen
 
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Post » Tue Nov 20, 2012 4:44 pm

I would like to know if there is a new command to set tipe so that if triggered I can fastfoward time to whatever I want or by the number of days I want ...
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Eve Booker
 
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Post » Tue Nov 20, 2012 2:38 am

AddItem should take form lists again :)
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Liv Staff
 
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Post » Tue Nov 20, 2012 11:28 am

Too bad there isn't a corresponding RemovePerkPoints, since AddPerkPoints doesn't accept negative values. I've been toying around in my head since release of a perk overhaul that automatically gives the base/spine of most of the constellations (i.e. the X% better) automatically at the appropriate level, while correspondingly altering the number of overall possible perk points to retain balance. Something being X% better/easier always seemed like something that should have been governed by skill level only, while perks would be unique things like have bleeding damage on axes or boosts to a specific aspect like the Destruction perks that boost fire damage relative to other elemental types.
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Amy Melissa
 
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Post » Tue Nov 20, 2012 3:09 am

I would like to know if there is a new command to set tipe so that if triggered I can fastfoward time to whatever I want or by the number of days I want ...
You can change the time to anything you want right now. They are global variables you can adjust in scripts.

GlobalVariable Property GameHour Auto
GlobalVariable Property GameDay Auto
GlobalVariable Property GameMonth Auto
GlobalVariable Property GameDaysPassed Auto

Too bad there isn't a corresponding RemovePerkPoints, since AddPerkPoints doesn't accept negative values.
Seems a mute point if AddPerkPoints does not work.
If somebody actually gets it to work ingame, I would like to know how you did it.

I placed this on an activator and all it does is play the noise.

Scriptname LevelersButton171PerkScript extends ObjectReferenceSound Property QSTAstrolabeButtonPressX  AutoEvent OnActivate(ObjectReference akActionRef)If akActionRef == Game.GetPlayer()  QSTAstrolabeButtonPressX.Play(Self)  game.AddPerkPoints(1)EndIfendEvent
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stephanie eastwood
 
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Post » Tue Nov 20, 2012 4:01 am

I got it to work..

event OnInit()    Game.AddPerkPoints(10)endEvent

Perhaps it's got to be in a player alias. IDK. I don't know papyrus :)
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michael danso
 
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Post » Tue Nov 20, 2012 6:51 am

SetDontMove (assuming it works as described) is going to solve a problem that's been plaguing Ice Wall for months. Hoorah!
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Alisia Lisha
 
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Post » Tue Nov 20, 2012 3:39 am

Scriptname LevelersButton171PerkScript extends ObjectReferenceSound Property QSTAstrolabeButtonPressX  AutoEvent OnActivate(ObjectReference akActionRef)If akActionRef == Game.GetPlayer()  QSTAstrolabeButtonPressX.Play(Self)  game.AddPerkPoints(1)EndIfendEvent

would it work if you did:
game.getplayer().game.addperkpoints(1)

I don't know, maybe it has to be directed at something?
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Queen of Spades
 
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Post » Tue Nov 20, 2012 10:15 am

AddItem should take form lists again :)

I wondered why my mod wasn't behaving like it used to. I made it pre 1.7 (maybe even pre 1.6?) and playerRef.AddItem(FormList) worked back then. Then when I tested it recently (1.7 I think) it didn't work and I was scratching my head for ages. I ended up going the array route, looks like I can go back to the old way now.

Thanks for the heads up

- Hypno
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Charlie Ramsden
 
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Post » Tue Nov 20, 2012 3:03 am

Yea I can AddItem formlists, have done since I first tried a few weeks ago :)
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Rude_Bitch_420
 
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