Quick Questions, Quick Answers, The 3'rd

Post » Thu Jun 21, 2012 12:05 am

You may need to make a custom skeleton race and set the "Armor race" to a race that can wear the helmet, then add the "DefaultAddToLinkonLoadScript" to the helmet in the editor (put it on the ground or something next to the skellie, and set the Helmet's "Linked Ref" to the Skellie - In the properties of the script, set both properties (ForceEquip and ShouldEquip) to "True"

Whoa. I just have a spell that spawns two skeletons for a brief time. Can I do this stuff through a script? Changing the "Armor Race" also changes the appearance, so that doesn't actually help me out, because while my skeletons can now wear the helmet, they are no longer skeletons.
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Sara Johanna Scenariste
 
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Post » Wed Jun 20, 2012 8:14 pm

I just put this script on a magic effect for a lesser power and cast it on myself a couple of times:

Scriptname Example extends ActiveMagicEffectEvent OnEffectStart(Actor akTarget, Actor akCaster)	Game.AdvanceSkill("Destruction", 100.0)EndEvent

Maybe yours isn't working because your effect ends before the actor sends the OnDying event. Why don't you put a debug.notification in there to make sure it's actually firing?

I assumed it wouldn't work if I did that so I didn't try it. I had tried making a separate script for it and no go there either.

This works though. Thanks.
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Christine
 
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Post » Wed Jun 20, 2012 10:29 pm

Whoa. I just have a spell that spawns two skeletons for a brief time. Can I do this stuff through a script? Changing the "Armor Race" also changes the appearance, so that doesn't actually help me out, because while my skeletons can now wear the helmet, they are no longer skeletons.

While you can do it by script (Just call "Skeleton.EquipItem(Helmet,True)" with "Helmet" being an armor property defined to the helmet type you want. EquipItem gives an instance of the item to the actor if it doesn't have one) I'm not sure if that will make it show up in-game unless you edit the armor addon for the helmet to add SkeletonRace to the list of NPCs that can wear it.
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El Khatiri
 
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Post » Wed Jun 20, 2012 1:16 pm

I've been trying to get some actors to freeze in a certain pose when the cell loads. Paticularly they are the bosses who will awaken at a certain time in the quest. I need them to be standing and in a pose that would indicate suspended animation type of thing or asleep. I have the idle that would be perfect but I can't reliably get them to freeze at the right time. I have them setting postion so they don't wander off before the AI is disabled. Here is the code I used so far. Any tips?

EffectShader Property SleepShieldFX  AutoIdle Property SleepIdle  AutoEvent OnCellLoad()WHILE (!is3Dloaded()) ;just incase  Utility.wait(0.1)ENDWHILESleepShieldFX.play(Self)self.enableAI(true)setPosition(GetLinkedRef().getPositionX(), GetLinkedRef().getPositionY(), GetLinkedRef().getPositionZ())	   ;moveTo(GetLinkedRef())PlayIdle(SleepIdle)Utility.wait(0.5)	   self.enableAI(false)EndEvent
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Tom Flanagan
 
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Post » Wed Jun 20, 2012 11:06 am

I have a theme for a dungeon where I want to place a lot of grabbable arrows in the walls (as if someone shot a bunch of arrows into the walls) but I don't want them to settle if the player interacts with them, only for them to stick into the wall and be able to be picked up by the player out of the wall. "Don't Havok Settle," is only for when the cell initially loads, but if the player collides with the arrows then it havok settles. I don't want that. Anyone know if/how this can be done?
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Conor Byrne
 
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Post » Thu Jun 21, 2012 2:03 am

I have a theme for a dungeon where I want to place a lot of grabbable arrows in the walls (as if someone shot a bunch of arrows into the walls) but I don't want them to settle if the player interacts with them, only for them to stick into the wall and be able to be picked up by the player out of the wall. "Don't Havok Settle," is only for when the cell initially loads, but if the player collides with the arrows then it havok settles. I don't want that. Anyone know if/how this can be done?

You can use the script command http://www.creationkit.com/SetMotionType_-_ObjectReference. So for example, after placing the arrows in your cell, connect them all to each other using linked refs (eg first arrow's linked ref is the second arrow, second arrow's linked ref is the third arrow, third arrow's linked ref is the fourth, etc). Then attach this script to the first arrow:

Scriptname Example extends ObjectReferenceEvent OnLoad()	ObjectReference CurrArrow = Self	while (CurrArrow)		CurrArrow.SetMotionType(Motion_KeyFramed, False)		CurrArrow = CurrArrow.GetLinkedRef()	endwhileEndEvent
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Sebrina Johnstone
 
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Post » Wed Jun 20, 2012 9:43 pm

You can use the script command SetMotionType. So for example, after placing the arrows in your cell, connect them all to each other using linked refs (eg first arrow's linked ref is the second arrow, second arrow's linked ref is the third arrow, third arrow's linked ref is the fourth, etc). Then attach this script to the first arrow:

Scriptname Example extends ObjectReferenceEvent OnLoad()	ObjectReference CurrArrow = Self	while (CurrArrow)		CurrArrow.SetMotionType(Motion_KeyFramed, False)		CurrArrow = CurrArrow.GetLinkedRef()	endwhileEndEvent

Awesome, that was perfect!

Another question, is there a script to replace an object with another object on the fly?

[edit] - Found a solution. I placed what I wanted swapped in ontop of what is there to begin with and I have it initially disabled then I simply change the states of the two things, disabling what was there originally and enabling the hidden replacement.
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Taylrea Teodor
 
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Post » Wed Jun 20, 2012 12:20 pm

I've been trying to get some actors to freeze in a certain pose when the cell loads. Paticularly they are the bosses who will awaken at a certain time in the quest. I need them to be standing and in a pose that would indicate suspended animation type of thing or asleep. I have the idle that would be perfect but I can't reliably get them to freeze at the right time. I have them setting postion so they don't wander off before the AI is disabled. Here is the code I used so far. Any tips?

EffectShader Property SleepShieldFX  AutoIdle Property SleepIdle  AutoEvent OnCellLoad()WHILE (!is3Dloaded()) ;just incase  Utility.wait(0.1)ENDWHILESleepShieldFX.play(Self)self.enableAI(true)setPosition(GetLinkedRef().getPositionX(), GetLinkedRef().getPositionY(), GetLinkedRef().getPositionZ())	   ;moveTo(GetLinkedRef())PlayIdle(SleepIdle)Utility.wait(0.5)	   self.enableAI(false)EndEvent

I'm guessing after finding some other threads about mannequins that this is maybe all that can be done to freeze an actor?
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HARDHEAD
 
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Post » Wed Jun 20, 2012 10:01 pm

Possibly just a bug in the game/CK, but I don't suppose anyone knows why +spellpower or +restoration spellpower effects do not affect the HP of the wards produced by ward spells, even if the magnitude box is checked on the relevant magic effect? +spellpower *can* be made to affect the armor provided, and the description will claim that the strength of the ward is being affected, but if you put the ward up then go into the console, the AV WardPower always stays at the base value.
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Tarka
 
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Post » Thu Jun 21, 2012 2:32 am

Does anyone know of a good modder's resource that just has a lot of retextured dungeon pieces? I'm wondering if anyone has done like, marble or metal floors, things like that.
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Tinkerbells
 
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Post » Wed Jun 20, 2012 6:48 pm

I know how to rotate objects in the ck render pane , but in exteriors, how do you get on the north east side of an object to look for seams without rotating the object ? the c key cycling the view helps some, but if you ate trying to look at the north or north-east side of a static building it is really difficult . anyone have any tips?
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adam holden
 
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Post » Thu Jun 21, 2012 1:25 am

Quick question guys.

Have they sorted that damn walking Mannequin bug yet?

I made myself a house but i aint moving in there till i know my Mannequin wont nick off with my Armour.
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Miguel
 
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Post » Wed Jun 20, 2012 10:27 pm

Greetings all! First off, sorry if this if a stupid question and have been asked before, but i have spendt the last 2 days trying to learn the Creation Kit. Im building a house atm with some farm land around it. I have been seaching for a few hours now i cant find anywhere on how to import a home-made house? I have seen the http://youtu.be/kTSQaUx5eKY?hd=1 is it just the same as that, where i just import the house "teleport" point and then build the house in the world where i want it?

Also, if i want to make the outlaying area farms with a fence and chickens and like 4 pillers holding a roof with some tables and forge inside is that done just by going to Tamrial in the kit where my house is and then putting it in there along with my house?

Thank you for taking the time to read my noob questing. but this is the very fitst time ever i have tryed modding =)
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Yonah
 
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Post » Wed Jun 20, 2012 6:20 pm

I know how to rotate objects in the ck render pane , but in exteriors, how do you get on the north east side of an object to look for seams without rotating the object ? the c key cycling the view helps some, but if you ate trying to look at the north or north-east side of a static building it is really difficult . anyone have any tips?

Well, you don't rotate the objects, you rotate around the objects. When I start working on a structure, I drop xmarkers around in convenient locations and use them to rotate around. You reach out and click on them and then use the shift key to rotate.
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KiiSsez jdgaf Benzler
 
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Post » Wed Jun 20, 2012 1:55 pm

Quick question guys.

Have they sorted that damn walking Mannequin bug yet?

No, they still move around. There are better scripts out there, like SLuckyD's Vanilla Mannequin Fix and some others. They don't completely fix the issues but they are better. I have fewer issues with the mod set up as an ESM as opposed to the ESP, but some of the mannequins still move.
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Sam Parker
 
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Post » Wed Jun 20, 2012 3:03 pm

Thanks, ch0kh0ld! The Beth tutorial was a bit more explicit about this than the TES Alliance tutorial (which is great on other details, btw).
Your idea! The shift and mouse combo was the key. I also found selecting the item (or marker, like you say) you want to swing the camera around, shift+F to center on it, and then shift+mouse movement does the trick!!
: )
Now to fix those gaps and seams!
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C.L.U.T.C.H
 
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Post » Wed Jun 20, 2012 8:56 pm

Now to fix those gaps and seams!

Ah yes, gaps and seams. The bane of every house builder. ;)
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Laura Simmonds
 
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Post » Wed Jun 20, 2012 5:41 pm

Guys, Mannequins, bug, fixed?
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Greg Swan
 
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Post » Wed Jun 20, 2012 12:21 pm

Guys, Mannequins, bug, fixed?
No. Mannequins, not, fixed. See above if you are interested in workarounds. There are some alternatives.
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xx_Jess_xx
 
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Post » Wed Jun 20, 2012 1:32 pm

Tried em, but didnt seem to work.

I fiddled around with them, Havok settling them and such, and got mixed results. At one point, one of the live mannequins were walking around in front of me...

In another instance, the offending mannequin(Always the same one) was standing were he should, in his normal pose. Was happy, and turned to exit my house, only for one of the others to have friggin moved, and was right in front of me. Frightened the crap out of me.
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Shianne Donato
 
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Post » Thu Jun 21, 2012 1:07 am

Hey guys, just have a quick question about CK basics.

How the hell can I chose the apropriate grid on every building kits, such as the Imperial one ? I read and read tutorials again, but once I leave the Nord kit, I'm lost.

Thx in advance =)
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Vickey Martinez
 
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Post » Wed Jun 20, 2012 8:48 pm

Tried em, but didnt seem to work.


SLuckyD's Vanilla Fix script seems to have made a big difference for me. http://skyrim.nexusmods.com/downloads/file.php?id=10652
They still give a little flash dance on entry and a few of them will step out of line once in a while, but overall much better. And that is in the esp version, which had the most trouble. Esm version seems to be cured, but I need to spend more time in it.
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Karen anwyn Green
 
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Post » Wed Jun 20, 2012 5:02 pm

SLuckyD's Vanilla Fix script seems to have made a big difference for me. http://skyrim.nexusmods.com/downloads/file.php?id=10652
They still give a little flash dance on entry and a few of them will step out of line once in a while, but overall much better. And that is in the esp version, which had the most trouble. Esm version seems to be cured, but I need to spend more time in it.

Gotcha, cheers.

Will give it a whirl, even though i haven't done anything with scripts yet. My house still needs fine tuning, so i think i'll leave the Mannequins till last.

For some reason this house just doesn't feel like a home.

Btw, is there a way to actually make this house my home, so that NPC's can't just wander in and take stuff, or will they not anyway?
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Emily abigail Villarreal
 
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Post » Thu Jun 21, 2012 2:03 am

So one thing I don't get is: How can I add a random amount of gold (from - to) to chests and containers? I added Gold001 to the lootlist because I couldn't find something like litemGold, but it always just shows up as amount: 1. I think I might have the wrong entity there. Any idea how I could have something like 25 to 50 gold be in a chest?
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Antony Holdsworth
 
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Post » Wed Jun 20, 2012 7:50 pm

Random amount of gold (from - to) to chests and containers?
You could use http://www.creationkit.com/RandomInt_-_Utility and http://www.creationkit.com/AddForm_-_LeveledItem to roll the dice.
SomeLeveledItem.Revert()SomeLeveledItem.AddForm(Gold001, 1, Utility.RandomInt(iMin, iMax))
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DarkGypsy
 
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