Quick Questions, Quick Answers, The 3'rd

Post » Thu Jun 21, 2012 2:56 am

How do I command actors to attack specific targets through a script, making them ignore other nearby hostile targets?

Also, how do people make these menus that have buttons that you can push? Where should I begin reading to learn to do that?
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Dezzeh
 
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Post » Thu Jun 21, 2012 2:42 am

And another question: how do I "un-touch" an accidentally changed field? Example: I accidentally changed the position of a conjuration perk in the perk tree in a file that was supposed to be leaving conjuration alone. Now that "updated" conjuration tree is overwriting actual changes to the tree in other mods when loaded after them. I know I can change the LO to "fix" it, but I want to just revert the tree to default and have the ESP ignore it.
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Crystal Birch
 
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Post » Wed Jun 20, 2012 4:50 pm

And another question: how do I "un-touch" an accidentally changed field? Example: I accidentally changed the position of a conjuration perk in the perk tree in a file that was supposed to be leaving conjuration alone. Now that "updated" conjuration tree is overwriting actual changes to the tree in other mods when loaded after them. I know I can change the LO to "fix" it, but I want to just revert the tree to default and have the ESP ignore it.

Open it with TESSnip and delete the record. Not sure how to do it in the Creation Kit, but this way is pretty easy.
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DarkGypsy
 
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Post » Wed Jun 20, 2012 5:40 pm

Also, how do people make these menus that have buttons that you can push? Where should I begin reading to learn to do that?

Menus with buttons you can push are made as message objects, you can call them in your script with:
http://www.creationkit.com/Show_-_Message

The returned value is the button the user pressed.
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Queen of Spades
 
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Post » Wed Jun 20, 2012 11:28 am

Open it with TESSnip and delete the record. Not sure how to do it in the Creation Kit, but this way is pretty easy.

Actually, figured out how to do it with the CK. Figured I'd report back here in case anyone else didn't know this one: when you go to open an ESP, click on Details, then scroll down to the record that you accidentally changed, highlight it, and hit delete. That will set it to "Ignore" upon opening the file. Hit OK, load up the ESP as normal, then click Save, and it'll save it without the accidentally-altered record being touched.
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Cesar Gomez
 
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Post » Wed Jun 20, 2012 10:47 pm

I have placed a few NPCs in different spots in an exterior cell, but every time I go in game they've all moved to higher ground and huddled together.

how do I get them to stay where they are put, or at least close to it?
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renee Duhamel
 
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Post » Wed Jun 20, 2012 3:10 pm

When you move out of a cell after placing large objects (like mountain peaks) in it, and move back, they're invisible. How can I stop them from being invisible without deleting them and then undoing it?
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Adrian Morales
 
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Post » Wed Jun 20, 2012 11:30 pm

Is there a way to export all cell names and import them back in game?
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Marquis deVille
 
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Post » Wed Jun 20, 2012 5:59 pm

I have placed a few NPCs in different spots in an exterior cell, but every time I go in game they've all moved to higher ground and huddled together.

how do I get them to stay where they are put, or at least close to it?

Put a sandbox package on them and limit their sandbox radius to 1024. That will keep them in place.
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FABIAN RUIZ
 
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Post » Wed Jun 20, 2012 12:35 pm

Put a sandbox package on them and limit their sandbox radius to 1024. That will keep them in place.

Thank you, I'll try that as soon as I get home
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kyle pinchen
 
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Post » Thu Jun 21, 2012 12:06 am

Is there a way, through a script, to cancel a spell while it is charging (the time between when you click the mouse and when the spell is ready to be released) based on certain conditions? I have a spell that requires an active reanimated minion, and all I can do right now is have the spell return a message in the top left if there is no minion active, but I want to spell to stop casting before it finishes so that no magicka is consumed. I tried using Event OnInit() and then an If statement with Game.GetPlayer().InterruptCast() but apparently OnInit() fires at the same time OnEffectStart() does. Any ideas?
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Add Me
 
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Post » Wed Jun 20, 2012 4:07 pm

Is there a way, through a script, to cancel a spell while it is charging (the time between when you click the mouse and when the spell is ready to be released) based on certain conditions? I have a spell that requires an active reanimated minion, and all I can do right now is have the spell return a message in the top left if there is no minion active, but I want to spell to stop casting before it finishes so that no magicka is consumed. I tried using Event OnInit() and then an If statement with Game.GetPlayer().InterruptCast() but apparently OnInit() fires at the same time OnEffectStart() does. Any ideas?

I'm not really sure how you would time this so that it happens before the spellcasting is done though. I want to know too because I want to make it possible to fail at casting a spell.
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Stephy Beck
 
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Post » Wed Jun 20, 2012 11:44 pm

I would put a script on the player (reference alias script I guess) with this:

Formlist Property RelevantSpells AutoActor Property Player AutoEvent OnInit()    RegisterForAnimationEvent(Player, "BeginCastLeft")    RegisterForAnimationEvent(Player, "BeginCastRight")EndEventEvent OnAnimationEvent(ObjectReference akSource, string asEventName)    if (some check)        Return    endif    if (asEventName == "BeginCastLeft")        if (RelevantSpells.HasForm(Player.GetEquippedSpell(0)))            Player.InterruptCast()        endif    elseif (asEventName == "BeginCastRight")        if (RelevantSpells.HasForm(Player.GetEquippedSpell(1)))            Player.InterruptCast()        endif    endifEndEvent
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Yvonne
 
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Post » Wed Jun 20, 2012 1:32 pm

I don't know if this is possible because I haven't mucked with animations beyond forcing an attacking motion but is there a way to constantly check to see if the player is in the casting animation? Couple that with checking to see what spell is equipped would tell you what you need. I don't know if it would be fast enough to catch the spell in time, not to mention the overhead of a script always running and checking the animation status of the player.
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Monika
 
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Post » Thu Jun 21, 2012 2:27 am

Beaten to the punch by randonnoob :)
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Lifee Mccaslin
 
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Post » Wed Jun 20, 2012 4:26 pm

Interesting. Sounds like a good idea to try. It does say on the wiki though that not every animation event will work, only those that are used for some vanilla quests. Any tips on where to look in the CK to see the animation events available to me to try out different ones?
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Justin Hankins
 
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Post » Wed Jun 20, 2012 12:56 pm

http://www.gamesas.com/topic/1359143-quick-anim-event-question/page__view__findpost__p__20497234 is a list of animation events I tried.
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JUDY FIGHTS
 
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Post » Thu Jun 21, 2012 1:38 am

Randomnoob is so helpful. :)
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Tha King o Geekz
 
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Post » Wed Jun 20, 2012 11:33 pm

I've dabbled a bit in the Oblivion construction set, but the Skyrim CK has me feeling like a total noob.

I can't get my load door to work. I've made an exterior building and a custom interior. I linked the doors I've placed (from the worldobjects/door/architecture/solitude path), then moved the door teleport markers as per the tutorials. Yet, when in-game I can walk up to the building's door and there is no option to "enter" or "open" or anything.
Is there some door flags I missed?
Would it be some type of marker issue in relation to other nearby markers?
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CArla HOlbert
 
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Post » Wed Jun 20, 2012 5:31 pm

Apologies if this is answered in full elsewhere, but the only sources I could find are contradictory and most are for Fallout:

How does the GetRandomPercent condition function work? What does it return? 1-100, 0.0 - 1.0, or something else? If I want something to happen 1/3 of the time, do I check for it to be < 33/.33/whatever?

edit: sorry, totally forgot I could just test this in console. My brain is not firing on all cylinders today.
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Amanda Furtado
 
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Post » Wed Jun 20, 2012 12:55 pm

If I have a magic effect, archetype value modifier, assoc item 1 StaminaRateMult

What does it mean to set the magnitude to 50? Will it "set" the targets stamina regeneration to half of what it normally is, assuming detrimental checkbox it true? Or should I use 0.5 to set the targets stamina regeneration rate to half?
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Logan Greenwood
 
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Post » Wed Jun 20, 2012 10:49 pm

Can I change the FOV of the render window?
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x_JeNnY_x
 
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Post » Thu Jun 21, 2012 3:09 am

How do I find to where I attached one of my scripts to? I haven't been working on my mod for one week and for the hell of it can't find where I attached that one script to. I know it gets executed because I have output in the log for it. However, when I search for text using the scripts name (without the .psc of course) then there's nothing found! So, how do I figure this out?
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Lillian Cawfield
 
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Post » Wed Jun 20, 2012 5:45 pm

How do I find to where I attached one of my scripts to?
Gameplay > Papyrus Script Manager > R-Click YourScript > Use Info
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Wanda Maximoff
 
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Post » Wed Jun 20, 2012 12:08 pm

Is there a "this" keyword in Papyrus that directly references the object a script is attached to?
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LuBiE LoU
 
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