Quick Questions, Quick Answers Thread #5

Post » Sat Nov 17, 2012 12:27 am

http://www.gamesas.com/topic/1348211-the-quick-ck-questions-thread/ | http://www.gamesas.com/topic/1353350-quick-ck-questions-thread-2/ | http://www.gamesas.com/topic/1365336-quick-questions-quick-answers-the-3rd/ | http://www.gamesas.com/topic/1373468-quick-questions-quick-answers-thread-4/


Have a quick question? Need a quick answer? If you have not had any luck with the http://www.creationkit.com/Main_Page, post away and hopefully someone will have the answer(s) you seek.
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luis ortiz
 
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Post » Sat Nov 17, 2012 1:47 am

I've searched the wiki for an event that triggers when the player readies their weapon/magic (default "R" key on keyboard), but haven't had any luck. Is there a way to do this? Or maybe there's a way to detect a key being pressed?
Thanks.
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Claire Jackson
 
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Post » Fri Nov 16, 2012 10:43 pm

I've searched the wiki for an event that triggers when the player readies their weapon/magic (default "R" key on keyboard), but haven't had any luck. Is there a way to do this? Or maybe there's a way to detect a key being pressed?
Thanks.

http://www.creationkit.com/IsWeaponDrawn_-_Actor

It's not an event, so you will need to poll for it, but it should serve your purpose.
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BethanyRhain
 
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Post » Sat Nov 17, 2012 9:35 am

Does anyone know where I could find the script/form that makes the magic submenu "shouts" appear in the interface, after the player has one soul+one word?

Thanks!
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Khamaji Taylor
 
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Post » Sat Nov 17, 2012 1:34 pm

My NPC stick to the ground and not moving. Even not atacking. How can I fix it?

Got help already. No need to answer this. Thanks.
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Sarah Bishop
 
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Post » Fri Nov 16, 2012 10:04 pm

http://www.creationkit.com/IsWeaponDrawn_-_Actor

It's not an event, so you will need to poll for it, but it should serve your purpose.

Thanks. I have seen that and can get it to work on an activated object. But I'm a little confused (and new) to what you mean by "poll for it."

EDIT: Nvm, found it on the wiki. Understood now. Thanks.
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Marina Leigh
 
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Post » Sat Nov 17, 2012 2:05 am

Does anybody know if the wooden "log" which a wall mounted head is attached, is a static object by itself? So it would be like having a wall mounted wolf head, without the wolf head.
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sam
 
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Post » Sat Nov 17, 2012 10:23 am

Does anyone know how to run a script whenever the player reads a book (and get the base reference for that book) (any book BTW)?

Does anybody know if the wooden "log" which a wall mounted head is attached, is a static object by itself? So it would be like having a wall mounted wolf head, without the wolf head.
I just took a look at Dragonsreach's Numinex skull. For that one at least, the plaque is a part of the same mesh as not only the skull but part of the wall it's mounted on as well. If all of them are the same, acquiring the plaque is going to require some mesh editing. I think it shouldn't be much harder than deleting the relevant nodes in NifSkope though.
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Mackenzie
 
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Post » Fri Nov 16, 2012 9:11 pm

I just took a look at Dragonsreach's Numinex skull. For that one at least, the plaque is a part of the same mesh as not only the skull but part of the wall it's mounted on as well. If all of them are the same, acquiring the plaque is going to require some mesh editing. I think it shouldn't be much harder than deleting the relevant nodes in NifSkope though.

Thanks mate I'll see what I can find.

Does anyone know how to run a script whenever the player reads a book (and get the base reference for that book) (any book BTW)?

It's the OnRead Event mate. Here - http://www.creationkit.com/OnRead_-_ObjectReference

Whatever you want to happen when read, aside from a debug, must be a property of the OnRead script. So if starting a quest, a Quest property. Enabling an object, Object/Book ect property.

And an example, of when read, quest begins:

Quest Property MODQuest1  Auto  Event OnRead()MODQuest1.SetStage(10)endEvent
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Andrew Tarango
 
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Post » Fri Nov 16, 2012 10:27 pm

Thanks mate I'll see what I can find.
You're welcome.


It's the OnRead Event mate. Here - http://www.creationkit.com/OnRead_-_ObjectReference
I am aware of the OnRead event. I guess my question is how I would obtain a reference to whatever book the player has just opened? Also, what would I attach the script to?

One thing I should note is that I am very familiar with scripting under the old engine. You can look at my signature for script-based mods I have released. I'm still trying to wrap my head around Papyrus.
To do what I asked under the old language, I would simply use the GetActiveMenuRef command inside a MenuMode 1026 block in a script attached to a quest.

EDIT: After doing some testing, I'm guessing that the OnRead event only works for scripts that are attached to books. What I am looking for is a method that allows me to get the reference for a book being read by the player without having to attach the script to any books.
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Claire Vaux
 
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Post » Sat Nov 17, 2012 1:51 am

Hi!
I'd like to rearrange Brunwulf Free-Winter's house in Creation Kit, but I have problems with rotating and zooming the house. It takes 15 minutes just to adjust the angle so I can see what I'm doing. Is there any way to hide the walls and roof or anything else to get a better view on the house?
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Kat Lehmann
 
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Post » Sat Nov 17, 2012 4:06 am

Hi!
I'd like to rearrange Brunwulf Free-Winter's house in Creation Kit, but I have problems with rotating and zooming the house. It takes 15 minutes just to adjust the angle so I can see what I'm doing. Is there any way to hide the walls and roof or anything else to get a better view on the house?
Select the wall/roof and hit number 1 twice. This will hide the selected object. Hit F5 to bring everything back to normal.
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Nick Pryce
 
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Post » Sat Nov 17, 2012 8:53 am

Is there an http://forums.nexusmods.com/index.php?/topic/729297-events-for-consumable-items/# that triggers when the player eats an ingredient? I'd like to attach a script to an ingredient that fires when the player eats it. I've checked the wiki but haven't come across anything blatantly obvious. OnActivate doesn't seem to be the answer. Food and potions run on magic effects, so they were of no help either.

Thanks.
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Ysabelle
 
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Post » Sat Nov 17, 2012 5:01 am

You're welcome.



I am aware of the OnRead event. I guess my question is how I would obtain a reference to whatever book the player has just opened? Also, what would I attach the script to?

One thing I should note is that I am very familiar with scripting under the old engine. You can look at my signature for script-based mods I have released. I'm still trying to wrap my head around Papyrus.
To do what I asked under the old language, I would simply use the GetActiveMenuRef command inside a MenuMode 1026 block in a script attached to a quest.

EDIT: After doing some testing, I'm guessing that the OnRead event only works for scripts that are attached to books. What I am looking for is a method that allows me to get the reference for a book being read by the player without having to attach the script to any books.

Correct. OnRead() only works when attached to a Book form. Unlike the previous scripting engine, Papyrus is VERY limited as to what you can do in MenuMode.

Is there an http://forums.nexusmods.com/index.php?/topic/729297-events-for-consumable-items/# that triggers when the player eats an ingredient? I'd like to attach a script to an ingredient that fires when the player eats it. I've checked the wiki but haven't come across anything blatantly obvious. OnActivate doesn't seem to be the answer. Food and potions run on magic effects, so they were of no help either.

Thanks.

http://www.creationkit.com/OnObjectEquipped_-_Actor This will run every time you eat an ingredient or food item (because you must equip the object in order to do so).
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Daniel Brown
 
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Post » Sat Nov 17, 2012 9:38 am

If I downloaded a mod that changes the interior of a house, and loved many changes but all the changes to lighting (candle lighting, ...) should just be disregarded and completely stay like it was in vanilla, is there a way to generally put the changes of a whole category back to vanilla and keep the rest?

mod I'm talking about is http://skyrim.nexusmods.com/mods/10599, everythings brilliant but the lighting changes are buggy and too dark with realistic lighting.

Is there a way to do this?

Thanks allot for your help, I appreciate that!
Sch?ne Grü?e!
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Sarah Edmunds
 
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Post » Sat Nov 17, 2012 10:30 am

Does anyone know where I could find the script/form that makes the magic submenu "shouts" appear in the interface, after the player has one soul+one word?

Thanks!
Hello! Could anyone answer my question, please or tell me where to look? :smile:
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Lyndsey Bird
 
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Post » Sat Nov 17, 2012 1:38 am

Wish I could help lady sorry :)

I have a quick one though. Without time to test til later, can 1 unique object be added to the player as a quest alias by one quest, then removed later by another quest, ref as another alias?

Or would it be better to remove the object using a property and papyrus?
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Spencey!
 
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Post » Sat Nov 17, 2012 9:16 am

#16) Shouts subcategory appearance in the Magic menu: It's probably hardcoded, like how BOOKS doesn't show as a category in the inventory menu until the player has a book.

#17) Unique Item given as a quest alias: Yes, but you'll want to fill the ReferenceAlias with a specific reference to the item (point a property at it to make it persistent) such that it will retain its REFR FormID even when its container changes. Then, you can reference it as a property from both quests and can still use it as an alias for either (if you need it to be a quest target or whatever).
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Eileen Collinson
 
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Post » Sat Nov 17, 2012 8:23 am

Thanks Justin :) I think I get it. Will have to play around to make sure I understand.
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Rebecca Dosch
 
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Post » Sat Nov 17, 2012 11:14 am

#16) Shouts subcategory appearance in the Magic menu: It's probably hardcoded, like how BOOKS doesn't show as a category in the inventory menu until the player has a book
....
Thank you! I thought it was hard coded too. So, how can I act on this, by adding a condition to the appearance of this submenu in the magic menu?
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Ash
 
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Post » Sat Nov 17, 2012 12:34 pm

I was looking at the SetRelationshipRank function and in the notes is says

Relationship data is NOT stored for Templated Actors, and any scripts that would set relationship data on a Templated Actor will get wiped once your game session is over

Does this mean that actors used as templates can't store scripted relationship ranks, or does it mean that any actor based on a template can't store scripted relationship data?
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hannah sillery
 
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Post » Sat Nov 17, 2012 8:15 am

Thanks Tamb0! It's easier now.

And now I have problems with placing food (like red apples) on a table/in a bowl? Am I missing something?
I can drag and place FoodApple (this doesn't work in a game) but I cannot put LItemFoodAppleRedSmall.
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Skivs
 
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Post » Sat Nov 17, 2012 10:03 am

Thanks Tamb0! It's easier now.

And now I have problems with placing food (like red apples) on a table/in a bowl? Am I missing something?
I can drag and place FoodApple (this doesn't work in a game) but I cannot put LItemFoodAppleRedSmall.

Any object/actor with Ll at the beginning usually means it's a Levelled Item. That means the game decides what the item will be in realtime, based on your level. So for example a EncBandit01MagicBretonF will be a bandit, with base stats. However, a LvlBanditAmbushMelee1H will be a template, and it's stats/inventory will be decided in game.

***********************************

Quick question everyone, I'm after a nice Plaque in-game. Like what you'd find in a museum of sorts next to an object, or on a wall nearby. I'm going to use it as a messagebox activator.

The best I can see is RTGravestone03, but it looks rough. Anybody seen something in-game or in the CK I could use?
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Adam Kriner
 
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Post » Sat Nov 17, 2012 3:38 am

I'm trying to create a Frenzy Rune spell. I've got the spell and spell tome in game and I'm able to cast it. Unfortunately it doesn't seem to trigger the frenzy effect on the target. I copied the Frost Rune 'magic effect', renamed and edited it for my spell, but I can't get it to work on the target at all. Any help or advice would be greatly appreciated.
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Bereket Fekadu
 
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Post » Sat Nov 17, 2012 5:26 am

Thanks Tamb0! It's easier now.

And now I have problems with placing food (like red apples) on a table/in a bowl? Am I missing something?
I can drag and place FoodApple (this doesn't work in a game) but I cannot put LItemFoodAppleRedSmall.

You can only place non-generated items into the game world. Leveled Items are not actual items, they are containers that contain items which get selected based on a set of conditions. Until those items are chosen, a Leveled Item pretty much doesn't exist as far as the player is concerned.

If you want to place a leveled item into the game world, you will need to use a Dummy marker. On their own, Leveled Items can only ever exist inside containers.
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Taylor Bakos
 
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