Quick Questions, Quick Answers Thread #7

Post » Sun Nov 18, 2012 11:56 pm

Containers will never reset if the cell is a NoResetZone, right?
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Penny Courture
 
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Post » Mon Nov 19, 2012 2:20 am

How can I apply a temporary "increased weapon damage" buf to the player via a perk and without using scripts? (like 50% more damage for 2 seconds) "Mod attack damage" and creating an ability seem to apply permanent buffs.
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Fam Mughal
 
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Post » Mon Nov 19, 2012 8:44 am

I don't think a state is necessary to be honest for the ContainerChanged event, for what you want. The best thing to do, is have an integer property in the script, and set it to 1. Then put a condition on the OnContainerChanged to only enable the placeatme if the integer = 1.

ok tried your solution and when 3 days pass i get the debug message but then i proceed to drop it and nothing spawns, and when i use showvars on the egg says something like this

::EncDraugr02Melee2HHeadF00_var=None

i keep doing something wrong apparently :S
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Marine Arrègle
 
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Post » Mon Nov 19, 2012 11:24 am

@necrogaz:
It sounds like you've forgotten to link your property with the correct form in the Creation Kit.

Cipscis

EDIT:

This tutorial of mine may help if you're unfamiliar with this - http://cipscis.com/skyrim/tutorials/editorids.aspx

Cipscis
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Alkira rose Nankivell
 
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Post » Mon Nov 19, 2012 6:36 am

@necrogaz:
It sounds like you've forgotten to link your property with the correct form in the Creation Kit.

Cipscis

EDIT:

This tutorial of mine may help if you're unfamiliar with this - http://cipscis.com/skyrim/tutorials/editorids.aspx

Cipscis

Thanks Cipscis, its good to have an experienced guy like you helping us out, my script its ffinally ALIVE!!! when i finish the alpha stage of my mod im gonna tell you guys and give you credit for the help :smile:
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Amber Hubbard
 
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Post » Sun Nov 18, 2012 10:37 pm

So far ive already made a great progress on the mod, but right now i have one problem, when i drop the egg, my new companion spawns, but the egg wontt dissapear, is there a way to make it dissapear oncontainerchanged?
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Victoria Bartel
 
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Post » Mon Nov 19, 2012 9:25 am

You need to put:

Self.Delete()

After the spawn actor line in your script :)
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Bedford White
 
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Post » Mon Nov 19, 2012 2:57 am

You need to put:

Self.Delete()

After the spawn actor line in your script :smile:
Self is unnecessary as Delete can be called implicitly.

Self.Delete()
...and...
Delete()
...work the same, but the latter is more concise and, if nothing else, more semantically correct.

The Self http://www.creationkit.com/Keyword_Reference is really only necessary if passing the calling object as a function's parameter:
ZeldaSecretSOUN.Play(Self)
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Marcus Jordan
 
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Post » Mon Nov 19, 2012 12:03 pm

'Self' is unnecessary as Delete can be called implicitly.

Ever the optimiser thanks man :)
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joseluis perez
 
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Post » Sun Nov 18, 2012 9:11 pm

I've got a teleport (MoveTo) script attached to an activator, what I'm wondering is, is the players follower being moved aswell?
Scriptname MyFancyScriptName extends ObjectReference ObjectReference Property TeleportMarker autoEvent OnActivate(ObjectReference akActionRef)Game.GetPlayer().MoveTo(TeleportMarker)EndEvent
Would be nice if it did, but wasnt able to test it proberly or find an answer to it.
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Siobhan Thompson
 
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Post » Mon Nov 19, 2012 4:05 am

How do I shorten a texture path in NifSkope?

Currently I've got a path E:\Games\STEAM\steamapps\common\skyrim\Data\Textures\MDH\glass.dds

I wish to truncate the path so that it reads: Data\Textures\MDH\glass.dds

Please advise

*EDIT: I'm very new to NifSkope so please keep that in mind when responding.
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Isabel Ruiz
 
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Post » Sun Nov 18, 2012 10:15 pm

  • B1gBadDaddy: Huzzah for implicit... ness.
  • Treeki: Nope. Followers will catch up with the player afterward, but not be teleported as well *(using an activator). You'd have to somehow make the followers activate the object themselves with something like the below that will cover the player and anyone else who activates it.
    ScriptName MyFancyScriptName Extends ObjectReferenceObjectReference Property TeleportMarker AutoEvent OnActivate(ObjectReference akActionRef)	akActionRef.MoveTo(TeleportMarker)EndEvent
    *http://www.gamesas.com/topic/1411305-quick-questions-quick-answers-thread-7/page__view__findpost__p__21605234
  • Antares: Expand the branches in the upper left panel until you get to a purple flower icon (BSTextureSet) which will have all the textures displayed in the bottom panel. Just double click the path(s) to the right and you can edit 'em. There's probably a better way to explain it, but I'm not to savvy with modeling/NifSkope.
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meg knight
 
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Post » Mon Nov 19, 2012 7:30 am

  • Antares: Expand the branches until you get to a purple flower icon which will have all the textures. Just double click the patch to the right and you can edit the paths.

Ahha, thanks. I actually tried a lot of conventional "text-box' renaming/editing tricks but overlooked that one.
Splendid, thank you very much!
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Nicholas
 
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Post » Sun Nov 18, 2012 11:26 pm

Hi,

Sorry to insist but I made some progress on my idea and I'd like to know if the following is possible:

As I understand it, "apply combat hit spell" applies a spell to the target when the perk owner hits him. Can it be made so that the spell is applied to the perk owner instead (that is, the perk owner hits the target and then the spell is applied to the perk owner (as opposed to to the target))?

Thanks in advance
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Beat freak
 
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Post » Mon Nov 19, 2012 5:49 am

  • B1gBadDaddy: Huzzah for implicit... ness.
  • Treeki: Nope. Followers will catch up with the player afterward, but not be teleported as well. You'd have to somehow make the followers activate the object themselves with something like the below that will cover the player and anyone else who activates it.
    ScriptName MyFancyScriptName Extends ObjectReferenceObjectReference Property TeleportMarker AutoEvent OnActivate(ObjectReference akActionRef)	akActionRef.MoveTo(TeleportMarker)EndEvent
Couldn't you get the script to retrieve the follower from their alias and then move that alias to the player after teleportation?
I haven't looked at this, and alias' really aren't my forte but I assume Vanilla followers get put into a generic "follower" alias. Therefore it should be relatively simple.......?
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Scarlet Devil
 
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Post » Sun Nov 18, 2012 10:55 pm

Treeki: Nope. Followers will catch up with the player afterward, but not be teleported as well.
I assumed they would, when the teleport is to another cell and not just around the corner in same cell. Thanks though, more scripting for me then ;)
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R.I.P
 
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Post » Mon Nov 19, 2012 10:17 am

Treeki: Ah :lightbulb: Use a DOOR form (won't need to be scripted) rather than an ACTI and everything will happen naturally after connecting it to another DOOR form (instead of a teleport marker) and finalizing/editing the relevant NavMeshes. You can assign whatever model you want to a DOOR form, so it doesn't have to look like a door to behave like one.
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Rachyroo
 
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Post » Mon Nov 19, 2012 5:31 am

Can the CK clean a plugin? I've read marking a reference as 'Ignored', saving and reloading should work, but after reloading every chanmge is still there. Also, the Object Window says some refs were changed, but the changes are not in the Detaisl window. What gives?
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sexy zara
 
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Post » Mon Nov 19, 2012 4:10 am

Treeki: Ah :lightbulb: Use a DOOR form (won't need to be scripted) rather than an ACTI and everything will happen naturally after connecting it to another DOOR form (instead of a teleport marker) and finalizing/editing the relevant NavMeshes. You can assign whatever model you want to a DOOR form, so it doesn't have to look like a door to behave like one.
aha! have to look into that but not at the CK right now, got tired of it after 4½ hour of Navmesh'ing by hand >.<
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Sophh
 
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Post » Mon Nov 19, 2012 9:54 am

ive having problems with setting up my first ambush, im following the tutorial on the creation kit wiki about the draugr in the sarcophigous and i copied and pasted it, i set my navmesh around the tomb without touching it, but no matter what i do, the draugr is always standing where the marker is rather than being in the tomb (everything is linkrefd fine)
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Avril Churchill
 
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Post » Sun Nov 18, 2012 10:45 pm

Me again, so far i already completed to object and its fuctioning, its spawning a chicken after 3 days, and now i implemented a quest where you will acquire oe, so i change the "Event OnActivate" to "OnChangeContainer" so i can get the script running wheen i get the egg directly from the quest, the problem right now for me is that if i drop the egg and pick it up again, it will register the changecontainer again and then if i pick it up it will restart the script, is there a way to avoid this? or a way to make it not droppable until the 3 days have passed? Thanks for help :)
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Alexandra walker
 
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Post » Mon Nov 19, 2012 4:56 am

Me again, so far i already completed to object and its fuctioning, its spawning a chicken after 3 days, and now i implemented a quest where you will acquire oe, so i change the "Event OnActivate" to "OnChangeContainer" so i can get the script running wheen i get the egg directly from the quest, the problem right now for me is that if i drop the egg and pick it up again, it will register the changecontainer again and then if i pick it up it will restart the script, is there a way to avoid this? or a way to make it not droppable until the 3 days have passed? Thanks for help :smile:

You could try making it a quest item initially. Then after x days you remove the quest item flag in your script.
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Tanya
 
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Post » Mon Nov 19, 2012 12:19 am

You could try making it a quest item initially. Then after x days you remove the quest item flag in your script.

but how do i set it to quest object? and how do i remove it?
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Kayleigh Mcneil
 
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Post » Mon Nov 19, 2012 6:57 am

but how do i set it to quest object?
Tick the ReferenceAliases "Quest Object" flag. The reference currently filling the alias will be a quest item.
and how do i remove it?
http://www.creationkit.com/Clear_-_ReferenceAlias the alias.
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naana
 
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Post » Mon Nov 19, 2012 10:10 am

Hi everyone,
I'm looking for the form that triggers the player absorbing dragons' souls scenes. Does anyone here knows its name? Thank you!
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Da Missz
 
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