Quick CK questions Thread #2

Post » Tue Jun 19, 2012 1:26 pm

I'm almost done with my scripts and there is two lines I think I should know. For rings and Necklaces, should I do
"Jewelry property IDHERE auto"?

And how would GetHealth work when I use it to replace "Event OnDying(Actor akKiller)"?

Asking here since this thread is prolly a better idea to try out then my own.

Also, I'm using these type of IDs on my scripts: "0002c66f", "0003ada3", etc; and my guide is telling me they are the IDs for the objects I am needing to activate my scripts. I was told they wont work so is this true?
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meg knight
 
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Post » Tue Jun 19, 2012 1:21 pm

Problem Conqured
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Emilie M
 
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Post » Tue Jun 19, 2012 7:12 am

Is it possible to make a teleport script that simply moves me a few meters in a specified direction(for example only 5 meters to the left)?
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Ilona Neumann
 
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Post » Tue Jun 19, 2012 4:59 pm

Is it possible to make a teleport script that simply moves me a few meters in a specified direction(for example only 5 meters to the left)?
Game.GetPlayer().http://www.creationkit.com/ObjectReference.MoveTo_(Papyrus)(Game.GetPlayer(), 0, http://www.creationkit.com/Units, 0, True)
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Facebook me
 
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Post » Tue Jun 19, 2012 1:17 pm

Thanks alot!
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emma sweeney
 
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Post » Tue Jun 19, 2012 6:56 pm

If you want to move the player in something other than one of the cardinal directions (north, south, east, west) then you need to do a little bit of trigonometry:

float MoveDistance = 512.0float AngleZ = Game.Player().GetAngleZ()float OffsetX = MoveDistance * math.sin(AngleZ)float OffsetY = MoveDistance * math.cos(AngleZ)Game.GetPlayer().MoveTo(Game.GetPlayer(), OffsetX, OffsetY, 0)
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Nicole Kraus
 
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Post » Tue Jun 19, 2012 8:45 pm

I was just using a bedroll, placed under a static coffin, for my Vamp char to be able to interact with. I found an actual Vampire Coffin that is tagged as intractable and is marked withe the little chair icon.

I loaded my game, but it doesn't give me the option to rest. I checked it by the Bedroll stats and the are set the same, except for the Editor ID under keywords. The interaction keywords are both set to Actor typeNPC.

What do I need to do?

And what do I need to do, to get my follower NPCs to use one? That is, if I can ever figure out how to customize their AI and schedule. Haven't made it far enough to even see what that is all about...
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Claire
 
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Post » Tue Jun 19, 2012 10:23 pm

Is it possible to see how the world heightmap aligns with cells in the region editor, so I don't have to guess at where on the terrain my regions are being drawn? If yes, how do I enable something like that? If not, is there an easier way than clicking "view world here" in the region editor to see where on the terrain I've drawn a region without generating objects/textures for it?
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Matthew Warren
 
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Post » Tue Jun 19, 2012 9:46 am

I was just using a bedroll, placed under a static coffin, for my Vamp char to be able to interact with. I found an actual Vampire Coffin that is tagged as intractable and is marked withe the little chair icon.

I loaded my game, but it doesn't give me the option to rest. I checked it by the Bedroll stats and the are set the same, except for the Editor ID under keywords. The interaction keywords are both set to Actor typeNPC.

What do I need to do?

And what do I need to do, to get my follower NPCs to use one? That is, if I can ever figure out how to customize their AI and schedule. Haven't made it far enough to even see what that is all about...
Add a Keyword for ActorTypePlayer ?
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Leilene Nessel
 
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Post » Tue Jun 19, 2012 8:27 pm

Add a Keyword for ActorTypePlayer ?
I changed the interactive keyword to Playerkeyword, from the pulldown menu. It was set at NPC, like the bedroll and you could sleep on it. I also added Playerkeyword to the list. Then I added the bedroll keywords... nothing.
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Ruben Bernal
 
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Post » Tue Jun 19, 2012 9:59 am

If you want to move the player in something other than one of the cardinal directions (north, south, east, west) then you need to do a little bit of trigonometry:

float MoveDistance = 512.0float AngleZ = Game.Player().GetAngleZ()float OffsetX = MoveDistance * math.sin(AngleZ)float OffsetY = MoveDistance * math.cos(AngleZ)Game.GetPlayer().MoveTo(Game.GetPlayer(), OffsetX, OffsetY, 0)
From what i saw when testing, the trig wasn't necessary (the X and Y movements were relative to the player's Z rotation).
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Danger Mouse
 
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Post » Tue Jun 19, 2012 7:00 pm

From what i saw when testing, the trig wasn't necessary (the X and Y movements were relative to the player's Z rotation).

I just tested it, and

Game.GetPlayer().MoveTo(Game.GetPlayer(), 0, -512, 0, True)

would only move me south regardless of which direction I was facing. Could you have gotten it mixed up with another function?
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Colton Idonthavealastna
 
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Post » Tue Jun 19, 2012 10:18 pm

I feel like I ask for way too much help on something I should know, lol. Is there any guide that lists all possible commands so I'll look at that and figure out what I need to use to finish up my scripts?
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Penny Flame
 
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Post » Tue Jun 19, 2012 11:16 am

Trig: Ah... You're right. I'd lost my bearings, evidently, when testing after spinning the player and running that one-liner.
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Jinx Sykes
 
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Post » Tue Jun 19, 2012 3:33 pm

how do I go about stopping the visual effects of a spell from triggering after its Params are passed?

I.E

I've a set of spells, they work as intended but I set the params for the spells that after a Condition has been passed, and the player enters the next set of conditions
(level 0-5 has a certain effect, then 5-10) the old effects become obsolete and the new effects takes place, so that the player doesn't have a crap load of spells in their list. it works but the visual effects trigger even though the spell effects do not(intended).

Any tips?
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sas
 
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Post » Tue Jun 19, 2012 8:45 am

Not directly related to the CK, but thought I'd try a quick ask. I have a mesh that turns black whenever it is in a light source. In low-light or darkness the correct texture can be seen, but as soon as stepping into light, the texture turns jet black. Any knowledge on what may cause this?
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Josh Sabatini
 
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Post » Tue Jun 19, 2012 1:57 pm

Two questions:

I always get the following list of errors/warnings when loading Skyrim.esm and Update.esm, is this normal?

How do I update my mod to be compatible with the latest version of the game. My mod is based on 1.4.27 (skyrim.esm and update.esm are masters)? Also, are there any best practices for updating?

Edit: Quick additional question. Is it possible to have multiple instances of the CK open, like how we could with the CS in Oblivion?

Edit2: One question answered by wiki.
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Smokey
 
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Post » Tue Jun 19, 2012 1:08 pm

Not directly related to the CK, but thought I'd try a quick ask. I have a mesh that turns black whenever it is in a light source. In low-light or darkness the correct texture can be seen, but as soon as stepping into light, the texture turns jet black. Any knowledge on what may cause this?

Normal map channels are messed up or the normal map is incorrectly saved?
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LuBiE LoU
 
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Post » Tue Jun 19, 2012 6:19 am

Hey, thanks for the reply. I'm not too sure. The textures used for this have been used many times before and work great normally. I also tried various other textures on the problem mesh, with the same results. I'm guessing the mesh itself has some property that is causing problems, but I'm at a bit of a loss.
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Laurenn Doylee
 
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Post » Tue Jun 19, 2012 9:35 pm

On an actor scipt, how do I get the actor the script is running on?

I can remember there was something like a "this" variable, giving you the object the script is running on, but it does not seem to work for me...
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BlackaneseB
 
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Post » Tue Jun 19, 2012 9:35 am

That would be "self"
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Lewis Morel
 
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Post » Tue Jun 19, 2012 7:09 am

I have a question about enabling a trigger primitive. Basically, I worked for 2 or 3 hours trying to get a trigger to start disabled, enable at a certain quest stage and trigger a scene between my 2 characters. The first method I tried was creating the prim, giving it an alias and enabling it in the stage prior to my scene playing. I know the code was correct because it was the exact same format as a dozen others I had already made for other objects that enable at certain stages.

Alias_MyTriggerName.GetReference().Enable()

Even though I created the Quest Alias it failed to enable my trigger. So then, I thought I’d just give the trigger an editor ID and set a quest property for it and enable it that way. Didn’t work either, lol. Finally, the way I had to set it up was placing an Xmarker in the cell, set it to initially disabled, and then set the trigger’s enable parent linked to the Xmarker. I then had to define an Object Reference property on the Xmarker, and enable it through my quest stage. That eventually worked, but I don’t understand why the alias reference didn’t work. Is there something special about triggers that they cannot be set up via an alias?

Like I say, unless I had a complete brain fart, I had it set up correctly the first time. I already have at least a dozen other alias’ that I’m enabling and disabling other stuff so I believe it should have worked.
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Jesus Duran
 
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Post » Tue Jun 19, 2012 10:11 am

One of my magic effects seems to be affected by Magnitude Multipliers on perks even though the effect has Magic School set to NONE.

Does the magic school of the base spell carry over? It seems like the Magnitude is modified in the spell and then carries over to the effect.
Any way around this (I want the non-damaging effects of my spell to be unaffected by perks). Keywords work, but seem a clumsy way to do it, especially since i have to check every Magnitude modifier and add the Keywords.

Edit:

Ok Keywords don't actually work, since the spell carries all the Keywords from all it's magic effects, and perks only modifiy the spell, not single magic effects. Bad. Now I really need a workaround for that...
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jenny goodwin
 
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Post » Tue Jun 19, 2012 5:46 pm

has anyone come across the name of the effect Potema uses when she is summoned/fighting in the air? that Blue ball of pwn with telendrils on it, I'm looking up and down but I can't find it. also, does she have a smaller version when she fights you on foot?
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Wane Peters
 
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Post » Tue Jun 19, 2012 8:30 pm

edit: Nevermind, resolved. :)
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Margarita Diaz
 
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