These are the functions that you find in Conditions interfaces in the CK.
RE: http://www.creationkit.com/Category:Conditions and http://www.creationkit.com/Category:Console_Commands
Basically, you get them across to Papyrus via Abilities:
(It is unusual that we can ForceFirstPerson () and ForceThirdPerson () with Papyrus, but we can't determine which camera mode is active.)
In this example, I'll Debug the value of the Condition, IsPC1stPerson:
- I create a Scripted Magic Effect for each condition you wish to trigger.
- I attach this Script to it:Spoiler
Event OnEffectStart(Actor akTarget, Actor akCaster) Debug.Notification ("IsPC1stPerson = True") Debug.Trace ("IsPC1stPerson = True")EndEventEvent OnEffectFinish(Actor akTarget, Actor akCaster) Debug.Notification ("IsPC1stPerson = False") Debug.Trace ("IsPC1stPerson = False")EndEvent - I create an Ability and attach that Scripted Magic Effect.
- I Conditionalise that Magic Effect on the Ability with IsPC1stPerson.
In the game, everytime the camera mode changes between 1st and 3rd person, I see the appropriate Debug.Notification ().
I've also tested this with IsPCSleeping.
Because Events still execute on Scripts of deactivated mods (re: http://www.gamesas.com/topic/1348833-old-versions-of-mods-conflicting-with-newer-ones),
I'll be using this method to trigger sleep start and sleep stop events.
You'll need only one Ability.
But you'll need a Scripted Magic Effect for each Condition you wish to keep track of.
Also, I can imagine that not ALL conditions would work.
But I can also guess that a lot of them would.
EDIT:
You'll need to give this Ability to the Player, by the way.
And to do this the safest way is to create a Quest, add the Player as an Alias, and add the Ablity as an Alias Spell.

