Quick Questions, Quick Answers Thread #4

Post » Thu Jun 21, 2012 2:43 am

Statics cannot be moved. I'd imagine that furniture is the same. You might be able to move them if you edit the nif files and change the BSX flags.

Thanks for the tip. My skills with Nifskope are limited, i still tried, changing the integer in the Value column of BSX flag from 130 to values from movable objects.

As it did nothing i changed others various values, with no real idea and in vain. The bit for the BSX flag of this Furniture .nif is the same (1) for movable objects. Maybe i missed something, but i really don't know what to do.

If it's simply not doable, well i'll use PlaceAtMe instead.
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Ebou Suso
 
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Post » Thu Jun 21, 2012 1:36 pm

What is the best way to do global scripts that are always on?

Like, say I want a script that reacts when the player dings/qualifies for level up, as well as whenever he opens the map? What does such a global script get attached to?

Thanks!
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Fiori Pra
 
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Post » Thu Jun 21, 2012 11:55 am

Hi,

I want to put multiple magic effects on one spell, but every effect has different conditions, which say "effect 1" works only if you have a skill (f.e. destruction) on a value of 0 to 10, "effect 2" works from skilllevel 11 to 20 and so on (kind of scaling thing). Which condition I have to pick? And is there something else, I have to watch out for, if I do it like this?

Thanks!
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Sian Ennis
 
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Post » Thu Jun 21, 2012 2:26 am

How do I make a spell or power toggleable?

Also, is there a way to see the cost of a spell in a script?

Thanks!
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Amy Masters
 
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Post » Thu Jun 21, 2012 1:50 pm

Bumping with new question :P

Is it possible to make a spell scale with skill?
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Bonnie Clyde
 
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Post » Thu Jun 21, 2012 3:40 pm

What is the best way to do global scripts that are always on?

Like, say I want a script that reacts when the player dings/qualifies for level up, as well as whenever he opens the map? What does such a global script get attached to?

Thanks!

For the former, you don't need a quest that is always on--look into the Story Manager, which can start a quest whenever certain events, like leveling up, occur.

In general, though, the method is that you create a quest with a reference alias set to the player, and add a script to that alias. All of the events that actors trigger will be exposed to your script; you can also use updates to test for certain conditions periodically. Depending on exactly what you want to test for, there are some gaps in Papyrus, and in those cases you can also create a magic effect that is conditioned to apply using condition functions, add it to the player as an ability, and have the magiceffectstart/finish events run whatever code you need.

A question of my own, that I think I know the answer to but just checking to ensure I'm not making a mistake: you cannot use arrays in conditions, can you? That is, in a quest marked conditional I have "Int[] Property iFlags Auto Conditional", yet iFlags is not available in the drop-down menu when I select the GetVMQuestVariable condtion function and my quest. Ideally GetVMQuestVariable would let me choose quest, variable, and (optionally) index--but there's not a built-in way to do this, is there?
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Your Mum
 
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Post » Thu Jun 21, 2012 7:51 am

I've got a question concerning LODs.
How many cells outside the playable zone do I need for having nice LODs (so that I can't see the End), if there is just flat Land without any hill?
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Everardo Montano
 
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Post » Thu Jun 21, 2012 10:18 am

@DreamKing:
I don't recall if arrays are available as conditional properties, but I just thought I'd check if your script also has the "conditional" flag included in your ScriptName declaration?

Cipscis
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meg knight
 
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Post » Thu Jun 21, 2012 2:01 am

@Cipscis, it's been a while since I've seen you here! I'm happy you're posting. Yes, I did flag the script as conditonal as well the the property itself. I guess array properties in conditions are just something that aren't supported. I can work around it.
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Petr Jordy Zugar
 
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Post » Thu Jun 21, 2012 7:49 am

Sorry if this was asked, but I couldn't find it, so I am going to ask.

I would like to know if there is a way to get the owner of an item though a script and add gold to the owner?
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Nicole M
 
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Post » Thu Jun 21, 2012 1:21 am

This may be a dumb question. When I launch CK the help text for the buttons is normal, but I would like to know why the help text for the buttons become blurred out after that I clicked on the view menu for the render window.

Also what I need to do to bring back the help text for the buttons, because without the help text no video or an excellent tutorial will probably not be useful if I want to learn how to create a mod in CK.
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SexyPimpAss
 
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Post » Thu Jun 21, 2012 10:21 am

It sounds like one of the other windows, like the render window or the object tree is showing in front of the help text. Windows usually blurs anything that displays behind the title bar of a window, and because the main Creation Kit window is behind the accessory windows, this blurs the help text. Try moving your render and/or object tree windows down slightly.

Cipscis
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Mariana
 
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Post » Thu Jun 21, 2012 4:00 pm

It sounds like one of the other windows, like the render window or the object tree is showing in front of the help text. Windows usually blurs anything that displays behind the title bar of a window, and because the main Creation Kit window is behind the accessory windows, this blurs the help text. Try moving your render and/or object tree windows down slightly.

Cipscis
You're right. I did what you suggested and now the help text shows, but when I launched CK I did see the help text even if the Object window was all way up to the menu and button bar. Thanks for the tip Cipscis. :smile:
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DAVId Bryant
 
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Post » Thu Jun 21, 2012 4:57 pm

Is there something like %pcrace% or %pcname% like in Morrowind in Skyrim?

(ie displaying the race or the name of the player in a dialogue)
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Lyd
 
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Post » Thu Jun 21, 2012 1:18 am

@Nehluxhes: Yes. You can do this with http://www.creationkit.com/Alias. They're fairly powerful once you get the hang of them.

@All: Is there a reference at all to how to use Archive.exe and a script? I notice it has a "run script" option but no mention of it exists in the wiki. I'm wondering if it's possible to write one to invoke it to automatically make a BSA using a designated source for the files

Also wondering if there's a way to invoke it via the command line so one can pass arguments to it to check options and pack a BSA automatically.

As you might guess, frustration with the CK packager has driven me to this :P
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Angus Poole
 
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Post » Thu Jun 21, 2012 2:34 am

There's and . See http://www.creationkit.com/Text_Replacement

Edit: Arthmoor already answered. Wups.
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Anthony Diaz
 
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Post » Thu Jun 21, 2012 1:30 am

Great, thanks!
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Dylan Markese
 
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Post » Thu Jun 21, 2012 7:42 am

Hi,

I try to understand the illusion spells in the CK. Is the condition "Subject IsCommandedActor == 0" (put on a magic effect) enough to exclude all followers (and summoned creatures) from this effect? If not, how you can exclude all "friends" of the character with a condition?
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Raymond J. Ramirez
 
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Post » Thu Jun 21, 2012 3:03 am

Hi,

I try to understand the illusion spells in the CK. Is the condition "Subject IsCommandedActor == 0" (put on a magic effect) enough to exclude all followers (and summoned creatures) from this effect? If not, how you can exclude all "friends" of the character with a condition?

Followers aren't considered commanded actors. I'm not sure if summoned creatures are commanded actors either... You can use the http://www.creationkit.com/GetShouldAttack condition function.


A while back I was doing something (I forget) where I used the http://www.creationkit.com/RemoveSpell_-_Actor function. It seemed to me that it only works if the spell was not added to the actor in the CK. So it only works for spells that are learned in the game, added using the http://www.creationkit.com/AddSpell_-_Actor function, or else added through a reference alias. Can anyone confirm that?
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Jinx Sykes
 
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Post » Thu Jun 21, 2012 3:20 am

Hi Random Noob,

thanks. I figured it out with some try&error-work:

All / No followers:
Subject Get Player Teammate == 1/0

All / No enemies respectively all / no actors, who would attack the player:
Subject GetShouldAttack Reference "PlayerRef" == 1/0
Subject IsHostileToActor Reference "PlayerRef" == 1/0

All / No summoned creatures:
Subject IsCommandedActor = 1/0

Now it works: Positive illusion spells just hit followers and summoned creatures, negative spells just affect the enemies, not the allies and not the standard townfolk.
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Roisan Sweeney
 
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Post » Thu Jun 21, 2012 9:09 am

Urggh! I keep forgetting! What button toggles the navmesh in exterior cells to only show the navmesh in the cell you are working on, not in every surrounding cell?

Thanks.
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CHANONE
 
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Post » Thu Jun 21, 2012 9:13 am

Urggh! I keep forgetting! What button toggles the navmesh in exterior cells to only show the navmesh in the cell you are working on, not in every surrounding cell?

Thanks.
They're all interconnected and, *as far as I know, you cannot exclude other NavMeshes from rendering in the render window. One can flood-fill a NAVM with 'F' and show cell borders with 'B'.

*could be wrong, but that'd be news to me
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Bee Baby
 
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Post » Thu Jun 21, 2012 7:44 am

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Claudz
 
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Post » Thu Jun 21, 2012 11:20 am

They're all interconnected and, *as far as I know, you cannot exclude other NavMeshes from rendering in the render window. One can flood-fill a NAVM with 'F' and show cell borders with 'B'.

*could be wrong, but that'd be news to me

Thanks for the reply. :) There is definitely a button that makes the nav mesh load only in the cell you are working on, I have used it many times, yet for some stupid reason cannot remember which button. It is the only way I can work on an exterior nav mesh as without it my CK is slowed to a crawl when the nav mesh is loaded.

Maybe it was on my forum that I learned about it. I thought it was from here.

Edit...Ah! Finally found it! hitting 'n' will show only the navmesh in the cell I am working in, that makes a huge performance difference
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Betsy Humpledink
 
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Post » Thu Jun 21, 2012 7:37 am

I'm having an issue getting a load door to work properly. I'm trying to access my mod from the Windhelm docks and when I open the door from the mod to the docks it works fine. But when I try to go back in from the docks I can't access the door. I'm trying to place the door on the wall between the Argonian Assemblage and the steps leading up to Windhelm. When I look in the cell in the CK I can see the door and load marker in the cell view and the load marker is visible on the docks in the render window. I did try moving the load marker closer and further away from the door to see if that was the problem but still no luck. Any ideas?
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Heather Kush
 
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