Quick Questions, Quick Answers Thread #9

Post » Tue Nov 20, 2012 6:53 am

can you set spell scaling for magnitude/duration less than 1 point-1 point in skill? like get 1 more duration with 5 skill increases?
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Russell Davies
 
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Post » Tue Nov 20, 2012 12:04 pm

Was the global's property filled? It should never have a 0.0 value.

No, I didn't point the property to the right place. That was the issue.

Thanks again.
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Darlene DIllow
 
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Post » Tue Nov 20, 2012 10:59 am

I am working on a function to allow a player to rename a spell using message box menus (big thanks to JustinOther for his script examples) :biggrin: . The Player selects the letters, and each one is added in order to an array of strings. At the end of the process, however, I can't seem to get the arrays of strings into one string (ex: "s"+"p"+"e"+"l"*"l" ==> "spell"). Is there any way of doing this using functions, or is there perhaps some other much more efficient way of accomplishing this task that i haven't considered? :blush:
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Marta Wolko
 
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Post » Tue Nov 20, 2012 12:23 am

Not an issue, but a confirmation that the wayshrine bug that I have discovered in my own mod is actually an issue with the wayshrines in the Auriel's bow quest. So this is definitely a Bethesda issue.
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Lakyn Ellery
 
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Post » Tue Nov 20, 2012 9:05 am

SKSE function: GetSpell() returns the spell from a book. Is there one that would get the Skill taught from skillbooks? If so how please?

Thanks,

-Mush-
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Krista Belle Davis
 
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Post » Tue Nov 20, 2012 5:16 am

Is it possible to get and set global variables using a formlist?

Here is a snippet to give you an idea what I'm trying to do:

FormList Property TavernCounts  Auto ; Formlist containing 17 global variablesFunction UpdateStats()Int iIndex = TavernCounts.GetSizeWhile iIndex > 0iIndex -= 1TavernCounts.GetAt(iIndex).SetValue(0.0)EndWhileEndFunction

It tells me "SetValue is not a function or does not exist"

Any ideas?
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Trista Jim
 
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Post » Tue Nov 20, 2012 2:04 am

Never mind on my question above about globals. I think I figured out how to do what I need to do using arrays.
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Brandon Bernardi
 
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Post » Tue Nov 20, 2012 12:43 am

I wish to add an underwater section to an interior ice cavern I am making, but when I place down the Water Activator, regardless of what I do, the water underneath is always pitch black; how can I make it so I can see at least a little?
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Stat Wrecker
 
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Post » Tue Nov 20, 2012 3:28 am

I wish to add an underwater section to an interior ice cavern I am making, but when I place down the Water Activator, regardless of what I do, the water underneath is always pitch black; how can I make it so I can see at least a little?
What does your cell lighting look like? Also which "Water Type" is your activator?
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Max Van Morrison
 
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Post » Tue Nov 20, 2012 2:06 am

Is there a way to increase/decrease the in-game volume of individual audio markers?
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Mylizards Dot com
 
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Post » Tue Nov 20, 2012 12:27 am

Did Bethesda finally/accidentally fix the fact that Misc items could call OnActivate events when you tried to equip them in the inventory (despite stating that you cannot equip the item)? After the latest patch (1.8.151.0.7) this method, which I used in my portable alchemy mod, doesn't seem to be working.

Wrong event, OnEquipped still fires just fine.
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Nikki Hype
 
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Post » Mon Nov 19, 2012 11:47 pm

Hey guys, I'm wondering if it's possible to force the player out of the crafting menu when the object has been disabled and deleted. When the player is sneaking here, the furn object is deleted, but the player stays in the menu. Any ideas?

Spoiler

Scriptname HISPortSkinFurnScript extends ObjectReference  Actor Property PlayerRef  Auto  MiscObject Property HISPortSkin2  Auto  Event OnActivate(ObjectReference akActionRef)        If PlayerREF.IsSneaking()         Disable()  PlayerREF.Additem(HISPortSkin2, 1)Delete()ElseActivate(PlayerREF, true)endifEndEvent
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Ben sutton
 
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Post » Tue Nov 20, 2012 3:27 am

Hey guys, I'm wondering if it's possible to force the player out of the crafting menu when the object has been disabled and deleted. When the player is sneaking here, the furn object is deleted, but the player stays in the menu. Any ideas?

Spoiler

Scriptname HISPortSkinFurnScript extends ObjectReference  Actor Property PlayerRef  Auto  MiscObject Property HISPortSkin2  Auto  Event OnActivate(ObjectReference akActionRef)		If PlayerREF.IsSneaking()		 Disable()  PlayerREF.Additem(HISPortSkin2, 1)Delete()ElseActivate(PlayerREF, true)endifEndEvent

This got me thinking about other stuff where you might want menu's to bugger off, especially if you are activating something within the player's inventory. Could teleporting the player to their current location be a work-around? I'm pretty sure when you teleport to a different cell it will override pretty much anything else going on and normal gamemode ensues after any loading.

*You could go a step further and teleport the player to purgatory (a solution for a completely different issue, mentioned in http://www.gamesas.com/topic/1384861-yet-another-huge-bug-interior-cell-as-a-static-limit/page__st__30__p__21004763#entry21004763 thread) and instantly back to their previous location. In theory the load screen should only last a few frames and be nigh indiscernible............
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evelina c
 
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Post » Tue Nov 20, 2012 11:14 am

Anyone knows how to detect when the player activates something without SkSE? Specifically I need to detect when the player uses the activate button while mounting a horse without making him dismount the horse.
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sam westover
 
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Post » Mon Nov 19, 2012 9:56 pm

@Antares

Sounds like a lot of work for little gain for me lol. I was hoping for a function I didn't know about ;)
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Jessica Thomson
 
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Post » Mon Nov 19, 2012 9:45 pm

I am working on a script that would give the player one random gift out of a preset formlist. Somehow, even though the formlist is populated, listed on the script as a property, and the property is filled in the CK, the reward object reference is not being set. Here is the snippet. The formlist is called _LP_JarlRewards.

Actor Property PlayerREF AutoFormList Property _LP_JarlRewards Auto[...]Int Max = _LP_JarlRewards.getSize() - 1Int iIndex = Utility.RandomInt(0, Max)Debug.Notification("iIndex = " + iIndex)ObjectReference Reward = _LP_JarlRewards.GetAt(iIndex) As ObjectReferenceDebug.Notification("Reward = " + Reward)PlayerREF =  Game.GetPlayer()PlayerREF.AddItem(Reward)

iIndex is always properly set, but Reward always = None, so it is not being set.

Any ideas?
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sam
 
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Post » Tue Nov 20, 2012 11:54 am

What does your cell lighting look like? Also which "Water Type" is your activator?

At the moment, the Activator is "Water2048DefaultIntWaistStill", but I have tried a wide variety, and they've all had the same result; the only time it's changed is when I alter the Water type in the Common Data tab, but all that did was change the color of the water, but I still couldn't see through it...

As for the lighting, I'm using the Lighting Template "IceCaveMedium", and, if it helps, the Image Space "IceImagespace"...
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Kristian Perez
 
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Post » Tue Nov 20, 2012 9:23 am

Okay, in case any one else was wondering, I had to cast Reward as a "Form" not an "ObjectReference." Duh!
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rolanda h
 
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Post » Tue Nov 20, 2012 4:53 am

At the moment, the Activator is "Water2048DefaultIntWaistStill", but I have tried a wide variety, and they've all had the same result; the only time it's changed is when I alter the Water type in the Common Data tab, but all that did was change the color of the water, but I still couldn't see through it...

As for the lighting, I'm using the Lighting Template "IceCaveMedium", and, if it helps, the Image Space "IceImagespace"...

It might be that your problem is unrelated to your mod. Does http://skyrim.nexusmods.com/mods/14007 describe your problem? Are you using any ENB? I actually get the underwater bug myself when I toggle my ENB off in-game. It's not present when my ENB is on and I haven't checked if its there were I to uninstall my ENB completely (I'm pretty sure it's not as I never noticed it before).

PS: Why the green text?
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Chloé
 
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Post » Mon Nov 19, 2012 10:28 pm

It might be that your problem is unrelated to your mod. Does http://skyrim.nexusmods.com/mods/14007 describe your problem?

That solid color, no visibility image does look very similar, if not exactly like what I'm experiencing...

Are you using any ENB? I actually get the underwater bug myself when I toggle my ENB off in-game. It's not present when my ENB is on and I haven't checked if its there were I to uninstall my ENB completely (I'm pretty sure it's not as I never noticed it before).

...I...have no idea what an ENB is...

PS: Why the green text?

What's wrong with my colored text? I always type in green... :confused:
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Amy Smith
 
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Post » Tue Nov 20, 2012 5:35 am

How do you add collision to a nif in nifskope, that doesn't have any? I can see the Collision Object line in Block Details... not sure where to go from here :smile:

I'm messing with a static mesh that doesn't have any collision, a la load sceen models :)
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Tanya
 
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Post » Tue Nov 20, 2012 12:12 am

You may try the method that is described here:
http://www.creationkit.com/Exporting_meshes_to_Creation_Kit#Part_4._Collision

Just start with the model you have and follow the instructions in part 4.
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Devils Cheek
 
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Post » Tue Nov 20, 2012 6:59 am

You may try the method that is described here:
http://www.creationkit.com/Exporting_meshes_to_Creation_Kit#Part_4._Collision

Just start with the model you have and follow the instructions in part 4.

Wow bit more complicated than I thought it would be lol. Thank you :)
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Quick Draw
 
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Post » Tue Nov 20, 2012 1:37 am

Wow bit more complicated than I thought it would be lol. Thank you :)

Can you not just blag it by adding a collision box primitive around it? Obviously, depends on the context...

- Hypno
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Laura-Lee Gerwing
 
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Post » Tue Nov 20, 2012 3:53 am

When I needed to take a static plant and turn it into a harvestable one, I did it the quick and dirty way by copy-pasting the NiTriShape data from my static mesh over to a similarly sized mesh that had collision, then adjusted the collision box. It works beautifully.
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Michelle Serenity Boss
 
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