Quick Questions, Quick Answers Thread #9

Post » Mon Nov 19, 2012 10:12 pm

Hello, i need help.
I'm trying to do a monster which throw three fireballs in a narrow margin(say: half a second between ball and ball). The problem with scripts would be that the monster would not cast animation, is there any way I can with creation Kit? AI Packages?
User avatar
Rebecca Clare Smith
 
Posts: 3508
Joined: Fri Aug 04, 2006 4:13 pm

Post » Tue Nov 20, 2012 2:01 am

I have a doubt: what kind of effects can I create in order to expand on poisons and diseases? why in the drop-down menus not all of the magic effects appear?
User avatar
BrEezy Baby
 
Posts: 3478
Joined: Sun Mar 11, 2007 4:22 am

Post » Mon Nov 19, 2012 8:45 pm

Also, how to make instant-kill weapons?
User avatar
Lexy Corpsey
 
Posts: 3448
Joined: Tue Jun 27, 2006 12:39 am

Post » Tue Nov 20, 2012 1:22 am

Does anyone know if the user- defined actor values (VARIABLE01-10) are used by the PC for anything Specific? The Actor values page specifies their uses on npc but not for the Player(if any).
User avatar
Josh Sabatini
 
Posts: 3445
Joined: Wed Nov 14, 2007 9:47 pm

Post » Tue Nov 20, 2012 2:19 am

Hey all.

How can I make the GetDistance() function work with Light objects using a script?

Game.GetPlayer().GetDistance(ObjectProperty) just reports errors.

:lightbulb:
User avatar
Juan Suarez
 
Posts: 3395
Joined: Sun Nov 25, 2007 4:09 am

Post » Tue Nov 20, 2012 5:34 am

Also, how to make instant-kill weapons?
This could be done numerous ways. You could simply edit specific weapons to have MASSIVE damage. The downside to this is that your UI will read/print these values. Probably not the most ideal solution but definitely the simplest.

The next methods that I'll list are a little more involved:
  • You could create a new custom enchantment that is learn-able by the player. Enchantment can do like a thousand points of fire+frost+shock damage (or whatever floats your boat)
  • You can script specific weapons to have an OnHit event which kills whatever is being hit
  • You can have the above script but as a magic effect that is a learn-able enchantment allowing you to make literally any weapon (mod-added or no) a single hit kill. This would be my preferred solution but its also the most complex.
User avatar
Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Tue Nov 20, 2012 6:06 am

This could be done numerous ways. You could simply edit specific weapons to have MASSIVE damage. The downside to this is that your UI will read/print these values. Probably not the most ideal solution but definitely the simplest.

The next methods that I'll list are a little more involved:
  • You could create a new custom enchantment that is learn-able by the player. Enchantment can do like a thousand points of fire+frost+shock damage (or whatever floats your boat)
  • You can script specific weapons to have an OnHit event which kills whatever is being hit
  • You can have the above script but as a magic effect that is a learn-able enchantment allowing you to make literally any weapon (mod-added or no) a single hit kill. This would be my preferred solution but its also the most complex.
I like the solution. it should be a "chance" effect (one that does not always work) and of course some creatures should be immune to it via a keyword.
User avatar
naana
 
Posts: 3362
Joined: Fri Dec 08, 2006 2:00 pm

Post » Tue Nov 20, 2012 7:31 am

An excellent idea. I don't think much can be done in the way of essential actors. As far as I'm aware they can't be killed without removing their status as essential, doing so would be ill advised.
User avatar
Stephanie Kemp
 
Posts: 3329
Joined: Sun Jun 25, 2006 12:39 am

Post » Tue Nov 20, 2012 2:43 am

I'm trying to make a summon Keeper spell. But I don't want it to summon a specific Keeper. I want it to choose one of the arche-types(1h,2h,Bow) randomly every time I cast the spell. So first time I cast it, summons 1h Keeper. Next time it might summon a Keeper with the Bow or 2h axe. Help?



Nevermind I figured it out. All I had to do was make a leveditem category containing their respective weapons. Easier this way. Same Keeper but randomly recieves either his bow, mace, or battleaxe. Works just as fine.
User avatar
Ebou Suso
 
Posts: 3604
Joined: Thu May 03, 2007 5:28 am

Post » Tue Nov 20, 2012 8:46 am

An excellent idea. I don't think much can be done in the way of essential actors. As far as I'm aware they can't be killed without removing their status as essential, doing so would be ill advised.
don't want a gamebreaker :)
User avatar
Dale Johnson
 
Posts: 3352
Joined: Fri Aug 10, 2007 5:24 am

Post » Tue Nov 20, 2012 11:32 am

Is there some kind of issue with adding new doors? I've taken a mesh from the game that wasn't a door, made a new door object and used the other mesh for it's model, but when I get to it in game I can't activate the door. Anyone have any advice?
User avatar
Khamaji Taylor
 
Posts: 3437
Joined: Sun Jul 29, 2007 6:15 am

Post » Tue Nov 20, 2012 3:46 am

Is there some kind of issue with adding new doors? I've taken a mesh from the game that wasn't a door, made a new door object and used the other mesh for it's model, but when I get to it in game I can't activate the door. Anyone have any advice?
Does the DOOR form have a name?
User avatar
REVLUTIN
 
Posts: 3498
Joined: Tue Dec 26, 2006 8:44 pm

Post » Tue Nov 20, 2012 5:03 am

Also, how to make instant-kill weapons?


This could be done numerous ways. You could simply edit specific weapons to have MASSIVE damage. The downside to this is that your UI will read/print these values. Probably not the most ideal solution but definitely the simplest.

The next methods that I'll list are a little more involved:
  • You could create a new custom enchantment that is learn-able by the player. Enchantment can do like a thousand points of fire+frost+shock damage (or whatever floats your boat)
  • You can script specific weapons to have an OnHit event which kills whatever is being hit
  • You can have the above script but as a magic effect that is a learn-able enchantment allowing you to make literally any weapon (mod-added or no) a single hit kill. This would be my preferred solution but its also the most complex.


I like the solution. it should be a "chance" effect (one that does not always work) and of course some creatures should be immune to it via a keyword.

Can't believe I didn't think of this before, but I'd have a look at whatever enchantment + script effect they've put on Mehrunes Razor. You should only need to tweak your %chance and it should be just what the doctor ordered! :banana:
User avatar
Trey Johnson
 
Posts: 3295
Joined: Thu Oct 11, 2007 7:00 pm

Post » Tue Nov 20, 2012 3:33 am

I apologize for double posting but I didnt think it would be necessary to make a thread for this one.

I've been holding off updating skyrim and the CK to their latest versions until SKSE has been updated to match. Does anyone know more than I do? Have they updated it already? Where should I be watching for news etc?
User avatar
Isaiah Burdeau
 
Posts: 3431
Joined: Mon Nov 26, 2007 9:58 am

Post » Tue Nov 20, 2012 2:16 am

Does the DOOR form have a name?

Yep, and an ID and everything. It should be totally functional, but it just isn't.
User avatar
Lilit Ager
 
Posts: 3444
Joined: Thu Nov 23, 2006 9:06 pm

Post » Tue Nov 20, 2012 9:20 am

Yep, and an ID and everything. It should be totally functional, but it just isn't.

Where is it teleporting to?
User avatar
Steven Nicholson
 
Posts: 3468
Joined: Mon Jun 18, 2007 1:24 pm

Post » Mon Nov 19, 2012 11:08 pm

Yep, and an ID and everything. It should be totally functional, but it just isn't.
Hmm... Then I've got nothin'. Oh yeah, does it have object bounds? Try R-Click &--#62; "Recalc Bounds" (or drop an instance into the render window and save)?
I apologize for double posting but I didnt think it would be necessary to make a thread for this one.

I've been holding off updating skyrim and the CK to their latest versions until SKSE has been updated to match. Does anyone know more than I do? Have they updated it already? Where should I be watching for news etc?
Actor.psc and Game.psc have not yet been updated. One could do it on their own, but the SKSE Team is generally pretty quick to update stuff, so I'd just wait.
User avatar
Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Tue Nov 20, 2012 12:19 am

Complete noob here.

How do I make essential NPC's non-essential? I went into the Actor window, and unticked "Essential". "Protected" and "Invulnerable" are also unticked. But the NPC's,
who are
Spoiler
http://www.uesp.net/wiki/Skyrim:Jaree-Ra and http://www.uesp.net/wiki/Skyrim:Deeja
are still unkillable.

Is this because of the quest they're part of, that normally controls their essential status? Or is there another way you're supposed to make NPC's non-essential?
I don't care about breaking the quest, I just want to be able to kill them on an existing character (without resorting to other people's mods!).

I'm guessing you are testing this in one of your existing saves where you've already met the NPC's? If so then their un-kill-able status is probably baked into your save.

Unfortunately, data stored in the save overwrites any changes made by a mod. Have you tried testing in a NEW GAME?

- Hypno
User avatar
TASTY TRACY
 
Posts: 3282
Joined: Thu Jun 22, 2006 7:11 pm

Post » Tue Nov 20, 2012 10:31 am

If so then their un-kill-able status is probably baked into your save.
Could also be their immortality is granted by filling quest aliases.
User avatar
RUby DIaz
 
Posts: 3383
Joined: Wed Nov 29, 2006 8:18 am

Post » Tue Nov 20, 2012 7:02 am

Where is it teleporting to?

My new cell, which I can coc into, and then use a different type of door to leave.


Hmm... Then I've got nothin'. Oh yeah, does it have object bounds? Try R-Click &--#62; "Recalc Bounds" (or drop an instance into the render window and save)?

This didn't work either, unfortunately.

I really have no idea why this door isn't working so I'm just going to try something different. Thanks for the tips guys.
User avatar
Matt Gammond
 
Posts: 3410
Joined: Mon Jul 02, 2007 2:38 pm

Post » Tue Nov 20, 2012 3:10 am

Is there some kind of issue with adding new doors? I've taken a mesh from the game that wasn't a door, made a new door object and used the other mesh for it's model, but when I get to it in game I can't activate the door. Anyone have any advice?

Are there any scripts attached to the base object or the drop-in-reference? (scripts tab when double-click)

*EDIT:
Actor.psc and Game.psc have not yet been updated. One could do it on their own, but the SKSE Team is generally pretty quick to update stuff, so I'd just wait.

Thanks JustinOther. I'm perfectly content to wait :)
User avatar
Stat Wrecker
 
Posts: 3511
Joined: Mon Sep 24, 2007 6:14 am

Post » Tue Nov 20, 2012 10:08 am

This didn't work either, unfortunately.

I really have no idea why this door isn't working so I'm just going to try something different. Thanks for the tips guys.
Hmm... Link it if you want and I'll have a look. All sounds like it should be working.

Edit: Yeah, just made a TableDoor.esp to test with and the table doors worked fine (model is usually for a STAT form). Does the CELL with the other door have a name? If not, it could be there's just no rollover text, thus it's not offering activation?
User avatar
glot
 
Posts: 3297
Joined: Mon Jul 17, 2006 1:41 pm

Post » Tue Nov 20, 2012 9:07 am

Hmm... Link it if you want and I'll have a look. All sounds like it should be working.

Edit: Yeah, just made a TableDoor.esp to test with and the table doors worked fine (model is usually for a STAT form). Does the CELL with the other door have a name? If not, it could be there's just no rollover text, thus it's not offering activation?

The other Cell is just a basic 'aaamerkersduplicate001' for now, I'll be re-naming that closer to the end. The only thing I can think of is perhaps the problem lies with the original model I'm using (it's the Solitude manhole static, by the name of 'SManhole'); it's a flat texture that can only be seen from one side, maybe there's some kind of issue relating to that? Sounds unlikely, but I'm really not sure what else could be going wrong. But anyway, https://www.dropbox.com/s/fi6pnxvcu0xc2tj/SolitudeSewers.esp if you want to have a look.
User avatar
Nathan Risch
 
Posts: 3313
Joined: Sun Aug 05, 2007 10:15 pm

Post » Tue Nov 20, 2012 7:51 am

Running into an issue where several of my load doors are dumping me out underneath the floor that I'm supposed to land on, such that I end up in some weird no-man's land with the floor above or around my waist. Would this be an issue with the navmesh, or the teleport destination marker? I have used the "F" key to ensure that both are resting on the floor.

Testing with a minimum of mods to avoid possible conflicts.
User avatar
An Lor
 
Posts: 3439
Joined: Sun Feb 18, 2007 8:46 pm

Post » Mon Nov 19, 2012 9:15 pm

Running into an issue where several of my load doors are dumping me out underneath the floor that I'm supposed to land on, such that I end up in some weird no-man's land with the floor above or around my waist. Would this be an issue with the navmesh, or the teleport destination marker? I have used the "F" key to ensure that both are resting on the floor.

Testing with a minimum of mods to avoid possible conflicts.

It's your teleportation marker.
I would suggest never resting such markers on the floor (coc, door, etc) . What I do is floor them with "F" then use "Z" to raise them up a bit.
User avatar
Marine x
 
Posts: 3327
Joined: Thu Mar 29, 2007 4:54 am

PreviousNext

Return to V - Skyrim