The Quick CK Questions Thread

Post » Mon Jun 18, 2012 11:16 pm

I've created a perk which adds a constant effect to the player that drains the player's health. I'm hoping to create some kind of hardcoe mod with this.
I set the perk to activate on completion of the quest MQ101 (when you leave the Helgen Keep cave and are outside for the first time) and added it to the "Player" actor.
For some odd reason the perk doesn't activate at that point but simply is always active.
Here are the perk settings, since I am not allowed to post links apparently:
V Playable
V Hidden
Level: 0
Num: 1

Conditions:
Target: S
Function name: GetQuestCompleted
Function info: Quest: "MQ101"
Comp: ==
Value: 1.00

Perk Entries:
Rank: 1
Priority: 0
Type: Ability
Data 1: PCHealthDrain1

Any help or pointers appreciated!
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Marquis deVille
 
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Post » Mon Jun 18, 2012 4:08 pm

**Question**

Ok i want to make an AI package and add the package to some predators in order to attack "prey" once a day, i dont really understand the how the Ai are handled in the CK, so if anyone tell me how to do it step by step i would appreciate it.

I thinlk i also need to create a quest... i am not sure, someone please help this is driving me insane!
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Elea Rossi
 
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Post » Mon Jun 18, 2012 2:16 pm

Welp, this is on the 4th page now and i think my problem might help the one above me aswell, so here goes again!

I'm trying to make a hunter npc follow a patrol path, kill random prey, approach the prey, wait 15 seconds and then continue with the patrol. So far everything works good except the hunter never moves from the prey again, i have attached a picture here of the package template:
http://i.imgur.com/Un59E.jpg

The wait sequence never triggers, but instead he holds there on the travel (to the dead prey) sequence and nothing happens after that, been working this issue for days now ANY help would be great.

This will work for you above me aswell, if you remove the third sequence the animal will never stop at the corpse and rather just follow the patrol killing prey. Then you set it on a schedule that works for you. The package creation tutorial at the wiki will help you with any package questions.
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Hayley O'Gara
 
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Post » Mon Jun 18, 2012 6:51 pm

Hi all,
I'm trying to make a ghost who only appears during a few hours at night, patrols during night, and disappears in the morning.
Is there an "easy" way to activate/deactivate NPC on a schedule ?
Thanks!
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Milagros Osorio
 
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Post » Mon Jun 18, 2012 6:23 pm

What exactly do occlusion cubes do?
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Ebou Suso
 
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Post » Mon Jun 18, 2012 2:35 pm

DestructionPowerMod is an Actor Value, and can be modified by anything that can modify actor values. I think it's something that's modified rather frequently though, as it's a derived value, and not a base value, so you can't just set it once and expect it to stay that way. But it can be modified during events, or by perks, and should work as desired.

I'm late on this as I just saw it D:. Nope. I've been unable to modify this through scripting. The compiler complains. I can change anything else though that is not a *PowerMod.

I found an easy way around this though. I just make a magic effect and attach a script for the other things I want to.
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Marie
 
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Post » Mon Jun 18, 2012 2:44 pm

Okay I want to reset the inventories of all the NPCs in the game without reSPAWNing all the NPCs in the game. Just their inventories. So that NPCs who don't normally come back to life, will still reset their inventories. I'm targeting pretty much...every NPC in the war -_-. Is this possible? And if so, how can I do it?

Please help ;_;
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Jon O
 
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Post » Mon Jun 18, 2012 8:38 pm

Is it possible to have OnHit work without having to specify an ID for aggressors/projectiles/etc ..?
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suzan
 
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Post » Mon Jun 18, 2012 2:00 pm

@Terra Nova:
I assume you're calling it manually? Just pass None to the parameters for which there isn't a relevant value.

Cipscis
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Ally Chimienti
 
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Post » Mon Jun 18, 2012 8:46 pm

ok, and I don't suppose it's possible for the enemy to recieve damage when they hit the player?(aka reflect)

(General Statement) No I don't wont to make a perk.
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Lizs
 
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Post » Mon Jun 18, 2012 4:47 pm

What exactly do occlusion cubes do?

http://geck.gamesas.com/index.php/Occlusion_Culling
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Jeff Turner
 
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Post » Tue Jun 19, 2012 2:07 am

Is there any way to modify game settings through script? I found accessors but no mutators.
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Sammygirl
 
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Post » Mon Jun 18, 2012 3:26 pm

No, not yet unfortunately. GMST records are read-only from Papyrus' perspective.

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Juliet
 
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Post » Mon Jun 18, 2012 6:59 pm

Here I was hoping I was just blind... Well, thanks for confirming!
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Emma
 
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Post » Mon Jun 18, 2012 12:31 pm

This is just a curiosity. My exterior cells weren't rendering properly, so I just reloaded the mod and this error popped up. I've reloaded my mod many times just like that without that happening. I'm just curious what it means. I'm an idiot when it comes to textures - don't know nuthin' about 'em.

http://smg.photobucket.com/albums/v194/rivergoat/Skyrim/Skyrim%20Odd%20Stuff/?action=view¤t=CKwierderror.jpg
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Cash n Class
 
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Post » Mon Jun 18, 2012 1:54 pm

What is the destination container when a player eats something?
I have a script that filters inventory events for food (compares it to a formlist)... but i need it to only apply when the item is eaten and not dropped.

heres my script
Scriptname invEventScript extends ReferenceAliasformlist property CookingIngredientsList autoEvent OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)  AddInventoryEventFilter(CookingIngredientsList)	Debug.MessageBox("Foodevent!")   if akDestContainer == Game.GetPlayer()	 Debug.MessageBox("I ate it!")  endifendEvent
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Catharine Krupinski
 
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Post » Mon Jun 18, 2012 12:42 pm

I expect the akDestContainer parameter would have "None" passed to it. You could try printing it out to a log with http://www.creationkit.com/Trace_-_Debug or http://www.creationkit.com/TraceUser_-_Debug to find out.

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Rinceoir
 
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Post » Mon Jun 18, 2012 2:49 pm

Hmm.. i will have to check but i thought a dropped item had a akDestContainer of None also.

I did get it working by a method http://www.gamesas.com/topic/1347778-player-remove-item-sm-not-firing-when-drinking-potions/page__p__20360148__hl__food__fromsearch__1#entry20360148 that checks the itemRef and destContainer both for == None
Thanks!
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DAVId MArtInez
 
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Post » Mon Jun 18, 2012 10:19 pm

I can't find any sort of "break" function for looping in Papyrus. Does it exist?
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Ezekiel Macallister
 
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Post » Tue Jun 19, 2012 12:28 am

I can't find any sort of "break" function for looping in Papyrus. Does it exist?
Not as far as I know. Just use an if-statement and set your control variable to whatever makes the loop stop when you want it to stop.

Something like:
Spoiler

int hello = 0while( hello < 65534 )  Debug.MessageBox("Hello World!")  hello += 1  if( hello == 255 )    hello = 65535  endIfendWhile

Note that that's a very, very simple example. It's just to get the idea across. If you need a more detailed example, lemme know and I'll try to come up with something more practical.

Edit: Re-wrote example in Papyrus... originally had it in C. I needs sleeps.
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gary lee
 
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Post » Mon Jun 18, 2012 9:34 pm

I'm terrible with scripting. Could someone give me the basic script to prevent the creature it's on (dragon of course but let's keep it general) from flying. I placed in on the ground and I want it to stay there or walk around (between the walls) and nothing more

I''m looking to use

.SetAllowFlying(false)

but to be honest I've got no clue as to how I set the creature as the target of this.

help appreciated.
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Siidney
 
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Post » Mon Jun 18, 2012 10:00 pm

Two questions I'd like help with:

1. Is there a Batch Script function? Where I can run a separate text-file as a console command, like we could in Oblivion?

2. Modifying the PC's SpeedMult AV boosts Speed, but they need to change their stance, draw a weapon, or attack/cast a spell for the effect to kick in; using a dummy Spell does not work, so does anyone know if there is a way to force this? In my original script, it DID do this automatically, but nothing happens using that same script, so I have no idea how I managed to do it, or if it was being caused by something else.
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Stacyia
 
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Post » Mon Jun 18, 2012 11:06 pm

I've created a perk which adds a constant effect to the player that drains the player's health. I'm hoping to create some kind of hardcoe mod with this.
I set the perk to activate on completion of the quest MQ101 (when you leave the Helgen Keep cave and are outside for the first time) and added it to the "Player" actor.
For some odd reason the perk doesn't activate at that point but simply is always active.

You need to add your condition to the perk effect, not to the perk itself. Conditions on the perk just control whether or not the player can select the perk (in the constellation interface), and since you've just granted it to the player, those conditions are never checked.

Also, I'd recommend making the quest add your perk to the player, rather than modifying the player actor directly, to reduce the potential for conflicts.
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Becky Cox
 
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Joined: Thu Jun 22, 2006 8:38 am

Post » Tue Jun 19, 2012 2:44 am

In an NPC's stats tab, where there is the "Levelling Data", could someone explain how I could go about making it so that the NPC is always 5 levels higher than the player for example? Also, I can't see which one of the two is calc min and calc max, only "calc" is visible for both.
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Genevieve
 
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Post » Mon Jun 18, 2012 11:24 am

Okay I want to reset the inventories of all the NPCs in the game without reSPAWNing all the NPCs in the game.... Just their inventories. Or any sort of similar effect. So that NPCs who don't normally come back to life, will still reset their inventories. I'm targeting pretty much...every NPC in the war -_-. Is this possible? And if so, how can I do it?

Please help ;_;

Anyone?
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HARDHEAD
 
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