The Quick CK Questions Thread

Post » Tue Jun 19, 2012 12:35 am

Using simple math? For example multiplying with 0.99 removes 1% of the value.
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IM NOT EASY
 
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Post » Mon Jun 18, 2012 3:50 pm

Does anyone know if there is a small round table that fits in a nordic ruin? Or any other round object that could be used for such a table?

How about an Alchemy or Enchanting table? Those are used in the game rather often.
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jodie
 
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Post » Mon Jun 18, 2012 4:19 pm

Using simple math? For example multiplying with 0.99 removes 1% of the value.

Yeah a bit like that. Instead of DamageAV("health", 50) which equates to 50pts damage, I want that to be 50% instead.
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kelly thomson
 
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Post » Mon Jun 18, 2012 9:47 pm

How about an Alchemy or Enchanting table? Those are used in the game rather often.
Nah not for this, ty for the suggestion tho. But I want more like a stone table.
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Alexxxxxx
 
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Post » Mon Jun 18, 2012 2:55 pm

[ UNRESOLVED ]

Hi,

Here is my question:

I want to trigger a script when the player consumes a bottle of wine (Potion property). I understand it can be done with the OnItemRemoved event, because the game removes the bottle after consuming it, but I'm really confused about all this "player alias" stuff I read in http://www.gamesas.com/topic/1347778-player-remove-item-sm-not-firing-when-drinking-potions/.

So the question basically would be: Where do I place all those events related to the player?

Thanks.
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Ebony Lawson
 
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Post » Mon Jun 18, 2012 1:05 pm

Nah not for this, ty for the suggestion tho. But I want more like a stone table.

You could use one of those braziers with a hard rock surface, and scale it up? Or just use a normal wooden table? If the place is lived in, the inhabitants will have brought a table with them. If it is not lived in, where did that table come from?
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Eric Hayes
 
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Post » Mon Jun 18, 2012 4:30 pm

Here's a quick one: Anyone know if keyword values can go negative?

That is, are they full on integer variables, or just token replacements? The idea that they have a count suggests the latter, but I've not been able to test it yet.
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Nikki Morse
 
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Post » Tue Jun 19, 2012 2:44 am

You could use one of those braziers with a hard rock surface, and scale it up? Or just use a normal wooden table? If the place is lived in, the inhabitants will have brought a table with them. If it is not lived in, where did that table come from?

Thanks! I used SOVBrazier01 and an upside down RuinsSmallPillar to create this:
http://i786.photobucket.com/albums/yy141/ralme360/roundtable.png
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Adam Porter
 
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Post » Tue Jun 19, 2012 1:12 am

Nevermind me, figured it out.
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Mariana
 
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Post » Mon Jun 18, 2012 9:39 pm

Using simple math? For example multiplying with 0.99 removes 1% of the value.

Err, it doesn't work that way at all for DamageActorValue..

The number continues to be treated as a regular old number. I'll have to find another way around this.
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Destinyscharm
 
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Post » Mon Jun 18, 2012 9:09 pm

Looking for a way to call the encounter zone. PlaceActorAtMe contains input for an encounter zone, but is there a way to actually obtain that besides hard-coding it into the script properties of a reference? There's also CalculateEncounterLevel which seems to do that in it, but it's all a native function.

My guess is that I'll have to wait for the SKSE team to provide exposure to these..
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Christina Trayler
 
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Post » Mon Jun 18, 2012 9:23 pm

I have an odd question. While in the CK render window if I drag an object, anything, say a wall piece for example, I can drag it as far as I want to the left. If I try to drag to the right however, it only allows me to move a few inches then hits an invisible wall that I can slide up and down on but can't move the piece any farther right. I have to let go of the mouse button and drag again to the right a few more inches. It's like there's a MaxDragToTheRightDistance=3 variable is set or something. This happens while snap to grid is on or off.

Thoughts?
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Danial Zachery
 
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Post » Mon Jun 18, 2012 10:21 pm

I've got a summon horse spell functioning in every other way, but can't figure out what I'm missing that's not letting me ride it which sort of defeats the purpose. I know there are already summon horse mods out there it's just bugging me that I can't find out what my particular problem is. I'm just using a default horse basically just with "summonable" ticked.

This is what the effect looks like right now -

http://i.imgur.com/I6Jw6.jpg
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ZzZz
 
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Post » Tue Jun 19, 2012 12:59 am

How do I find and edit variable that manuipulates tempering of weapons and armor? I want to reduce the base rate (not the perks like Elven Smithing) so it scales slower overall.
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Suzie Dalziel
 
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Post » Mon Jun 18, 2012 4:40 pm

How can I remove the on-screen prompt for an object, that is usually able to be interacted with, but that I have modded to remove the interaction?

In this case I've changed the Workbench and Uses Skill properties in the Skyforge to NONE, and given it the FurnitureNoPlayerAnim keyword, but the prompt still appears to "Press A" (I use Xbox controller) when looked at.
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Beast Attire
 
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Post » Mon Jun 18, 2012 2:50 pm

How can I remove the on-screen prompt for an object, that is usually able to be interacted with, but that I have modded to remove the interaction?

In this case I've changed the Workbench and Uses Skill properties in the Skyforge to NONE, and given it the FurnitureNoPlayerAnim keyword, but the prompt still appears to "Press A" (I use Xbox controller) when looked at.
If this works anything like it did in Oblivion, the "Press A" thing appears because the object still is a named activator. If you remove the name (in this case 'Workbench') the activation button should disappear.
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louise hamilton
 
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Post » Mon Jun 18, 2012 6:22 pm

If this works anything like it did in Oblivion, the "Press A" thing appears because the object still is a named activator. If you remove the name (in this case 'Workbench') the activation button should disappear.

Works perfectly, thank you!
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Robert Jackson
 
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Post » Mon Jun 18, 2012 12:46 pm

Hi, i created a "blackbearcub" animal and i want him to follow another animal i created called "bearblackmother", the way i been doing it is the following:


1 created a new package called "aaaBearBlackCubFollowMother" and set it as a "follow" type, then i select target to follow in "Link reference" but i just dont know what to do next... what do i have to do to select the "bearblackmother" character? i am stuck at the "keyword" and i cant seem to be able to select in any way the bearblackmother, can someone tell me what to do next or what i am doing wrong, but step by step?

Please someone reply.
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Laura-Lee Gerwing
 
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Post » Mon Jun 18, 2012 12:50 pm

click the "select in render window" button, and when the cursor changes to a cross hair, double click the mother. That'll set a link ref from the cub to its mum, which should do what you need.
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Captian Caveman
 
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Post » Mon Jun 18, 2012 3:10 pm

1. I'd like to have a spell that interacts with effects already on the target. Is there a way to find what kind of effects are already applied to the target?

Example: If you use the shout Ice Form, enemies are encased in Ice, and paralized. I'd like to make my spell do extra damage by shattering the ice. It would be easy to setup a condition for the "extra damage" effect, but I don't know which condition I have to use.

2. Question:
If I have a spell with multiple differing effects, which one will be used for the graphics, animations and sounds?
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anna ley
 
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Post » Mon Jun 18, 2012 8:46 pm

I want to remove the blacksmithing tutorial quest in its entirety. How can I do this?
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sophie
 
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Post » Mon Jun 18, 2012 5:37 pm

Hi, I have been experiencing some very unresponsive companion lately like the companion will sit duck for 5second+ after almost every fight. It is really getting annoying.
See pic: http://oi39.tinypic.com/jfdukk.jpg (he is very far away and he took 1-2 more sec to get moving.)

So I started searching amongst GameSettings in the creationkit for a value that could speed it up and I searched a lot but I found it hard to spot the right setting that could fix that. (if there is one)

Anyone have an idea which setting I could tweak?
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SUck MYdIck
 
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Post » Mon Jun 18, 2012 7:26 pm

Okay, so I made this really neat sword of white flame using NifSkope (and no other utilities, since I figure out how to update NifSkope with the xml to allow me to use blender) but now when I import it into the game using CK I can wield it just fine, its functional and looks good in first person mode.
But if I drop it or go into third person mode, its totally invisible. Anyone know whats up?
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Marion Geneste
 
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Post » Mon Jun 18, 2012 7:46 pm

I want to remove the blacksmithing tutorial quest in its entirety. How can I do this?
Find the "TutorialBlacksmithing" Quest
UNCHECK the "Start Game Enabled" checkbox in Quest Data

You will have to check whether this removes the Dialogue Option from relevant NPCs in game ... I think it will.
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KiiSsez jdgaf Benzler
 
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Post » Mon Jun 18, 2012 5:31 pm

Find the "TutorialBlacksmithing" Quest
UNCHECK the "Start Game Enabled" checkbox in Quest Data

You will have to check whether this removes the Dialogue Option from relevant NPCs in game ... I think it will.

Even better than deleting it! Thanks!
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Spooky Angel
 
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