The Quick CK Questions Thread

Post » Tue Jun 19, 2012 2:52 am

You can add a perk (via scripts) that mods the destruction magnitude. That should work.


..I don't know how to do that yet.
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QuinDINGDONGcey
 
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Post » Mon Jun 18, 2012 4:54 pm

Where do I define a location the player ends up when he uses CoC ? Right now he seems to end up at the last-edited spot but I bet there's a way to make it a bit more consistent.

Put "coc" in the filter box and click All. I'm not sure what category it's even in, I've never found it any other way. Place COCMarker in your cell.
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Ana
 
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Post » Mon Jun 18, 2012 3:52 pm

..I don't know how to do that yet.

Is this for the player or NPCs?
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Scott
 
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Post » Mon Jun 18, 2012 6:08 pm

It's for the player.
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Ebou Suso
 
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Post » Mon Jun 18, 2012 11:35 am

http://www.creationkit.com/AddPerk_-_Actor

And create a perk that looks a bit like http://i.imgur.com/ZzjqQ.jpg with spell conditions appropriate for what you need.
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Shaylee Shaw
 
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Post » Mon Jun 18, 2012 2:09 pm

Thanks a lot. :biggrin:
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Josh Trembly
 
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Post » Tue Jun 19, 2012 12:32 am

First and foremost, thanks for this thread!

I'd like to ask my own question:

Can you tell me how you can get the ID of the book read in an OnRead() event?
I tried a couple of ways of using GetBaseObject, but it just doesn't seem to work.

I can manually choose the property for the script, but I don't want to do it for ~150-200 books :\

Also, is there a way to get the NAME and not the id of something as a string in the script? Like for displaying the given name of the book in a message box or something?

Many many thanks in advance.
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Isabel Ruiz
 
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Post » Mon Jun 18, 2012 6:21 pm

It is an idle marker. Search in "All" for IdleMarker and choose the one you want, possibly "BookReadingIdleMarker", then give the actor a LinkedRef pointing to it, as shown in the Bethesda Encounters tutorial,

Oh I see! No wonder I couldn't find any scripts or AI package on Brelyn. Thx!
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Holli Dillon
 
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Post » Mon Jun 18, 2012 11:24 am

How do i make an actor behave like a hunter, hunt and check out the prey and stuff for a set period of time? A package or something?
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Jordan Fletcher
 
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Post » Mon Jun 18, 2012 8:32 pm

This thread should be pinned, I created a thread without seeing this for my questions. Anyway, that thread failed so here are my questions...

1. How do you make it so a corpse doesn't settle? I've checked "Starts Dead" and "Don't Havok Settle" but it always seems to start settled when I enter my region. I want to create some creepy ritualistic scenes with bodies pinned to walls but it just doesn't work.

2. How do you put a magical barrier on a door (like the one in "Dead Men's Respite")?...and how do you break it? I have checked said door in it's location in the creation kit but there's no indication of what causes the blue barrier.

3. Can I make an NPC use a pullchain when I enter a specific area? I've not used scripts yet, I assume I'll need to use one for something like this?
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Georgine Lee
 
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Post » Mon Jun 18, 2012 4:30 pm

Custom functions and events are a part of the http://www.creationkit.com./Category:Papyrus.

I'm still trying to get the hang of this new scripting language, but does it support event handlers where scripts are triggered without needing it to be linked to specific targets? So, lets say automatically triggering health damage events for all actors in the area for instance (like SetEventHandler "OnHealthDamage" mydamagescript in OBSE). If so, a link to some more info would be appreciated.
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Steve Fallon
 
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Post » Mon Jun 18, 2012 6:01 pm

Is it possible in the CK to change an NPC's race without resetting the facegen and face morph data - ie, just keeping the current settings?
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Mariana
 
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Post » Mon Jun 18, 2012 4:50 pm

Is It possible to import items from Oblivion, IE furnature, buildings, caves etc.
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SUck MYdIck
 
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Post » Tue Jun 19, 2012 3:02 am

How are you able to check if the player has a spell? GetSpellCount doesn't exist and GetItemCount will compile for spells but won't work.
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Chris Ellis
 
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Post » Mon Jun 18, 2012 6:50 pm

http://www.creationkit.com/HasSpell_-_Actor

Cipscis
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Monique Cameron
 
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Post » Mon Jun 18, 2012 5:06 pm

Actually, no, you don't need to extract the contents. When you go to edit and get prompted for a filename where you'd normally browse to one, you can simply paste the full path to one in the filename box and hit open. The CK will change the model path and you should see it update the preview image and everything. That's how I've been doing it and haven't had any trouble so far.

I tried this way but whatever i did always came up with an "invalid directory". Any chance you can post a complete path so i can see where i am going wrong
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Makenna Nomad
 
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Post » Mon Jun 18, 2012 10:37 pm

http://www.creationkit.com/HasSpell_-_Actor

Cipscis
You're a lifesaver, thank you.
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[ becca ]
 
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Post » Mon Jun 18, 2012 11:24 pm

What kind of script would allow you to "playermoveto" by pressing a button? I tried a few different ways last night and couldnt get anything to work. Any suggestions on the script to use and the type of object that allows it work with that script? Basically, I want to be able to move to an area inside my interior cell by pressing an activator...
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Imy Davies
 
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Post » Mon Jun 18, 2012 10:29 pm

Maybe some links on the OP that shows what questions have been asked and the answers given for them so people wont have to read through multiple pages of questions and answers to see if what they want to know is already asked and answered. This might save thread bloat and keep from getting hit with repetitive questions and answers.

My question:

Can you preview sounds in the CK, if not what is the best way to do so?
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Toby Green
 
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Post » Tue Jun 19, 2012 3:02 am

Is It possible to import items from Oblivion, IE furnature, buildings, caves etc.
That would be illegal, so no.
What kind of script would allow you to "playermoveto" by pressing a button? I tried a few different ways last night and couldnt get anything to work. Any suggestions on the script to use and the type of object that allows it work with that script? Basically, I want to be able to move to an area inside my interior cell by pressing an activator...
Game.GetPlayer().MoveTo(MarkerProperty) should work.
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Claire Jackson
 
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Post » Mon Jun 18, 2012 11:52 pm

Another question: Is there a way to turn of game saving, particularly by cell and add a checkpoint system to the cell instead?
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Abi Emily
 
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Post » Mon Jun 18, 2012 11:56 pm

Would you kindly help me with this one?

Can you tell me how you can get the ID of the book read in an OnRead() event?
What I mean: There's a book with an ID of PerkTomeAlchemyAlchemist1 and I want is this ID to be called by a script part into the script so that I can manipulate this specific book in the inventory while the script is running.
I tried a couple of ways of using GetBaseObject, but it just doesn't seem to work.

I can manually choose the property for the script, but I don't want to do it for ~150-200 books :\

Also, is there a way to get the NAME and not the id of something as a string in the script? Like for displaying the given name of the book in a message box or something?

Many many thanks in advance!
PS.: Sometimes it seems anywhere I write on this forum, the thread drops dead. Like a stone in a pond :D It must be magic. So.. sorry for that ;D
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Kirsty Wood
 
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Post » Mon Jun 18, 2012 10:46 pm

Game.GetPlayer().MoveTo(MarkerProperty) should work.

Alright I will try that after work tonight.. Thanks for the response!
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Gaelle Courant
 
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Post » Mon Jun 18, 2012 6:48 pm

How do I plant a roommarker? I put it from the object window into the render window, however I can't see it anywhere and when I doubleclick on it in the Cell View, it zooms out very far but I still don't see it. How do I specify it to only contain the objects I want?
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Rachel Tyson
 
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Post » Mon Jun 18, 2012 7:51 pm

Is it possible to change the Shout Voice overs in the creation kit, and if so, what file format is used for sound in skyrim
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Add Meeh
 
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