Quick Questions -- Quick Answers, The Nineteenth

Post » Fri May 27, 2011 12:17 pm

Great, thanks!
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James Wilson
 
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Post » Thu May 26, 2011 11:06 pm

I tried ModAV and it didn't work either. I don't think Alchemy takes fortify skill enchantments into account. The only one that works is SetAV, but even that doesn't give the player the perk if it's set above the next perk-level. Is there any way of forcing perks into place and then resetting them later?


Anyone know if there's any way this is possible?
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Mariaa EM.
 
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Post » Fri May 27, 2011 8:24 am

Your pickIdle syntax is incorrect. So is getMouseButtonPress'. Look up their wiki articles ( and the one on Idle Animations while you're at it ). Secondly, use onKeyDown instead of getMouseButtonPress as you don't want to call the pickIdle condition every frame.


I'm don't understand how you use onkeydown have a look now

scn PointyStickAnimBegin Gamemodeif (player.getequipped AESPointyStick == 1);checks to see if player has weapon equipped		PrintToConsole "PSA_Is_equipped"		if (OnKeyDown 0 == 256); if yes sees if he is pressing the mouse			player.additem AESpointystickanimationtoken 1;adds the animation token			PrintToConsole "PSA_Is_Mouse_Pressed"			pickidle; picks an idle (hopefully the PS Animation)			PrintToConsole "PSA_Is_Idle_picked"			player.removeitem AESpointystickanimationtoken 1;Removes the anim token		endifendifend

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Samantha hulme
 
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Post » Thu May 26, 2011 9:35 pm

Your onKeyDown syntax is also incorrect, in the same way. onKeyDown takes the dxscan code as an argument and returns a boolean value depending on whether the associated key was pressed during that frame ( well, during the last frame, technically ).
if ( onkeyDown 256 )  ; --- if the left mouse button was pressed

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Matt Gammond
 
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Post » Fri May 27, 2011 12:14 am

It works much better now telling me that the animation token has been added then removed but It does not play the animation I think Its because the attack animation is already playing Is there a way to override it?
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Nikki Hype
 
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Post » Thu May 26, 2011 9:45 pm

It works much better now telling me that the animation token has been added then removed but It does not play the animation I think Its because the attack animation is already playing Is there a way to override it?
player.playGroup idle 1 should do the trick.
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Sophie Louise Edge
 
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Post » Fri May 27, 2011 5:18 am

what as in instead of pickidle?
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Rebecca Clare Smith
 
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Post » Fri May 27, 2011 2:48 am

No. Call playGroup before pickIdle.
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JUDY FIGHTS
 
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Post » Fri May 27, 2011 1:02 am

nope
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neen
 
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Post » Fri May 27, 2011 7:04 am

The mod is http://www.tesnexus.com/downloads/file.php?id=29658 if you want to take a look at it all stuff starts with AES idle anim is 1st one on list
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matt
 
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Post » Fri May 27, 2011 12:12 pm

One more question - is it possible to get the reference of a dynamic item (an item you can pick up) in a script? I want to move something to the items location in game using moveto, but since getself doesn't work on items I wonder whether there is a way to get the coordinates of an item after you drop it. Preferably without using OBSE.

Maybe I could move the item in question to the player first and then use setpos and the items xyz coordinates to move it with the item. But that would probably be unreliable.
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abi
 
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Post » Fri May 27, 2011 12:11 am

One more question - is it possible to get the reference of a dynamic item (an item you can pick up) in a script? I want to move something to the items location in game using moveto, but since getself doesn't work on items I wonder whether there is a way to get the coordinates of an item after you drop it. Preferably without using OBSE.

Maybe I could move the item in question to the player first and then use setpos and the items xyz coordinates to move it with the item. But that would probably be unreliable.
To my knowledge, can't without OBSE's getLastDroppedItemRef function.
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D IV
 
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Post » Thu May 26, 2011 10:32 pm

Hm...what would speak against the approach I described above?

When the item (which can only be picked up by the player) is dropped and not in a container (= player inventory) I move the activator to the player using moveto and then update its coordinates in the same frame to be the same as the items coordinates. Of course the coordinates will be updated every frame afterwards as well. It will also be a relatively short effect (only a few seconds), then the activator will be moved back to the dummy cell anyway until the player picks the item up and drops it again.
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Myles
 
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Post » Fri May 27, 2011 4:37 am

Hi, Is there a tool which can export certain dialogues of my mod into a textfile? The CS-Function for that isn't very helpful i think
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Jessie
 
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Post » Fri May 27, 2011 8:47 am

How about changing the facial expression of an NPC ? I want my npc to have an expression of fear when exiting the dialogue with the player - instead she gives the player a broad smile

Almost solved (inspired by http://www.tesnexus.com/downloads/file.php?id=12980) . I added, in the result script of the response that exits the dialogue (goodbye flag), this :
setstage UDUNquestAurelindae 10; this was there alreadyUDUNlirielRef.say  GOODBYE 1;I have a GOODBYE  info with conditions that apply to my NPC and an expression of fear

My only problem is she doesn't actually say (or rather print in subtitles) the response text. She does assume a fearful expression though and the line setstage... is executed.
Why doesn't she speak her line then ? Should she have a voice file for the say command to be executed ??
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gemma king
 
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Post » Fri May 27, 2011 1:09 pm

Hm...what would speak against the approach I described above?

When the item (which can only be picked up by the player) is dropped and not in a container (= player inventory) I move the activator to the player using moveto and then update its coordinates in the same frame to be the same as the items coordinates. Of course the coordinates will be updated every frame afterwards as well. It will also be a relatively short effect (only a few seconds), then the activator will be moved back to the dummy cell anyway until the player picks the item up and drops it again.
Well, you'll need a reference to the dropped item to get coordinates of any sort. That involves some tricky triggerzone positioning and catching. But should be doable.
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Antony Holdsworth
 
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Post » Fri May 27, 2011 1:37 am

When I try to load a file (specifically Dogmeat Companion) I get an error message saying:
"File Dogmeat Companion.esp is a higher version than this EXE can load"

Is there any way to fix it so that I can modify this file?
(I want to change the dog to a fox)

Also, If anyone knows any other ways I can get a companion that's a fox and will fight beside me I would greatly appreciate it!
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Euan
 
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Post » Fri May 27, 2011 9:41 am

I'm having some dialogue problems with my custom NPCs during combat. If I sneak attack a group and they don't detect afterwards, they should say things like "Where are you?" and "He/She was here a second ago!". The problem is that they start to say these lines, but then restart them or start to say something else. It comes out like "Where-Where are-He wa-Where are yo-He was he-Where a" or some such. This only happens when they're in combat with me but can't detect me. I'm experiencing this problem in three separate mods, each with a different type of NPC. In one, it's with Conjurers, in another it's Bandits and in the last, it's custom Guards. Anyone know what causes this and/or how to fix it?
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Emma-Jane Merrin
 
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Post » Thu May 26, 2011 11:45 pm

Hello, just a little help with an OBSE function: How do you detect "toggle" controls? I'm trying to detect if "autorun" is on (and then disable it). Can you detect it with "Is ControlPressed" or do I have to detect whether the player's x and y coordinates have changed after disabling their other movement controls?

Thanks :)
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Wanda Maximoff
 
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Post » Fri May 27, 2011 6:48 am

Just wondering: can you have a door teleport under water in the same cell? I.e. you have a door which teleports and its "brother" is in the same cell. Would that work? Because with me, it just spawns me outside of the water...
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Nancy RIP
 
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Post » Fri May 27, 2011 10:47 am

Hello, just a little help with an OBSE function: How do you detect "toggle" controls? I'm trying to detect if "autorun" is on (and then disable it). Can you detect it with "Is ControlPressed" or do I have to detect whether the player's x and y coordinates have changed after disabling their other movement controls?

Thanks :)
Use isControlPressed 0 and player.isMovingForward.

New thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1073222
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Nick Jase Mason
 
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