Quick Questions, Quick Answers - Thread #24

Post » Sun May 18, 2014 1:28 am

http://www.gamesas.com/topic/1348211-the-quick-ck-questions-thread/ | http://www.gamesas.com/topic/1353350-quick-ck-questions-thread-2/ | http://www.gamesas.com/topic/1365336-quick-questions-quick-answers-the-3rd/ | http://www.gamesas.com/topic/1373468-quick-questions-quick-answers-thread-4/ | http://www.gamesas.com/topic/1395667-quick-questions-quick-answers-thread-5/ | http://www.gamesas.com/topic/1406245-quick-questions-quick-answers-thread-6/ | http://www.gamesas.com/topic/1411305-quick-questions-quick-answers-thread-7/ | http://www.gamesas.com/topic/1414436-quick-questions-quick-answers-thread-8/ | http://www.gamesas.com/topic/1418982-quick-questions-quick-answers-thread-9/page__st__180__p__21821206__hl__quick%20questions,%20quick%20answers%20thread__fromsearch__1#entry21821206 | http://www.gamesas.com/topic/1424574-questions-quick-answers-thread-10/ | http://www.gamesas.com/topic/1427837-quick-questions-quick-answers-thread-11/ | http://www.gamesas.com/topic/1432221-quick-questions-quick-answers-thread-12/ | http://www.gamesas.com/topic/1434686-quick-questions-quick-answers-thread-13/ | http://www.gamesas.com/topic/1437011-quick-questions-quick-answers-thread-14/ | http://www.gamesas.com/topic/1439381-quick-questions-quick-answers-thread-15/ | http://www.gamesas.com/topic/1442236-quick-questions-quick-answers-thread-16/ | http://www.gamesas.com/topic/1444947-quick-questions-quick-answers-thread-17/ | http://www.gamesas.com/topic/1449652-quick-questions-quick-answers-thread-18/ | http://www.gamesas.com/topic/1458015-quick-questions-quick-answers-thread-19/ | http://www.gamesas.com/topic/1462459-quick-questions-quick-answers-thread-20/ | http://www.gamesas.com/topic/1464441-quick-questions-quick-answers-thread-21/ | http://www.gamesas.com/topic/1466681-quick-questions-quick-answers-thread-22/ | http://www.gamesas.com/topic/1468752-quick-questions-quick-answers-thread-23/

Have a quick question? Need a quick answer? If you have not had any luck with the http://www.creationkit.com/Main_Page, post away and hopefully someone will have the answer(s) you seek.

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x a million...
 
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Post » Sun May 18, 2014 6:25 am

ah, these. yes, this utility i think i need too :-)

edit: this quotes ladyonthemoon btw, couldn't quote it over from the old thread :-)

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ILy- Forver
 
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Post » Sun May 18, 2014 5:17 am

...and @ viktorgk, about your water question from the old thread, water direction is set in the water type, it's got an own tab for this.

(this is the VISIBLE water direction. CURRENTS are set on the water object's ref (from all i understood that is))

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ILy- Forver
 
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Post » Sun May 18, 2014 11:32 am

What's become of "copy and paste"? :P

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Nathan Barker
 
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Post » Sat May 17, 2014 11:14 pm

that's what i did actually - it just doesn't give me them neat "ladyonthemoon said" boxes... :-)

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meg knight
 
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Post » Sun May 18, 2014 3:00 am

in an ActiveMagicEffect script, can i use an OnInit event to make stg happen whenever that effect is fired by a spell?

(i've seen OnMagicEffectApply, but that looks pretty suspicious to me (got close to none experience with magic effect scripts so far),

as i have no actors the effect actually applies to (it just starts some quests, adds and removes some spells etc)

edit: yes, this perfectly works. (somehow, there's far more quick questions than quick answers here :-)

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dean Cutler
 
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Post » Sun May 18, 2014 10:46 am

Any ideas on how to catch which item was enchanted when using an enchanting station? OnItemRemoved fires when the soul gem is removed, but OnItemAdded does not fire. I can catch the crafting/enchanting event just fine with Story Manager, but I need to remove the enchanted item from the player so I need to identify the item. I could do it via a huge amount of item specific quests and Story Manager, but I do not consider that to be a viable option.

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djimi
 
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Post » Sun May 18, 2014 9:08 am

Can I somehow remove the "Cleared" message from a map marker? Of some reason the map marker remains "Cleared" even if I delete it in the CK and make a new one the same place. Is this really hardcoded too as much else of the map marker editing?

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Roanne Bardsley
 
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Post » Sun May 18, 2014 8:40 am

Did you change sCleared or sDungeonCleared (Game setting)?

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Chris Jones
 
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Post » Sun May 18, 2014 12:48 am

Nope, I didn't, but I don't know how to do that for one single map marker either.

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Dawn Farrell
 
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Post » Sun May 18, 2014 1:32 am

Changing the game setting would most likely apply to all map markers. I'm not sure that it can be done on an individual marker basis.

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Jessica Phoenix
 
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Post » Sun May 18, 2014 9:32 am


Probably LocationProperty.http://www.creationkit.com/SetCleared_-_Location(false) would work.
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Albert Wesker
 
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Post » Sun May 18, 2014 12:51 am

in a reference aliasses script, does "self" point to the alias itself or to whatever it holds?

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Bereket Fekadu
 
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Post » Sun May 18, 2014 12:09 pm

Is there a way to re-snap./ realign the gizmo to an object?

sometimes my gizmo gets far away from my object, even after deselecting and selecting a few other things. its super frustrating trying to get things to line up sometimes, when I'm not using snape to grid.

plz. iluvu

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megan gleeson
 
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Post » Sun May 18, 2014 1:41 am

Is there a way to remove the collision from an wall object? i want the player to pass through a dead end wall to the other side.

really want them to pass through it as is, after meeting certain requirements.

Or any way for the player to go through it

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Rozlyn Robinson
 
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Post » Sat May 17, 2014 9:29 pm

What's the syntax for a null condition?

If statement is true

;do this

Else

;nothing

EndIf

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Cedric Pearson
 
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Post » Sun May 18, 2014 2:39 am


I'm not at my pc to check, but does player craft item pass the created object to the quest it starts, to fill an alias?
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!beef
 
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Post » Sun May 18, 2014 8:17 am

Resetting the rotation value in the reference window of the object might do that but there are some objects that are set so their "gizmo" helps putting them at a certain hight, wall shelves for example.

I think you must rework the mesh to achieve this.

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Sarah MacLeod
 
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Post » Sun May 18, 2014 1:56 am

Unfortunately not. I just checked it and the only event data offered to fill an alias is the workbench that was used.

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Sophie Payne
 
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Post » Sun May 18, 2014 1:41 am

Hello Everyone! I was going to start a new thread but I don't think I'm able to do that yet since this is a new account. This seems like a proper place to do so. BTW how many posts do I need before I can make threads? Can't find that info anywhere.

Now on to my question. I hope someone can help.

Following the tutorial for the creation kit and making it to chapter 3, I have a basic understanding of scripting and its requirements.
I thought I'd try out one of the examples from the Creation Kit Wiki that it provides, the http://www.creationkit.com/Complete_Example_Scripts#Script_to_make_an_item_cast_a_spell to test it out and learn from it.
I've copied the contents of the script and followed the guidelines it provides below to get the script to work and I still can't get the
WeTempActivator from the hello world example to cast a spell on me when I go near it.
I've set the Zap property to an aimed spell such as sparks but it wouldn't fire it at me in game.
So I changed the default values of the xOffset and yOffset to a value of 10 each and still no results. I'm not quite sure what i'm doing wrong here.
Am I missing a property that needs adjustment?
And the name of the script is inline with what I have in the script code, so the conflict isn't there.
Spoiler
Scriptname HelloWorld extends ObjectReference
import Utility
Actor Property PlayerREF Auto
Float Property xOffset Auto ; Relative X position for the target
Float Property yOffset Auto ; Y Offset for Target
Float Property zOffset Auto ; Z offset for Target
Float Property RandomOffsetX Auto ; Randomness applied to X Offset. Initializes at 0.
Float Property RandomOffsetY Auto ;Randomness applied to Y Offset. Initializes at 0.
Float Property RandomOffsetZ Auto ; Randomness applied to Z Offset. Initializes at 0.
Float Property PulseRate = 1.0 Auto ; How often do we shoot?
Float Property RandomRate Auto ; Add random delay to pulse rate, capped at this value
Activator Property TargetType Auto ; What type of object are we zapping if we're spawning a node?
ObjectReference Property CurrentTarget Auto ; The actual target we're shooting at
Bool Property SpawnNode Auto ; Do we spawn a target? If not, zap the nearest valid target. Initializes 'False'
Spell Property Zap Auto ; What spell shall we use for the effect?
FormList Property TargetTypeList Auto ; List of potential targets
Float Property SeekRange = 1000.0 Auto ; The range it will "Lock into" a target if not making a node.
Event OnInit()
if CurrentTarget ;!= None
elseIf SpawnNode
float newXOffset = XOffSet + RandomFloat(-RandomOffsetX, RandomOffsetX)
float newYOffset = YOffSet + RandomFloat(-RandomOffsetY, RandomOffsetY)
float newZOffset = ZOffSet + RandomFloat(-RandomOffsetZ, RandomOffsetZ)
CurrentTarget = PlaceAtme(TargetType)
CurrentTarget.MoveTo(Self, newXOffSet, newYOffSet, newZOffSet)
endif
RegisterForSingleUpdate(PulseRate)
EndEvent
Event OnUpdate()
; find something nearby to shoot at if we're not making our own target.
if !SpawnNode && !TargetTypeList && GetDistance(PlayerREF) < SeekRange ; No list given, Default to the player if he is in range.
CurrentTarget = PlayerREF
elseif TargetTypeList
CurrentTarget = Game.FindClosestReferenceOfAnyTypeInListfromRef(TargetTypeList, Self, SeekRange)
endif
if CurrentTarget ; it's possible that there is no target
Zap.Cast(Self,CurrentTarget)
endif
RegisterForSingleUpdate(PulseRate + RandomFloat(0.0, RandomRate))
EndEvent
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Sarah Bishop
 
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Post » Sun May 18, 2014 2:49 am

Scriptname AceAddLeveledItemsScript Extends QuestLeveledItem Property LItemSpellTomes25AllIllusion AutoLeveledItem Property LItemSpellTomes50AllIllusion Auto;Level 25Book Property AceSpellTomeConceal Auto;Level 50Book Property AceSpellTomeCoward AutoEvent OnInit();Level 25	LItemSpellTomes25AllIllusion.AddForm(AceSpellTomeConceal,25,1);Level 50	LItemSpellTomes50AllIllusion.AddForm(AceSpellTomeCoward,50,1)	Debug.notification("Script Fired")EndEvent

This is set to run once. Will it add the spell tomes to the leveled lists once the correct level is met or will it add them depending on what level the PC is at the time of installing the mod?

EDIT: I think I've misunderstood the function. I changed it to add the items into the level 75(My illusion level is below that) leveled lists but it was added to the vendor instantly. Why is that?

So what I'm saying is I changed this:

LeveledItem Property LItemSpellTomes75AllIllusion Auto

LItemSpellTomes75AllIllusion.AddForm(AceSpellTomeCoward,1,1)

It seems that at level 62 illusion, I can purchase expert level illusion spells and that there wasn't a problem with my script. Just to clarify, is this normal?

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Marie Maillos
 
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Post » Sun May 18, 2014 1:14 pm

As far as I know, you should be able to make new threads right from the get-go. I have seen plenty of threads started by single post laymen before. Maybe your account status just hasn't updated, but you should see a Start New Topic button just above the sticky list and on the right hand side on any forum page, right next to the Mark This Forum as Read button.

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Rinceoir
 
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Post » Sun May 18, 2014 8:51 am

It is possible to use the "new variable[int n]" command to reset an array?
E.g.

float[] myarray = new float[2]
myarray[0] = 1
myarray[1] = 2

float[] myarray = new float[2]
debug.Notification(myarray[0]) -> Message: 0 or none

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Tiff Clark
 
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Post » Sun May 18, 2014 12:15 am

How can i connect the lever with the sawmill? There is no linked ref, no parent and no additional script in the riverwood sawmill, how does it work? How can i make mine work?

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QuinDINGDONGcey
 
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Post » Sun May 18, 2014 1:01 am

The sawmill must be connected with the lever in the Activate Parents tab. A delay of 1.00 is fine for this purpose.

And then to my question:

Why can't I change the font size in a note? I use as they say on CreationKit.com but nothing happens in game. Can this really only be done with a downloaded writing system like Sublime Text Setup?

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Danii Brown
 
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