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Showing results for tags 'activators'.
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Title says it all. I am working on a mod and I have an object that I wish to remove an activator from. No problem, I go into xEdit, mark the activator as inaccessible + initially disabled but in game I still get the activation prompt when I hover onto it and yet nothing happens. How do I remove the activation prompt in this case? Thanks. P.S. I can get more specific if needed.
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I'm trying to add to the Standing Stone script, so that when you select a certain stone, a debuff spell is also applied to make the dragonborn less omnipotent (I made another thread about this mod, I know. Different issue now.) The spells work perfectly when I add them to my character with the console, but for whatever reason they're not being added when a standing stone is activated, save the Warrior Stone. I have them set as properties in the script and I'm using the "game.getPlayer().AddSpell(____) function on them, but for some reason its just not adding the spell. I'm almost certain that the script is refusing to recognize that the properties are filled. Does anyone know a workaround for this? Please lend a hand. Ignore this crap too, I got it working right. Damn, I wish I could just delete these.
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SSE Making a plugin for an existing mod
JediKitteh posted a topic in Skyrim's Creation Kit and Modders
So I'm going to start off by saying that I am very much new to creation Kit. I've messed with it before on oldrim for some personal edits and usually havn't had any problems. However I wanted to make some General Stores patches for the player houses I use. In Oldrim im fairly sure I just edited the house mods themselves in creation kit to place the GS activators. But say I wanted to make a patch that I could have other people use. Like this one. I tried making an .esp that contains the changes (moved some objects to the side to make room for the new activators. Disable unwanted containers as GS replaces their need. and place new activators in their place). However the regular activators I place show up fine but any changes that I make that move or disable objects placed by the original mod don't take affect. I am making sure my plugin is at the bottom of the load order. For example: On a shelf there is a flute and a drum. I move the flute to the top of the drum to make room for the GS activator. I save and check ingame. Ingame, the activator is there, but the flute is in it's original position. Another example: There is a meat hanging rack with a custom storage container. I disable the container and move it below the floor and out of the way. I place my own custom activator box around the rack. I save and check ingame. Ingame, my activator is not there and the original container is there like I didn't do anything. I feel like I'm missing something obvious Because I can't seem to find any answers on Google. Any tips or help would be appreciated. Thank you very much in advance.- 3 replies
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Howdy all, I'm just getting back into modding with Fallout and Elder Scrolls games and am trying to learn whatever programming language this is they use in their scripts. I'm currently trying to figure out how to make a radio in FO3 (which I will use when in FNV as well) that can change stations, but all the activators have that function built into their edit window, thus circumventing the display of the command used in a script. Is there anyone around who might be able to tell me how I can view the game's source code so that I can study that? I think that would be infinitely helpful. Barring that, does anyone know the command I'm looking for to produce this particular function? Thanks in advance, -NNG
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Say I wanted a door to be locked, but the only way to unlock it is to activate something, like a pedestal outside. Could that be done? Or would I absolutely have to use a key? Is there maybe a script for detecting whether a door is locked or unlocked, and telling it to switch to either of those via an activator? I'm thinking of possibly creating two doors and using a script to disable and enable one or the other with an X marker, but I wanted to know if there was another way. I really don't want to use a key, but if that's the only way, I'll do it. I just want to know if using a scripted activator is possible to unlock a door. Thanks.
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- skyrim
- activators
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in my mods i use a series of containers in a warehouse location that all my other houses use activators to access. i normally have small houses with little room so I use one container for weapons, one for armor, one for ingredients, etc. i am working on a larger house that i'm wanting to access more restricted items such as swords, hammers, axes... is there a way i can use the activator to look at the weapon chest but only show the swords in it. or have all weapons in separate containers and have an activator that shows the contents of several containers together?
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So I am in need of a small script . It uses a clean tv set as an activator, that would be "broken and replaced by a dirty tv set and have a key & glass pop out---only if having the required item to do so". I have made the TVSET an activator already, and placed the static TVSET DIRTY (the broken / off one) as initially disabled. I have placed GLASS SHARDS and a "Mysterious Key" in front of it, also initially disabled. Everything is set as a persistent REF. I just need a script to allow or deny breaking the Tv set, with the condition depending on the players inventory for the specific "breaking item" (which would be a temporary quest item, but that's another story). Then the clean Tv set would be disabled, enabling the dirty Tv set and glass shards + key to pop in place, as to appear if the player had struck the glass and this resulted from it. It seems a lot more simple than it is to type out...Any help is appreciated. (P.S.: I know I'll have to create a message to be displayed via script command on denying breaking the TV, and also the script is meant as a once only, non repeatable action once allowed via item in inventory.)
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Hi guys, I've been working on a (tiny) custom house mod which makes extensive use of triggers, activators, furniture and idle markers to give it a "lived-in" feeling when you let NPCs loose in there, and hopefully give the player a lot to do too :). So far I've managed to get player and NPCs: - kneel and pray when receiving custom blessing. - undress when they get to custom bed or in the shower (I now need to dress them up when they come out!.. ;)) - toggle shower and heater on and off. - toggle fire on and off. - also created a custom enchanting table working ok (custom furniture nifs are not quite welcome in the CK) . Now I'm trying to: - get NPC and player equip custom outfits when they get out of bed and out of the shower (will try the CK "EquipItem" function, see how this works). - make NPCs actually produce food when they use the cookingspit and some potion when using the AlchemyTable (perhaps a variation of the "WoodChopWorkbench" script? - or maybe just the "AddItem" onAnimation function) - create a custom music box playing custom music on activation (yeah, Dwemer house, what else?.. ;)).. - create custom flute music to add to the "isFlutePlaying" idlemarker (probably NPC only - I'm still trying to figure out how to attach the custom music to the idlemarker though). - get the player to play the reading animation when activating a specific book (still have no idea how I'll do that). All this will only work on location and with new IDs markers and objects, I do not intend to modify all of Skyrim - and I'm trying my best to only use already existing CK scripts or just small variations of them. So far, I've managed avoiding creating a specific quest for all this. Also, I've noticed than activators don't seem to work on NPCs most of the time - as a result I have to use activators for player and triggers for NPCs even if it is the same script, does that sound about right? Being new to this (armor modder, here ;)), I need all the goodwill and advices those of you who know better than me can offer!.. ;) Many thanks in advance to whomever'd be willing to give me a hand :). Cheers to all, Hoamaii
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- scripting
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I have been teaching myself to 3D model using 3ds Max for a while now, and moved on to learning how to animate. However, every tutorial I can find has to do with animating actors - I can find zero information on how to work with activators. What i am trying to do right now is add a closing animation to the secret fireplace door added for the castle tile set by the Dawnguard DLC (meshes\dlc01\dungeons\castle\animated\fireplace\cassmhallfireplaceex01.nif). I created the animation, but I am having serious trouble trying to export it. I'm using the 3ds Max Nif Importer-Exporter plugins for 3ds Max 2012 found here on the Nexus. I have tried this tutorial without luck. When I compare my exported close.kf to the functional one converted from a .hkx file (open.kf), I can clearly see that the exporting didn't work - opening the exported close.kf file using NifSkope shows that it has no nodes at all, whereas the open.kf has a NiControllerSequence node, as well as several subnodes. Simply copying over this node does not seem to make the custom close.kf functional. In fact, no matter what, hkx.cmd will not convert it. I went ahead and tried manually editing all the data inside the custom close.kf to match the vanilla open.kf, which did allow hkxcmd to be able to convert it into a .hkx file, but the converted file still won't function, even after converted into a packed .hkx file. Since there really is little to no documentation on how .nifs' nodes work, i.e. which ones control which things, what combinations of nodes and subnodes produce which kinds of effects, how much they can be edited locally in NifSkope, etc. I went ahead and tried fiddling with the nodes, trying to match the cassmhallfireplaceex01.nif file's nodes to that of a 2-state door-activator that I know works (in this case, the secret door from the Nordic dungeon tile set). Even with the nodes matching up 95%, I couldn't get the second animation (close) to play. I even tried converting the behavior files for both the Nordic secret door and the secret fireplace door I was trying to edit into .xml files so I could read them with Notepad++. I tried some editing, and re-converting back into .hkx behavior files, which didn't seem to affect the .nif's one bit. I then tried deleting all the files in the folder with the cassmhallfireplaceex01.nif to see what would happen, and the animations still played in NifSkope, which lead me to believe that the behavior files are imported into the .nif, which means that editing them is out of the question, since I have no clue how/where they are stored. In any event, I am forced to give up for now, due to lack of information and/or documentation on how something like this is done. If anyone has any idea how to go about doing this, I'd very much appreciate the help. Even just pointing me in the direction of a tutorial would be nice, as I said I really couldn't find one, and I did look for quite a while...
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- 3ds max
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I'm trying to work out how to enable manual worldspace explosions but need some help, here is what I tried; placed a defaultActivateSelfTRIG boxplaced 5 floating havok boulders under 'Activator' (TrapFallingRockLg01_Rock), disabling the havok in the reference window so they don't move themselves and drop to the groundplaced and XMarker behind them (in relation to the trigger box)attached a MagicPlaceExplosionScript to the XMarker through he ref window, setting the explosion as FakeForceBall1024 in the propertiesset the activate parent as the defaultActivateSelfTRIGThe point of this is to make a trap where the boulders are hurtled towards the player, but needless to say it isn't working right now. I could use some help maybe someone can point out what I missed out or did incorrectly?
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So I'm creating some guard patrol packages that take them through some city gates (which have pull-chain activators) and I guess I realize I need a script to have them use the chain activator once they pass by it (or else they'll just bash their head against the gate) so they can open the gates to get through. Also it would be even better to have them close the gate behind them on their way back. Any script help is greatly appreciated.
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*Moved to CK forum
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So what is my title about? First off check the attachment. The orange bar is the invisible activator that has the script which controls a 3 stage fire. Everything works as inteneded. Only by accident did I discover an issue. Player starts fire, watches if so inclined, but the activator stays 'active' until the 3 stages (20 secs.) have finished meaning player can restart fire repeatedly until script is done and activator is disabled. I can't disable the activator while the script is doing its 'thing'. Ideas/advice please. Video will help too,.. https://onedrive.live.com/?cid=B60C11D037429D8E&id=B60C11D037429D8E%2134169&parId=B60C11D037429D8E%21191&o=OneUp
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When I drag any basic activator or collision box from the object list to the render window, they aren't visible. It should be noted that xmarkers and heading markers can be seen, activators with meshes are visible as well, but things like trigger boxes are not (but they are selectable in the cell view). Markers are set to be visible, collision geometry is set to be visible as well, still nothing. Any fixes?
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- creaktion kiterror
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I'd like to see a mod which adds activators to at least the display cases in the Hearthfire houses (every size). Would be cool if there was another version that also switches all the other display cases, if that's possible. I hope there's someone who knows how and got time to make a mod for this. There's already some mods on the Steam Workshop, but those need some stupid things like moving the map marker and kinda stuff... Would be glad if there wasn't anything else to do than just installing with NMM / manually. Cheers, LordStuff
