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Showing results for tags 'timer'.
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I'm wanting to improve I script i'm working on with a timer connected to it. What I want to happen is, on the death of the boss, A timer will count down. At certain intervals FX's will go off connected to Xmarkers. Like at the initial trigger, rocks will fall and collapsing Audio will trigger. At 10 seconds, same thing with an affect happening on a machine in the middle of the room. 15 same thing. At 20 seconds, a Massive magic explosion goes off and a triggerbox activates that takes up the whole chamber and kills the player. Speaking of the rocks, I'm trying to use the rocks from the lean-to traps, but when the initial FX goes off, using Enable parent, they appear but don't move. They just float there. I tested it with an actual movable object (bones) and it does the same thing, but when touched they fell. Am I doing something wrong?
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Would love to see a port of the Active Effect on Hud fallout 4 mod if it is possible.
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Description: This mod is for tracking progress in time trials and endurance runs for large waves or looping waves. This mod is to be commissioned for a nominal fee. I am looking for a talented Modder to create the following Requirements: Priority 0 - Left Wrist when looking at it, tracks/displays total enemy death count in current wave Priority 0 - Left Wrist when looking at it, displays current time in minutes:Seconds:Miliseconds (00:00:00) since wave began. Counter stops when wave ends but is still visible on wrist until next wave starts. Priority 0 -Compatible with Medieval mega pack and standard wave mods Priority 0 -Compatible with blood mods Priority 1 - Compatible with Sectory mod Priority 2 - Stores history log of current play session in separate page of book of map name, wave name, total enemy deaths, total time per row Please PM/DM if interested. - Korso
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Hello everyone, I've had the idea for brewing and winemaking in Skyrim recently after playing Survival and would like to create a mod to do so. Basically, placing activators around the world that trigger a message that lets you select what alcohol you'd like to brew, if you have the ingredients, the process starts and you have to wait 2-3 days before obtaining the finished product. If the player clicks on the activator again before the 2-3 days is up, a message will appear that says "The alcohol is not done yet." or something similar. This is a small project that is inspired by various oldrim mods that allow the player to craft alcohol. It's similar to the moonshine distillery in Point Lookout from Fallout 3. Any help with the script would be much appreciated! Plarux
- 7 replies
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- script help
- activator
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Good morning folks! One of the toughest missions in Baldur's Gate 3 is the Iron Throne quest, namely for its brutal timer. I've successfully freed most of the people on two play throughs, but not without much frustrating trial and error, tons of misty steps and dimension doors and hastes, clever use of fire, etc. Even so, it's a real pain. And I then don't have any time to explore for loot. So, here's the idea. Could someone either: A. Remove the timer (or) B. Lengthen the timer to a greater number of turns. I realize A would probably be harder, as then the quest would never end. Still, a greater number of turns would prove beneficial for some exploration. An infinite number of turns with another way to trigger the end of the quest would be even better. I wouldn't know how to do any of these things, as I can't mod. Still, I'm sure many people would appreciate something like this, myself included. I've already paid my dues, doing it properly on two playthroughs. I'd love to actually be able to leisurely explore the place on another play, someday. Thank you for your time! Sincerely, Rook Congress
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- iron throne
- timer
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Hello nice people. Well, i started playing again FO4 on a new rig with ~240 mods and the game is ruining my completionist/explorer playstyle again with this mess of never ending quests. Without going in too much details, the internet is full of it, this design is terrible for a lot of players. Some attempts have been made to adress this problem as we've seen on Nexus, yet all these mods seem not to work as intended. So i figured that maybe there is a simpler solution for our headache, to simply edit and extend the time limit before quests fail from 2-3 days as it is in vanilla to 1000 or so. This way, npcs still gives quests, player can complete them when appropiate, quests remain in pip boy and don't fail. Also, in my non modder experience i believe this would not be too complicated to mod. Awaiting your oppinions. Thanks.
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- radiant quests
- time limit
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Alright, so my custom NPC is a writer with an unfinished book who wants a safe place to finish her book. You assign her to a settlement and then I would like there to be at least 5 in-game days before she offers you the finished book to read. How am I going to do this?
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Hello ! I need a developper for a spell request : SpellName : What you would SpellColor : Blue or Green (in spell selection screen) SpellCategory : Alteration SpellEffect : - The spell need a charge before launch (like conjuration spells like fire atronach), the targets are any Actors in worl (only actors, not creatures). - When the spell hits the target actor, this actor unequips all this armor (Helm, gauntlets, boots and chestplate)(1) and, if it's possible, this shiled and this weapon - After unequiping the stuff, a timer start for 2-5 minutes(2) - When the timer is done, the targeted actor will re-equip his stuff (helm, gauntlets, boots, chestplate, shiled, weapon)(3) to become normal (1) unequip if the armor part is equiped (2) Possibility to make a spell for a specific amount of time ? (3) re-equip if the item was equiped before the spell action Constraints: - Mod need to work for Special Edition (if it's possible) This is my first request, tell me if i need to format it better That will be great if someone makes me this spell :) If you have any question, this is the place to ask :)
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Requesting this as I can't believe this has yet to be a thing, with all the mods and in-game perk/item modifiers, would be really nice to known more info bout whats going on than simply "Parched: -1 intel" or Buffout: its effect". How parched am I? Long long till I'm dead of dehydration once it goes red? How long do I have left on this Buffout/Jet/Mentats/etc. with all my perks and armor mods? Come on people this is a simple and extremely useful mod that has yet to be made after almost a year since release.
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I have all my electrical switches working well with this script (taken from GECK tutorials) : ScriptName A1SwitchLightScript ref light Begin OnActivate if light == 0 set light to GetLinkedRef endif if light.GetDisabled light.Enable else light.Disable endif Activate End This script works fine, but the switches has "on/off" animations and if I activate too quick I can swap their animations (red turns when light is enabled and green when light is disabled). I like to add a way to prevent to quick activate them, I think is by adding a timer that force to wait a second after next activation, but maybe there is a better way.
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Hello, I have an object containing 3 sequences of animation. Forward: Off state Left: Loop sequence Backward: Clamp sequence (6 sec) The object is Off by default. When activated the Loop sequence plays, till activated again which will bring a message box with three choices. - choice 1: triggers the Clamp sequence (played 1 time) then it should go back to Loop sequence. - choice 2: goes back to loop - choice 2: goes off I can't make the Clamp sequence playing once then followed directly by the Loop sequence. I'm trying with timers, but it doesn't seem to work. (I don't even see the debug mssg) Any suggestion? Here's one of my script attempt: Thank you!
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I like being able to finish my quest and and not have them fail just because times passes, so I kindly request a mod that removes the time restriction so that every quest still can be solved. I want to to remove the quest time limit for all quests in Fallout4. I don't know which specific quests have a timer, yet I think all/lots of the minutemen and settlement's quest are affected.
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Hi all, I currently have a script, but I wan't certain parts of the script to only run after a certain number of seconds. The script begins when the player enters a trigger, and is running up until the player has the leg crippled (Player.DamageAV LeftMobilityCondition 100). However after this, the script seems to stop, and the players controls aren't enabled again. If anyone knows the cause of this, and how to fix it, it would be appreciated. Also any general advice on how to 'clean up' the script, since I don't have much scripting experience I might be using longwinded methods etc. (Though keep in mind I don't want to have NVSE as a requirement) Here is the script: SCN TVNellisBoxCarEntranceScript Float Timer Short DoOnce Short Entered Begin OnTriggerEnter Player If Entered == 0 Set Entered to 1 Endif End Begin Gamemode If Entered == 1 If Timer < 5 Set Timer to Timer + GetSecondsPassed If DoOnce == 0 DisablePlayerControls 1 1 1 1 0 1 1 Imod TVNellisBoxCarEntrance01Imod Playsound TVNellisBoxcarEntrance01Sound Set DoOnce to 1 Endif Elseif Timer >= 5 && Timer < 11 Set Timer to Timer + GetSecondsPassed If DoOnce == 1 Player.Moveto TVNellisCaveBoxCarEntranceMarkerREF TVNellisBoxcarEntranceREF.MarkForDelete TVNellisBoxcarEntranceDoorREF.MarkForDelete TVNellisBoxCarSunkenREF.Enable Imod TVNellisBoxCarEntrance02Imod Playsound TVNellisBoxcarEntrance02Sound Player.DamageAV LeftMobilityCondition 100 Set DoOnce to 2 Endif Elseif Timer >= 11 Set Timer to Timer + GetSecondsPassed If DoOnce == 2 EnablePlayerControls TVNellisBoxCarEntranceTriggerREF.Disable TVNellisBoxCarEntranceTriggerREF.MarkForDelete Set DoOnce to 3 Set Entered to 2 Endif Endif Endif End Thanks in advance, BayK.
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Hello again! So as it says in the title, I have a treasury vault in my mod, and I would like it so that after the player, unlocks and opens the door the door will close and lock itself after a short period of time. And I still looking at scripts like they are written in some form of elvish would really appreciate help in this! Thank you for your help!
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Hey, so I was wondering if it would be at all possible to make a mod (or find a mod) where the user sets a date, and when it reaches that date, maybe a sound plays and a notification pops up. My reasoning behind this is due to the fact that i love to gather materials for various projects when building or crafting, rather than just buying them. What i tend to do is gather what i can, then wait in game and periodically check back to see if resources have respawned. This works....okayish but I'd love to be able to simply set a reminder that in one month (in game) i should go back to gloombound and mine all dat ebony right up! lol. Its simply a matter of convinence so if its not possible, i get it :P but it'd be cool if it was :D I'm also willing to give making it a shot, (learning papyrus recently) however im not particularly skilled so making it myself if it were even possible would be very dificult to get it to work well... if you know of a mod that already has this feature , please let me know! :D
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Hey all, I'm currently trying to write a script which will make the screen fade to black, play an animation on the activator, then activate a door to move the player into the next cell. I have successfully made the screen fade and play an animation. I also technically have had success activating the door, just not the way I want it to. My original script caused the door to activate instantly, so you can't see the animation and fade to black. Therefore I tried adding a timer, but obviously did it wrong because the animation and fade play, but the door doesn't activate at all. Here's my script with a timer added (most definitely done wrong): SCN ListeningPostElevatorTopScript Short Timer Short Active Ref CurrentUser ;Sets the correct animation; Begin OnLoad Playgroup Forward 1 End ;Activates the lift for the player OR an NPC; Begin OnActivate If IsActionRef Player == 1 && Active == 0 IMod FadeToBlack2sISFX PlayGroup Left 1 Set Active to 1 Else Set CurrentUser to GetActionRef ;CurrentUser.Moveto ListeningPostElevatorBottomNPCREF Endif End ;Activates the hidden elevator door after 2 seconds; Begin GameMode If Active == 1 If Timer < 2 Set Timer to Timer + GetSecondsPassed Else ListeningPostElevatorDoorTopREF.Activate Player Set Active to 0 Endif Endif End If anybody knows what I've done wrong and how to fix it, it would be greatly appreciated. Cheers, BayK.
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I am trying to make a script for a vendor machiene. When the activation-Object is activated, I want to receive an item 10 seconds afterwards.(I know, a bit long) But when I activate the object with the script in-game, nothing happens. After hours of looking for a solution on the web, I still don't know what I am doing wrong. So I decided to ask here. Here is my script: ScriptName MyTimer int timerint temp123 Begin OnActivate player set temp123 to 1 End Begin GameMode if(temp123 == 1) if (timer < 10) set timer to timer + GetSecondsPassed else player.additem 000340b5 1 set temp123 to 0 endif endif End Any kind of help is appriciated.
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Because I want the game to be more challenging than just having to deal with bullet sponges, I've developed some personal rules, one being a severe limitation on the quantity of each chem I can carry (either 2 or 4 of each, depending on what they are, and any excess is left behind as though I never saw them - no stockpiling to sell), and for some of the more potent/useful ones (including stimpaks and grape mentats) I only let myself use found ones - no crafting them. Anyway, it pains me to feel like I have to mash buttons to get into the trade window to not run out my drug duration timer on some longwinded NPC merchant's repeated spiel (Percy is one of the worst offenders that comes to mind). Maybe the Survival overhaul will remedy this particular complaint of mine, but I kind of doubt it. And if it were possible to drop the rate of stimpaks in loot to like 5 or 10 percent, I would be incredibly happy. I have to imagine the drop rate can be altered fairly easily, but I'm no modder, unfortunately.
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I attempted to modify the autoclose door script from this tutorial to work with a light switch, but it doesn't work. This is my modification: scn AutoClosingScript ref light float LightTimer Begin GameMode if LightTimer > 0 set LightTimer to LightTimer - getSecondsPassed elseif LightTimer == 0 Light.Disable endif endif End Begin OnActivate set light to GetLinkedRef if light.GetDisabled light.Enable set LightTimer to 60 else light.Disable set LightTimer to 0 endif Activate End I don't know even if the script works because I can't test it at all, in game the switch that has this script disappear, it get disabled for some reason. What am I doing wrong?
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I'm trying to write scripts for a mod I'm planning. Any help would be greatly appreciated. I need to implement a script that disables the door for an interior cell and enables a new door to an alternate cell once the player has completed a certain quest or quests. But once the necessary quests are completed, the game needs to wait two weeks in game days before the doors are swapped. This has already been done in the vanilla game with Vault 101, transitioning from the Waters of Life quest to Trouble on the Homefront. I just need a 2-week timer on it.
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Hi, I couldn't find any mod like this, maybe it can't be done. My idea: Within the crafting menu,left click item to craft. An (adjustable, with visible bar? :D) timer starts, say 60 seconds. After timer is up item is created. Right clicking the item cancels the craft. No more confirmation popups that interrupt the animations behind. - Even more great would be a queue system. Left click iron longsword 3 times Menu shows :Iron longsword (3 in queue) Timer starts, finishes, sword is created Menu shows: Iron Longsword (2 in queue), next craft starts and so on. - Even more :tongue: key modifiers: ctrl click adds 5 to queue, shift adds 10. Is it possible? or pipe dream? :sad:
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I am working on a script that uses a global variable to set a timer for an onupdate event. the problem is that, i need to be able to change this global variable and the script needs to notice the change and reset the timer. i have tried to manually reset the xmarker that the script is in with a different script to make the timer reset, but it didn't work. in the end my question is this, can you reset a script directly from another script? or have it monitor a global variable and reset itself?
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Hey guys, I try to figure out how I can write the script for a timer. I want it to get activated (start at 0), count to 1, do something, count to 2, do something ... , count to 5, end. But I do not know at all how to write it. As I tried to be guided by the Autoclose-Door script I got to know that the float-command would be necessary just like if-commands with <1 and so on, but how does it actually work? I didn't find a tutorial or thread or something, and I do not understand how I can delay an action caused by a trigger (or to set multiple actions in a short frequency) (GECK-Wiki neither). Does anybody know what I need for such a script?
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I want to set the journal after waiting one or more days if possible. I found out about the WaitOneDay script but I don't know how to use it. setting a timer also doesn't seem to work (one day would be 60 seconds x 60 minutes x 24 hours = 86400) I suppose the timer can't count this high. Here is the WaitOneDay script down below, can anyone explain? ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Begin WaitOneDay short currentDay short localdaysPassed Short NoLore ;blocks discussion of general topics if ( currentDay != Day ) ;assume that the day has gone up, not down or something... set currentDay to Day set localdaysPassed to localdaysPassed + 1 endif ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Below is my script ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Begin "ABE_SelvaynScript" short currentDay short localdaysPassed Short NoLore ;blocks discussion of general topics if ( currentDay != Day ) ;assume that the day has gone up, not down or something... set currentDay to Day set localdaysPassed to localdaysPassed + 1 Elseif (localdaysPassed == 1) Journal "ABE_TDoaM" 30 stopscript "ABE_SelvaynScript" endif End ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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- wait a day
- function
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Hello, I was wondering if anyone could help layout exactly how hours in the construction set correspond to the in-game hours. For Example, BrumaGuardCastlePostDay02 is on duty at hour 6 and his watch lasts for 13 hours meaning that his watch ends on hour 19. When using the wait or sleep functions in-game, what time is hour six and nineteen? 6:00 am and 7:00 pm? If anyone could make me a quick table of how the construction set hours correspond to in-game ones that would be fantastic! :) Also, which construction set hour is sunrise and which is sunset? -DemonLord
