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Found 24 results

  1. I am attempting to change the value of a custom global variable within the ending fragment of some dialogue spoken with an NPC, but keep getting met with error calls. The fragment is set like this: MyCustomGlobal.SetValueInt(1) The CK reports that the "vairiable MyCusomGlobal is undefined" and that "none is not a known user-defined type". I cannot edit the properties of the script because a totally different error pops up saying that something is wrong and the operation failed. There must be one heck of a difference between Skyrim's Creation Kit and Fallout 4's, because this exact script wording works fine within the latter's version of the CK. - - - - - If this was Fallout 4's CK, then I would have to do this: 1. Place this within the ending script fragment: MyCustomGlobal.SetValueInt(1) 2. Click Properties. 3. Create Property from form 4.Type Global Variable: MyCustomGlobal 5. Property Name - it will add a P, remove it. 6. Hit Compile - - - - - So what am I missing here? What hoops do I have to jump through in order to achieve the same effect in Skyrim's CK?
  2. Hello everybody! I would like to instantly convert some objects into others, for example to turn all the iron ore into iron ingots at once preferably through spells like I do with some of my mods in Oblivion. Unfortunately Papyrus scripting seems much more complicated than scripting in Oblivion. Can anyone among you show me an example script so I can easily create mine? I would be very grateful.
  3. I am hoping someone has an example on how to do this. I want to from within a Papyrus script set a few settlement values on an actor. From the console you would use setpv bcommandable 1 setpv ballowmove 1 setpv ballowcaravan 1 after clicking on the actor or using Prid <RefID> However I want to set them from a script. I believe I would use MyReference.SetPV MyIntProperty 1 but am not sure how to declare where I get MyReference. and MyIntProperty from ? Any help would be greatly appreciated.
  4. I can't find anywhere listing all the globals and what they mean/do. I'm trying to put a condition on Glover Mallory selling an item only if you're a member of the thieves guild. The only easy way I can think of is by putting the item in a lvl list and attaching a global to determine if your a member or have done something for the thieves guild. But I can't create what I want since I can't tell what the globals do; they're far too abstract. Is there a list somewhere explaining what each one does? Seems like someone should have compiled a list by now after 6 years of Skyrim modding... Any help would be greatly appreciated!
  5. So, I'm brand new to scripting, and it's REALLY not wanting to be kind to me. Basically, I'm just trying to have a script that can be called on by papyrus fragments to modify a global variable up or down. I figured it would be easy, but everything I do fails. Most recently, the issue I've been running into is defining the global property at the beginning. If I only have... Scriptname MyScript extends Quest GlobalVariable Property MyGlobal Auto It fails every time, saying "cannot name a variable or property the same as a known type or script". I don't know why this is so tricky for me, but it really is. If someone could just let me know how I'd go about modifying a global up and down, that would be fantastic
  6. Hi all, I've been searching high and low for a variable speed mod for the Witcher 3. In particular, there currently seems to be slow walk, fast walk, jog, and run. The immersion of the game is broken for me here. Is there a mod already, or is it possible to mod the speeds so there is an infinite range of walk, jog, and run speeds (max run should be kept as is)? This is especially frustrating when following a character during a quest who's movement speed is slightly higher than my fast walk and slower than my jog, causing me to switch between jog and walk. Thanks!
  7. I'm attempting to create a spell that the player can cast to teleport himself to a particular location based on what trigger box he is currently in. So, for example, if the player casts the spell while within triggerArea1, then teleport the player to Destination1. If the player casts the spell within triggerArea2, then teleport the player to Destination2. And vice versa. As part of my intended level design, I need it to work this way. I have two different scripts, one for trigger box and one for the spell. However, since one is an object reference and the other is an active magic effect, I'm having trouble getting one script to access properties declared in the other. I know some of the code shown below probably has a lot of issues (and if anyone knows a better way to handle this, please help). My triggerbox script: Scriptname Area1 extends ObjectReference ObjectReference Location1 Actor Property PlayerREF Auto Bool Property EnableTeleport Auto Function TeleportEnable() EnableTeleport = True return EndFunction Function TeleportDisable() EnableTeleport = False return EndFunction Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == PlayerREF TeleportEnable() EndIf EndEvent Event OnTriggerLeave(ObjectReference akActionRef) If akActionRef == PlayerREF TeleportDisable() EndIf EndEvent My spell script (partial): Scriptname JR_Teleportation extends activemagiceffect {Teleports the caster to a different domain.} ObjectReference property teleDest auto ObjectReference property teleBegin auto Bool Property EnableTeleport Auto Event OnEffectFinish(Actor target, Actor caster) if EnableTeleport = True target.MoveTo(teleDest) EndIf EndEvent What I want to do is pass the boolean value for "EnableTeleport" from the trigger box script to the spell script. But I've been unable to figure out a way to do this. I read somewhere that property values can only be passed between scripts if those scripts are attached to objects that are linked. However, I can't use a linked ref between my two scripts because my active magic effect is not something that can be dragged into the render window (like a trigger can). I would appreciate any help in getting my code to work for my idea.
  8. Greeings, im looking for a "clean" way that allows me to change the rotation origin for workshop objects. From what i understand , the workshop building system is using the 'Bounding Sphere' from the 'BSTriShape' as Origin. Now with a 'BSConnectPoint' 'P-Ws-Origin' you can change the postion of the Origin. But that changes only the "Snap Point" of the Object, not the rotation center. Sure I can simply change the position of the 'Bounding Sphere' but .. come on thats dirty. Is there something like a 'P-Ws-RotationOrigin' ? Or maybe im missing something in FO4Edit? Just to be clear: 'BSTriShape - Bounding Sphere' 'BSConnectPoint - P-Ws-Origin' (I want to Rotate around there)
  9. The wiki entries for SetAnimationVariableFloat, Int, Bool, etc. don't include a list of animation variables. Does anyone know what some of the common ones are, or how to obtain a list? Specifically, I noticed a "morphweight" related variable in a variable dump for Skyrim. Would this function be a way to adjust muscle and body fat on a character via script? Here is the function of interest: http://www.creationkit.com/fallout4/index.php?title=SetAnimationVariableFloat_-_ObjectReference
  10. I recently put out https://www.nexusmods.com/newvegas/mods/66432 , which allows Mad Bombers to convert certain explosive launchers to fire mad-bomber explosives such as MFC mines and fat mines. However, that's only the beginning. Introducing the crown jewel of the end-goal of the mod: The Variable Explosive Launcher Delivering Armageddon... Though I like to call her Velda. Velda will be able to fire just about every explosive you can scavenge, from frag, plasma, and pulse grenades and mines, bottlecap mines, demolition charges, time bombs, powder charges, and even satchel charges. The initial version will have recipes to convert said explosives into compatible ammunition, though hopefully the final version will have a script to auto-convert all applicable explosives in your inventory to ammunition and back again when the weapon is unequipped. The only problem: I can't seem to find an appropriate weapon to base it off of in the new vegas files! My first thought was the Rock-It Launcher, but while some files do remain for it, not enough for me to use. (For some reason, I can't find NIF files anywhere in the data folder where theyre supposed to be...) If anyone can point me to an appropriate modder's resource or something, that'd be great.
  11. In my current run of Skyrim, I did not join the Dark Brotherhood, so I decided to use them to power the Ebony Blade. Everyone in the Sanctuary plus Astrid is 6. I also killed the 2 Argonians in Lights Out! Now totally 8. After I helped clear out Kolskeggr Mine, I killed the 2 miners. Now totaling 10. Mephala said some progression dialogue for every other kill. However, for the tenth kill, she did not say "At last, my blade is returned to its full glory. Now go forth, child. Continue your tiny subversions against the orders of trust and intimacy." And the Whispering Door quest did not update to "I have restored Mephala's Ebony Blade to its full potential." So to confirm the kills, I typed into the console "sqv da08ebonybladetracking", which resulted in ScriptState = "" ::FriendsKilled_var =10 ::GratsScene_var = (0010FAF2) ::MaxFriendsKilled_var = 10 - 1 Aliases for quest 'DA08EbonyBladeTracking' (0010FAEC)- REF 'MephalaInYourHead'-> " (0005BF3E) --Quest state-- Enabled? Yes State: Running Current state: 0 Priority: 0 From what I can understand from this, it says that I have currently killed 10 friends, but the quest is still enabled and running. In other words, it has not finished, despite the kills already hitting max. Here is my load order. Based on these mods, the only mod that ever touched the Ebony Blade was the Unofficial Skyrim Patch (unless there's another that I'm unaware of). Has anyone who recently updated their Unofficial Skyrim Patch encountered anything like this, and if so, how does one fix it? Testing this glitch was actually made a lot harder by the Unofficial Skyrim Patch (I know that this part is caused by the patch because it is in their fix list) because they made reanimation staffs cause the reanimated to turn into ash, like normal reanimation spells (before, if you had a reanimation staff, you could reanimate any individual repeatedly so long as their level wasn't over the staff's limit).
  12. Like many people, my first mod was a companion mod made with gratious help from oGrayFox's Youtube tutorials. He says putting the 'b' in front of the variables in the quest script is important but he doesn't elaborate. RE: short bLiamHireable ; Liam being one of my new companions short bLiamDoOnce Begin GameMode if (bLiamDoOnce != 1) Set bLiamHireable to 1 Set bLiamDoOnce to 1 EndIf End I left a message on his youtube channel just now... though I don't know if he is still in the picture or not. Side Note: does anyone know if there is a trick to accompany packages?
  13. So, this puzzle has been bugging me for a while. Say I have a custom stat in my mod, like dibella statues collected, that I keep track of with a global variable. I want to find a way to use that global variable value to change the magnitude of a perk effect or a spell. But the only way I've found to do this so far is to hard code in "variable =1 > magntidue = 10" "variable = 2 > magnitude = 20" and so on for every possible value of the global variable. As you can imagine, this is unworkable if you don't know the upper limit of what the variable can be... And frankly it's an enormous pain to define the perk or spell magnitude for every possible variable value. Has anyone found a better way to approach this?
  14. Just as the title says I just want to know how to make quest variables appear in dialogue. For the project I'm working on I make heavy use of the randomizer feature and I want parts of some dialogues to reflect that. In my particular context there are NPCs that will ask for an "x" number of a certain product when they talk to you. I think the way it's done for the player's name is like %playername% or something like that so I just need to know the equivalent for quest variables.
  15. Here is a portion of the script so far. Scriptname NPCSEQGetGoldScript extends Quest {This script gives player gold if he meets the requirements.}MiscObject Property Gold001 AutoQuest Property NPCSpeechExpandedQuest Autobool SpeakerFavorState = Bob.IsDoingFavor() ^Is there a way to refer to the "NPC that the Player is currently talking to" rather than just that specific actor. For example, I want to make it so that the script checks the favor state of the NPC currently in dialogue with the player, rather than specifically "Bob".
  16. 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?
  17. So I want the actors in my game to drop their weapons on death, not just be seperated from them, so that after they've disappeared I still have access to their weapons, but when I change the default variable to 100, it still wont let them drop their weapons. I tried it in the vanilla game because I thought it might be something to do with mods and so I opened them all up in the creation kit individually and looked at their values and they all had it set to 100. WTF? I think that there's a script or ingame variable that's conflicting with it, but my limited knowledge of coding prevents me from exploring it further. Please can someone help?
  18. I'm attempting to make a 2 person mount, that one of your followers can mount behind you. I've tried several things, from including a second saddle bone, to trying to merge 2 entities and sync them (stupid idea, don't ask), etc. Before I try to go brute force and manually bind the follower to the mount using complex scripts (I'm not even sure if that would work), it dawned on me that there MUST be a variable that tells the game whether or not a mount has a passenger. I came to this realization when I tried to test the second saddle bone by forcing a follower to mount by using the console command "mountactor <ref>" in-game. If I'm already on the mount, it will say "mounting failed" or whatever. So I got to thinking, what if I can trick the game into thinking that the mount has no passenger by setting this variable to false AFTER the PC has already mounted. The trouble is, I have no idea what this variable is named, where it's stored, or how to access it. As far as I can tell, the mounting system is hard-coded into the game. I couldn't find a script in the source folder that seemed like it dealt with mounts (if I'm wrong about this, please point me in the right direction). So long story short, I'm asking several things: how to find out the name of a variable and what it's associated with, and what is the best way to edit or add scripts that deal with mounts. As far as I can figure out, I can't simply bind the follower to the second saddle bone using scripting (again, if I'm wrong, please tell me). I was hoping someone more experienced in scripting might point me in the right direction. I'd welcome any constructive input, so thanks in advance to anyone who posts!
  19. I am trying to make a mod that gives you percentage counters telling the player how much they have completed the game in specific areas. Right now I'm starting with a locations discovered counter to basically count how many locations the player has discovered and set the amount of discovered locations to a Global Variable called "CCLocationsDiscoveredCounter" without quotes. Any help would be greatly appreciated. popcornrulez
  20. I need some help understanding how this is supposed to work. All I want to do is display a variable in a terminal menu on a holotape.
  21. hi Im trying to display the current value of a skill level in an item description or as a seperate text below the item description in skyui. afaik thats almost impossible and only doable with swf interface edits but I cant find any information how to do stuff with that in the internet. only that I can open swf files and look at them and change stuff. well I dont know how I get variables with the SWF file from the game and display them. Frostfall did get some variables from the game and displayed it in the itembox in the inventory. Or is there any other way to do this. Also I cant find any helpful stuff of skse that would help me with that. I know basic programming stuff (basic knowledge of C#) it should be a small mod for the total conversion Enderal
  22. I am working on a mod that requires getting the actual value of a global variable. I have the GLOB FormID # of the variable and from my C++ plugin code I want to get its value, is this possible using C++ and SKSE's resource files? I know the papyrus script has that function explained here: https://www.creationkit.com/index.php?title=GlobalVariable_Script but I'm trying not to deal with a script if possible. Thank you!
  23. Hey y'all, Back in FO3 there was a variable called "PunchForce=" or something like that, which you could manipulate in order to change the physical impact of bullets/guns/weapons. Is there something like this in Fo4? (FO3 mod example: https://www.nexusmods.com/fallout3/mods/8940?tab=description). Is this doable with a gun in FO4? If so, can someone give me an idea of how to get started? Thanks :smile:
  24. This is starting to drive me crazy, and I'm really hoping one of the scripting gurus can help me. I'm creating a mod that adds a perk. The entry point of that perk is "Activate", and the function is "Add Activate Choice". This allows me to run a script whenever the player character interacts with another NPC. And all was going well, until I tried outputting a variable ("player.GetAV Strength" in my case) for debugging purposes. This is when things turned ugly - I could not. After a couple hours of researching, this is the code I have come up with: int iValue set iValue to 42 MessageEx "MessageEx: The value of iValue is %g" iValue PrintToConsole "PrintToConsole: The value of iValue is %g" iValue ShowMessage STUNuTest iValueThe message inside "STUNuTest" is "Test %g". So I start the game, activate the perk, and here are the results I get: 1) MessageEx doesn't show up. 2) PrintToConsole doesn't output anything in the console. 3) ShowMessage displays the following: "Test 0". "Ok", I thought to myself, "perhaps my G.E.C.K or FNV are broken, or my NVSE is installed incorrectly". Then I tried the exact same code from above, but put it in the script of a quest, like this: scn STUNuQuestScript begin gamemode int iValue set iValue to 42 MessageEx "MessageEx: The value of iValue is %g" iValue PrintToConsole "PrintToConsole: The value of iValue is: %g" iValue ShowMessage STUNuTest iValue endWhen I start the game, this is what I get: 1) MessageEx outputs "MessageEx: The value of iValue is 42" on the screen. 2) PrintToConsole outputs "PrintToConsole: The value of iValue is 42" in the console. 3) ShowMessage displays the following: "Test 42". :mellow: My questions are: Is there something wrong with the scripts inside the perk's "Add Activate Choice" that prevents them from passing variables and calling NVSE functions? If yes, is there any workaround that would allow me to output variables from there? If no, is there a perk-less alternative that would allow me to assign an "Activate" event to all NPCs? I'm launching both FNV and G.E.C.K with nvse_loader.exe.
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