Guest user29 Posted May 6, 2013 Posted May 6, 2013 New one, Anyone know if an imod that's timed like a fade in from black automatically deletes itself or should i still be calling rimod. I just doesn't want to save bloat. It'd be a pain to rimod in this case, so if it's avoidable I just wanted to double check.
astymma Posted May 6, 2013 Posted May 6, 2013 May want to try calling MatchRace with NPCRef.GetBaseObject. It could require a base id and not a simple reference id.
Guest user29 Posted May 6, 2013 Posted May 6, 2013 I wasn't using a reference. I was using an actor ID. I might try a reference though.
DoctaSax Posted May 6, 2013 Posted May 6, 2013 If this works, you should probably also do the same thing in reverse, to store the pc's race on an npc you put in a dummy cell to be able to revert back to it.
Guest user29 Posted May 6, 2013 Posted May 6, 2013 I'm just going to have flashing lights and sirens going off plus a way to opt out before I force it on the character.  So the reference worked. Sorta. I got some odd results. I have a spore carrier custom race reference. Well I try to match it with  player.matchrace presetreference  and it just changes my race to Caucasian. Most of the time. One time it changed me to Caucasian child. Hope you can help me out.  edit: nevermind, by getting rid of the older and younger race from my custom race it swaps correctly now.
Guest user29 Posted May 7, 2013 Posted May 7, 2013 All right, got matchrace working really well last night thanks to you guys, now what I'm doing is trying to play the "glowing one" magic effect on the player.  Well it works well inside, like perfectly really. But If I go outside the effect turns white after I move around for a few seconds. If I stay still it plays correctly. Any ideas at all? Can provide more information if you need it.
jaam Posted May 7, 2013 Posted May 7, 2013 Changing race, when it works, revert to default hair/eyes! And the function to set eyes or hair never worked. Â
Guest user29 Posted May 7, 2013 Posted May 7, 2013 Changing race, when it works, revert to default hair/eyes! And the function to set eyes or hair never worked.  I'm onto the next problem
jaam Posted May 7, 2013 Posted May 7, 2013 Sorry did not read the full topic before answering   . Still revertig back the player might be difficult...
Halstrom Posted May 7, 2013 Posted May 7, 2013 Sorry did not read the full topic before answering   . Still revertig back the player might be difficult... Often when mutated by aliens/radiation/whatever there is no going back
Guest user29 Posted May 7, 2013 Posted May 7, 2013 yeah I'm not so worried about changing the player back unlike the other changes.   All right, got matchrace working really well last night thanks to you guys, now what I'm doing is trying to play the "glowing one" magic effect on the player.  Well it works well inside, like perfectly really. But If I go outside the effect turns white after I move around for a few seconds. If I stay still it plays correctly. Any ideas at all? Can provide more information if you need it.  Still need help with this. Â
DoctaSax Posted May 8, 2013 Posted May 8, 2013 Don't know much about this; maybe you could put in a little timer and call it again every few secs?
Guest user29 Posted May 8, 2013 Posted May 8, 2013 I sorta figured it out. Whenever the player enters a new world cell the effect turns white. Dunno if there's any way to fix it. Could be an effect setting but I've got no idea. Can you detect when the player enters a new exterior cell? And by that I mean how the world is actually made out of a bunch of exterior cells that are linked together. Not talking about going from an interior to exterior.
Halstrom Posted May 8, 2013 Posted May 8, 2013 I can't see any function to get the current cell to compare it for change, I suspect IsInterior is all you got, not sure if it works for NPC's. It doesn't happen going from one interior cell to another?
DoctaSax Posted May 8, 2013 Posted May 8, 2013 I was gonna suggest running GetInSameCell on an actor that follows you around, but then ran into GetParentCell in the NVSE function list. If it works as it did in Oblivion, that'd be what you're looking for. Never mind about that example script using a global, just use a quest var. You'd have to run it pretty often, but in this case there's probably no need to use the kind of quest delay time they suggest either.
Guest user29 Posted May 8, 2013 Posted May 8, 2013 That did it. I'm running it in a quest script that runs every .001 seconds (was using it to update the lights that follow the player around) and it blinks white for a fraction of a second but it's hard to even notice. Thanks for the help. Â Â Â
Guest user29 Posted June 25, 2013 Posted June 25, 2013 All right, I don't think this one's too hard either (usually they're not, I just haven't used the function that's needed so here goes) Â All I want to do is close the pipboy. I have things that I want to occur as soon as they're triggered from the menu, but I find it waits for the pipboy to close. Surely there's a way to have that same thing just immediately close the pipboy on the player, yes?
astymma Posted June 25, 2013 Posted June 25, 2013 May want to try something like this: SCN CloseThePipBoyQuestScript  int iKey  Begin MenuMode 1 ;use a quest variable or global as a control boolean ;keep it at 0 til you need pipboy closed, then set to 1   if 1 == QuestREF.ClosePipBoyVariable set iKey to GetControl 14 ;get the key code currently assigned to opening the pipboy   TapKey iKey endif End; MenuMode 1 Now, control code 14 is for "Menu Mode" but I didn't see any other controls that were close to being the Pipboy. If this control code is not what you want, then you can always set iKey to 15 (TAB key) instead.  EDIT: Heh... alternatively you could put the code you want to run while the pipboy is still open in a "Begin MenuMode 1" block
Guest user29 Posted June 25, 2013 Posted June 25, 2013 Gah, I always forget about TapKey. What's going on is I have an ingestible I want to close the pipboy when the player consumes it, so I think all I need is this in the effect script of the item. Â set iKey to GetControl 14 TapKey iKey
DoctaSax Posted June 25, 2013 Posted June 25, 2013 You should check if the pipboy's open first though with one of the menumode functions. Someone could 'eat' the ingestible through a hotkey.
Guest user29 Posted June 25, 2013 Posted June 25, 2013 ah good idea. So a If (MenuMode 1) ;code goes hereendif  will top it off. Thanks.
astymma Posted June 25, 2013 Posted June 25, 2013 Heh, went back and simplified my code example to eliminate an entire wasted unnecessary block.
Guest user29 Posted December 14, 2013 Posted December 14, 2013 New one, I believe I recall pride telling me that you can stop a sex act before it's normally suppose to stop. Does anyone know the function to do this, and how to use it?
DoctaSax Posted December 14, 2013 Posted December 14, 2013 There's a FinishNow spell, can't quite remember if it's SexoutFinishNow or SexoutNGFinishNow.
Guest user29 Posted December 14, 2013 Posted December 14, 2013 ah, thank you. It's SexoutNGFinishNow
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