Guest tomm434 Posted January 5, 2015 Posted January 5, 2015 1) GetCallingScript returns script ID. - can I somehow extract the paticular reference which uses this script? I want to add all triggers which player entered in a form list for debugging. Can I do it via GetCallingScript and nothing else? 2) Also can I extract Editor ID of the object? (the name of object in GECK)
jaam Posted January 5, 2015 Posted January 5, 2015 And no for 2 either, they are stripped during load in Runtime. ShadeMe had an OBSE plugin for that, can't say if it has reached "portable status" with the current NVSE.
Guest tomm434 Posted January 5, 2015 Posted January 5, 2015 Prideslayer, jaam, Okay( Thanks for answers!
Guest Posted January 7, 2015 Posted January 7, 2015 AddSpell MySpell This script will let a box appearing on top left, with the word "added" on it. This word comes from the ini setting sAddItemToSpellList. I would like to remove the whole box, but I can't simply put that ini setting to an empty string because the box will still appear (an empty box) and I don't want it. But on the other side, it's not like for AddItem, where I can put some extra parameter to mask the message on top left. Someone has an idea on how I could solve this? I bump this one ^^^^ ... noone has ideas? And I add a new one... IsInList - I'm using it to check if a Ref is part of a specific list of base IDs. However, I noticed that if the list contains another list, the IDs of the new list won't be checked. So paradoxally if the main list contains only lists, myRef.IsInList will return always false. Is there some other specific function to do the job?
Guest tomm434 Posted January 7, 2015 Posted January 7, 2015 hm - what's the point of adding spell anyway? What exactly are you trying to achieve?
Guest Posted January 7, 2015 Posted January 7, 2015 Pipboy Light, you must AddSpell to turn it on and RemoveSpell to turn it off via script, I don't know any other way.
prideslayer Posted January 7, 2015 Posted January 7, 2015 You could script your own lightsource couldn't you? Why try to mess with the one on the pipboy?
Guest Posted January 7, 2015 Posted January 7, 2015 To keep the script lighter. As last resource, if it won't be possible, I could see if a new spell makes the trick
jaam Posted January 7, 2015 Posted January 7, 2015 There is an NX version of IsInList that should do what you want.
Guest tomm434 Posted January 7, 2015 Posted January 7, 2015 Well - what about script-pressing tab button before player IsSpellTarget of pipboy light (by the way, what spell is it?)E EDIT: Also try CIOSing the spell instad of adding it.
Guest Posted January 7, 2015 Posted January 7, 2015 Thanx Jaam, I'll try it right now Tomm the spell is called pipboylight and no it doesn't work with CIOS, only with addspell and I can't script the tab press too, I would need an instant effect EDIT: NX_ISINLIST? reading the description, I don't see it. Which value would return, in the case of a list made of lists, if the base object of my reference is in one of them?
prideslayer Posted January 7, 2015 Posted January 7, 2015 NX_IsInList doesn't actually check sublists yet, that is a feature I intended to add but never got around to it.
DoctaSax Posted January 7, 2015 Posted January 7, 2015 Thanx Jaam, I'll try it right now Tomm the spell is called pipboylight and no it doesn't work with CIOS, only with addspell and I can't script the tab press too, I would need an instant effect EDIT: NX_ISINLIST? reading the description, I don't see it. Which value would return, in the case of a list made of lists, if the base object of my reference is in one of them? I think nothing's stopping you from creating a regular spell, that you can CIOS, with the piplight base effect.
jaam Posted January 7, 2015 Posted January 7, 2015 Sorry for NX_IsInList, I thought it was doing it already. By the way, AddSpellNS looks to be one of the few FOSE command missing from NVSE.
Guest Posted January 7, 2015 Posted January 7, 2015 What stops me is the fact that it seems the Archetype LIGHT is not working on CIOS. In vanilla, it is only used on Pipboy light and I've found it works only with AddSpell (which I think adds the spell inside the Base ID of the player, inside its effects, like if I clone the player my clone will have the light on it already). The only workaround I could think right now is how flashlights work in FO: they spam a light with Place At Me under the cursor and they remove the previous spammed light, continuously. This causes a good fps drop and also the light is not really perfectly rendered PS if you wonder why spamming lights instead that moving them, it's because setpos doesn't work for lights...
t3589 Posted January 7, 2015 Posted January 7, 2015 Now I'm curious. I've had this in my game for some time now and I have no idea what mod it comes from. I can hold pipboy light and it turns on normally. Then when I hold it and unholster a weapon I get the blank 'added' message you described, and the pip light gets brighter (I think it's supposed to be a gun light). The thing is I don't have any flashlight mods installed. So whatever mod is doing it couldn't get past the message bit either.
Guest Posted January 7, 2015 Posted January 7, 2015 my guess is Readius or some pipboy mod, they are trying to "emulate" the pipboy light via script like I'm trying to do - and you see a brighter light because the "real" pipboy light is turning on with the other spell still active. I guess some "hole" in the script, something they didn't foresee
t3589 Posted January 7, 2015 Posted January 7, 2015 I do have Readius installed. The effect was completely unintentional. Just noticed it one day by accident. I thought it might have been PPA. At first I thought it was some mod secretly adding more monsters to the dungeon, because it almost always happened in caves. lol
DoctaSax Posted January 8, 2015 Posted January 8, 2015 What stops me is the fact that it seems the Archetype LIGHT is not working on CIOS. In vanilla, it is only used on Pipboy light and I've found it works only with AddSpell (which I think adds the spell inside the Base ID of the player, inside its effects, like if I clone the player my clone will have the light on it already). Damn, so many rules.
Guest tomm434 Posted January 8, 2015 Posted January 8, 2015 Tomm the spell is called pipboylight and no it doesn't work with CIOS, only with addspell and I can't script the tab press too, I would need an instant effect Can't you create another light and put it to player immediately (script-pressing pipboy button meanwhile). Then when real light is on - remove light source from player.
prideslayer Posted January 8, 2015 Posted January 8, 2015 Script-pressing the pipboy button is probably the best and simplest idea so far. I'd probably just try that and not bother with the 'alternate' light source at all. Finding the entry point to turn the light on with a function strikes me as something that should be easy, to add a function to toggle it to NVSE, but whenever I try to find those entry points I feel like I'm just beating my head against a wall. I don't know how jaam or anyone else manages.
Guest Posted January 8, 2015 Posted January 8, 2015 no it's not possible both solutions, I already stated it. The LIGHT Archetype can't be casted with CIOS, it simply doesn't work, it must be casted with AddSpell, which causes the "added" on top left, which I'm trying to remove. Scripting the pipboy key isn't possible because it would call the pipboy menu in case you decide to not turn the light on, which I need to avoid. It's not an easy situation, the only solution is removing the "added" sign, unfortunately there's no other workaround.
prideslayer Posted January 8, 2015 Posted January 8, 2015 I don't understand what you mean about the pipboy light not working.. If you set your own 'flashlight' key, when it's pressed, all you then do is use HoldKey on the pipboy button long enough to turn the light on. Sexout does this for the 'telephoto' mode (it holds down the 'back' key after switching to free cam) and it works fine. The duration it holds the key for is settable in MCM.
Guest Posted January 8, 2015 Posted January 8, 2015 No Pride, it won't work. Or at least, it will have another downside. If you hold the key and then you release it before that the light is on, as result your pipboy menu will open, and I don't want it. Check this at second 16 and you understand. This script overrides the normal pipboy control, it invokes an animation and then it taps on the pipboy control to open the menu. To simulate the hold-button, it makes the same thing, using a timer of 2 seconds. Problem is, after those 2 seconds of "simulated hold button", the effect must be instantaneous (>>> the AddSpell command). There's no other way to do this.
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