https://web.archive.org/web/20130429160307/...ObjectReference -- has an example of locking a door via script. Just follow links in the wiki to also get it to Unlock.
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To add a spell effect to somebody in Skyrim just by putting something on...
https://web.archive.org/web/20200213110353/...xample-i-think/-------------------------------------------
If you want a script to run on a piece of equipment when it is equipped, and affect the actor that has it equipped, you'll want to use a structure like this:int bEquipped
ref rContainer
Begin OnEquip
set bEquipped to 1
set rContainer to GetContainer
End
Begin GameMode
if bEquipped
; Do stuff using rContainer
endif
End
Begin OnUnequip
set bEquipped to 0
End
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Disable referenced NPC 10 seconds after pwning
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Activate Parent and Enable Parent tabs, yes? The Activate Parent tab is used when you want an activator (like a door) to be activated by something else (like when opening a vault gear door by flipping a switch as opposed to just "activating" the door itself). If you set up an activate parent, the activator object will then be activated by the object itself and the parent object. If you check the "Parent Activate Only" flag on the tab, then only the parent will activate it.
The Enable Parent is more or less the same thing except instead of Activating, it enables/disables an object based of the parent's enable state. One way to use this is to set a bunch of lights that have their enable parent set to an Xmarker. Then when you enable the Xmarker, all the lights will be enabled as well (turn on). When you disable the Xmarker, all the lights will be disabled (turn off).
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Change Creation Kit page size?
Did a quick test and by changing the value of
Creation Kit X=
Creation Kit Y=
Creation Kit W=
Creation Kit H=
I was able to play with the startposition and size of the windows. Use at you own discretion as I am a total noob regarding inifiles.
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Papyrus is very “type-oriented”. In programmer terms, it is “strongly-typed”. The best way I can think of to explain it would be that the compiler has a very narrow view of what you can and cannot do with various kinds of objects in the game (also known as “types”).
As an example, think of a car. The “Car” is our “type”. You can tell a “Car” to drive by writing: “Car.Drive()”. But you cannot tell a car to fly, because a car is not an airplane. So “Car.Fly()” doesn’t work. (And would give you the “function doesn’t exist error”)
One thing that can be incredibly useful if you are having trouble with a specific function is to search the other scripts included with the game for the name of the function. So, if you can’t seem to get SetEssential to work, search all the files in “Skyrim/Data/Scripts/Source” for “SetEssential” with your favorite text editor, or even Windows (they’re just text files), which should help you in figuring out what to do differently. Simply extending a different script will most likely make your script not run at all on the object you attached it to (because the game won’t let you run a quest script on an actor, for example), and importing another script is simply shorthand that is mostly useful for global functions.
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First you need to extract voice files from Oblivion BSA files. I found BSA Unpacker on Nexus and it did the trick, although some voices are missing - I see no Khajiit voices, for example. May be it didn't work right, but I got what I was looking for, so stopped looking. Now you can start the actual work. (Hmmm... This got me thinking. I could hijack Skyrim conversation as well! It's the same format. Oh!!!)
You start by locating the quest from the Companion Share mod - it's called aaaGeneric. Click on Topics and see all the various lines of conversation that you get (these are not all of the lines, there are more in the other quests, but these are the ones you start with). For example, start with GREETING. It has four different lines, I suppose you know this stuff as you do quests. Click one of the lines, then double click the line under Response. It opens a window to edit the response and this is where all the sound files go.
Firstly, there are no recorded lines of dialogue that say exactly what is written under Response, so I changed it. The tedious bit is to know what to change it to. You need to find a line somewhere else that you can copy from. I guess you know how to search - filter dialogue by NPC to see only lines of the same voice, etc. Or use "find text" from the Edit menu. Let me know if you have questions here. The bottom line is, once you find the line you want to copy from, you need to make note of three things: race, sex and audio ID. Race and sex is needed to make sure that you don't suddenly have your hulk of a Nord talking with the voice of a female Bosmer. wink.gif But you can do it if you really want to - there is no limitation where the audio comes from. Audio ID is a string in a box just above the list of voice files in the window. You cannot edit it but you can copy it, so do it.
Now go back to the line in the Companions quest that you want to paste this audio into. I edited the subtitle text so that it matches the spoken phrase, but you don't have to, especially if you pick different phrases for different races. So in this window there's a list of voice files. Find one with the correct race and sex and click it so it's highlighted. Then click "Copy audio file" button. It shows you a file selection window. Navigate to the correct folder where you want to copy the file from, for example Voices\Oblivion.esm\Nord\m and behold loads and loads of voice files. Paste the audio ID into the File box and it should come up with two files - an MP3 and a LIP file. Select the MP3. If it doesn't come up with anything useful, scroll through the long list and find the correct file manually. Did I mention it was tedious?
So, this copied the audio file. Now click "Generate Lips file". Also don't forget to check Emotion and its percentage. Done! Click Ok.
Repeat this for every single response that you want modified. wacko.gif
This is how to reuse lines that are already in the game. If you have new audio files from somewhere else, like from Skyrim for example, you can use them as well. You just need to know which MP3 file you want to use, then when you click "Copy audio file", you just navigate to whatever folder you want and select the correct file. The system copies it into the correct location and changes the file name to the correct one so that it can be found. This is why you cannot just copy files by hand - they have to be renamed. Well, you can rename them by hand but that's even more tedious! tongue.gif
It takes a long time, but it is so much better to have talking companions! biggrin.gif
This post has been edited by Renee: Aug 14 2021, 01:09 AM