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donAllister

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  1. Nevermind, fixed it. Traded out 3 if statements for an if-elseif-endif statements, and voila.
  2. OK, here is the latest dilemma, maybe one of you can help. I am using different scenes to navigate through sets, songs, and breaks. I am having a real hard time transitioning from the playing to the resting. I'm using a bool variable (BardRest) to switch the packages, and that's working, but I can seem to get the playing scene to work right transitioning to the rest scene. The rest scene transitions to the playing scene, and the Song scene is working going to the set scene, so I have this working elsewhere. Here's the weird part, after I talk to them, about anything, they go right into the rest scene once I've called it from the playing scene. That probably sounds confusing, but that's what it is. Anyone have experience with scenes?
  3. I think I may have cracked it. It looks like long scenes with multiple songs are being called on. Thanks for your help. I think I have it.
  4. Update. It looks like I got my starter quest to kick in by adding it to the Bard start event node by adding my starter script to the list in the node. The bard plays a random song as soon as I enter the Inn, but then stops and plays no more songs. Hrm.
  5. OK, this trigger works, but of course it only works once, and there is no more songs played after the song is triggered, and then every time I walk on the rug the scene changes and it might play the same song, heh. I suppose that's some progress. Any other things you think I should look at to better meet my needs on this mod? (MWBardSongsQuest as MorrowindBardsSongsScript ).PlaySongRequest(MWBard.GetActorRef(),"Any",False,Utility.RandomInt(1,6))
  6. I'm trying to reference the alias but that fails too.
  7. I appreciate the advice. So I set up a rug to be the trigger and I'm using this code. Scriptname MWBardTriggerScript extends ObjectReference Actor Property PlayerREF Auto ; Least 'costly' way to refer to the player Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == PlayerREF ; This condition ensures that only the player will trigger this code (MWBardSongsQuest as MorrowindBardsSongsScript ).PlaySongRequest(Akspeaker,"Any",False,5) EndIf EndEvent Quest Property MWBardSongsQuest Auto ReferenceAlias Property MWBard Auto It complains that Akspeaker is not defined. I've done a decent amount of modding but the story manager system is escaping me.
  8. Well, it looks like there is another quest in the base bard system called BardSongsStarter. I made a version separate that should all be linked into the the right aliases and calls on the script, but so far they aren't acting on their own. The BardStarter quest appears to work on a Change Location Event. Hrm. Maybe I should check if that quest is running.
  9. I call on the number of the scene with this in a player dialogue, if that helps: (GetOwningQuest() as MorrowindBardsSongsScript ).PlaySongRequest(Akspeaker,"Any",False,5)
  10. I have been doing odd modding for a few years. So I'm basically making a new bard script for a new world that's being developed and I'm looking to make the bards sing through a script. ---------------------------- Function PlayChosenSong(Int ChosenSong) Int Intro = Utility.RandomInt(0,1) If ChosenSong < 6 LastSongPlayed = ChosenSong Else Bard2LastSongPlayed = ChosenSong EndIf If ChosenSong == 1 debug.Trace("MWBardSong Flute 1") InstrumentalSong = Utility.RandomInt(1,6) MWBardSongsFluteSong1.Start() EndIf If ChosenSong == 2 debug.Trace("MWBardSong Flute 2") InstrumentalSong = Utility.RandomInt(1,6) MWBardSongsFluteSong2.Start() EndIf If ChosenSong == 3 debug.Trace("MWBardSong Lute 1") InstrumentalSong = Utility.RandomInt(1,6) MWBardSongsLuteSong1.Start() EndIf If ChosenSong == 4 debug.Trace("MWBardSong Lute 2") InstrumentalSong = Utility.RandomInt(1,6) MWBardSongsLuteSong2.Start() EndIf If ChosenSong == 5 debug.Trace("MWBardSong Drum 1") InstrumentalSong = Utility.RandomInt(1,6) MWBardSongsDrumSong1.Start() EndIf If ChosenSong == 6 debug.Trace("MWBardSong Drum 2") InstrumentalSong = Utility.RandomInt(1,6) MWBardSongsDrumSong2.Start() EndIf EndFunction ----------------------------------------------------- There is the part of the script that call on my scenes, all new songs and scenes. So what I'm looking for, as in the title is a way to get the bard to chose a song on there own without a verbal request from the player. The BardSongs default quest script seems more than I need, so I'm looking for a simple answer. Any help would be appreciated.
  11. I've read that using IdleLuteStart will start the animation, but I don't see that happening.
  12. Hi everyone, I'm working on a custom bard system, for a project. So, I need to know how to trigger the AnimObjectLuteLoop.hkx animation, but it's not easily accesible via the Idle Animation list. I need to start it and then stop it after the scene is finished. Any help would be appreciated.
  13. Personally, I'm really enjoying it, so far. A few minor bugs but I can totally overlook it with 16:9 resolution, a nice Oblivion graphics mod/tweak, and an overall pretty game. I would recommend it to anyone curious.
  14. Ok, I'll get back to the Speech Challenge later, another thing has me wondering. I want an NPC to follow other NPCs (like my followers follow me). He has a persistent reference, in an interior cell, but after the AI follow packages kicks in they follow him as far as the outside of the building, and then stop. I've used a guard and a follow package with the same result. Any ideas? Edit, nvm, I just put them all on same series of travels packages. If you don't kill this individual, he's a trader and the others are his guards.. Edit, however, if you have a better idea, I'm very open to listening.
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