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MoonSweets

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    Creation Kit
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    Morrowind

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  1. As simple as it might sound, I didn't think of rebooting the CK after editing the SkyrimEditor.ini file... it did make the difference though. Rebooting the CK fixed the problem.
  2. Having the same issue here. I first had the issue of "The extends script does not exist, please pick one that does" and I did as instructed in this thread to extract the scripts and put them in the correct folder. That done, when trying to create my new script, if I stick with the name I wanted for it (aaBYOHgetItem), I get the message "That script already exists, please choose a different name". However I cannot see the script in the CK, even with "Show Hidden Scripts" ticked on, and I cannot find the file either in the scripts/source folder. Even made a Windows search: it returns nothing. I am very much at loss as to what's going on here. If I try to name the script differently (ie: aaBYOHgetItems) I'm back to square one with "The extends script does not exist" so I really don't know what to do. I've googled both error messages but only found another thread containing the second one (That script already exists), but the issue wasn't addressed. Additionally, if I try to add one of the scripts I have previously created, the option to Edit Source when I right-click it is greyed out. However I can edit a script from a tutorial resource that I added manually by copy pasting it into the scripts folder. So I tried to make a copy of that one, rename it (and change the name of files referenced inside, using notepad++) and copy paste it in the script/source folder, but while I can then find the script in the CK and add it, I get the error message: "Script "aaBYOHgetItem" had errors while loading, it will not be added to the object" – I'm not so surprised, that would have been too easy. [update] I uninstalled and reinstalled the CK, and it solved most of the issue: I can create new scripts and edit them, but still cannot edit my older scripts (which is very frustrating).
  3. Wow, wow, wow! That's absolutely outstanding indeed! I'm very amazed at how you managed to make your voice sound actually different for each race, you're very talented! I would be very interested if you could help me with my mod (Extended Books Mod v2), as I'll be needing some additional voices. However, the mod is still in development, and I would very much understand that you'd prefer to wait that it's about finished to make final voice files to replace the ones I'm making for testing purposes.
  4. I created a new tutorial on TESmods.blogspot.com: Talking activators - making things engage dialogue There are clear instructions and screenshots to help out.
  5. Ah, perfect! Thanks for the tip about code color! And *facedesks* I have totally not made a typo, I totally wanted to write "May you work on warm sands", it's the same as the original but said with a mouthful of ash yam. I suppose I'm going to set some unique voice type for this activator, yes... We really don't need to have it speak randomly. On that matter I'll need to find out how to create custom greetings and barter lines, but that will be for later. Thank you very much for your support and suggestion, I was totally going to give this up before you replied!
  6. Alright! So I found a walk around this issue. I placed my TalkingActivator near some random item (Azura Crystal here) I added a trigger volume to which I added this bit of script: ObjectReference Property Activator01 Auto Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == Game.GetPlayer() Activator01.Activate(Game.GetPlayer(), true) Endif Endevent Then I went to my test quest, in which I had already created a little test dialogue. I created a quest Alias called "Voice", and a scene in which I used the actor Voice, and added the action "ForceGreet". I selected the first topic of my little dialogue, and also set a Trigger Location, selecting the Talking Activator as reference. I think this last bit is pretty unnecessary though. It worked! As I approached the trigger, it activated the Talking Activator and the dialogue started. Now, funny thing is that, I had set the Talking Activator's voice type to be MaleKhajiit, because I already have a voiced Khajiit NPC, and thought I could hijack some lines maybe. So, not only did the activator worked, but it also greeted me with things like "How can I assist, hm?" and "May you work on warm sands" upon ending the conversation. However, when I tried to change the topic, and select one from my Khajiit NPC (contained in another quest), it kept on using the same dialogue lines as before. I suppose it's because the dialogue should be contained in the dialogue view of the same quest as the scene, but then I'm surprised it could still find the right lines. Amusing. I also tested exactly the same thing, but having the Talking Activator be activated by a hijacked lever activator, and it worked just fine! That's fantastic! Now I can resume to my idea of having the player play the role of His Terrible Majesty Pelgagius III. This mod is going to be pretty epic if it can be achieved.
  7. I was starting to start about doing something like this ("how did I do my bookshelves again?"), sounds like an interesting idea, I'll test things out and report the results!
  8. Hello Xander, Thanks for your reply. I've looked the uses of talking activators and they are used by dialog INFO forms. So I tried to do the same: create one, and use it quite like an NPC, setting a little test dialog and filtering the conditions with GetIsID: EBMtestTalkingActivator. I placed it in the world, but no matter how much I turned around it, I could never activate it. I looked MGAugurFX's uses, and found it was used by the quests MGRitual04 and MG04, and by a trigger volume, MG04AugurSpeakMarkerRef3. This one has a script attached to it (but it's just to unlock the door and enable the AugurFX) and is being used by MG04, as quest alias "Trigger3". But I can't figure what this Trigger3 is being used for in the quest. Now, I've also considered that the talking activator doesn't have Primitive data, since it's a mesh, and so, cannot be set to be activated by player. I'm not really sure what to do with this so far, I really feel I'm missing how to make this activator be actually possible to activate, and so to trigger an actual dialog.
  9. Hi everybody! So I really *need* to have cobwebs or spiderwebs in my level (so that the player can clean them) and when I try to put some, strange things happen: The FX are invisible, there is just the green frame around the mesh, but the mesh itself is invisibleThe static meshes called FXSpiderWebKit* appear but they are black in spite of white (and it looks ugly) The result is the same ingame: they are either invisible or black. So I went to other interior cells where webs can be found, such as Breezehome or Fellglow Keep, and there, the webs were displaying and animating perfectly in the CK. I tried to copy those meshes, to paste them in my level, but they still end up being invisible. I tried to find if someone could have had the same issue as me, but this unanswered topic is all I found. So the only solution I found so far to have those damn cobwebs appear is: Finding a rather small cell with a bit of webs variety (Redoran's Retreat)Duplicating said cellRemoving everything that isn't a cobwebPasting the content of my cell into this new duplicated one It works. But damn, isn't it ridiculous? Does anyone has a less overkill method?
  10. Hi! I'm Isaac from Skyrim modding blog, and I just wanted to thank for all the great tutorials here, and for linking to the blog Shawn and I set up. It's great to know our tutorials are being helpful!
  11. [sOLVED] Here is a tutorial I made, with clear instructions and images. Hi! So I've been fighting with the CK for two days already, and I just keep on failing at making an activator speak to the player. What I want to do, basically, is to have some twinkly light engage conversation with the player when they activate it. My first thought was to look for the Augur of Dunlain, and see how it worked. I filtered the Object View and found: MaleUniqueMGAugur -- a voice typeMG04Augur -- an ActorMGAugurFX01 -- an ActivatorMGAugurFX01Static -- an FXMGAugurTalkingActivator -- an special type of activator, it seems (the CK wiki is not helpful about those, just stating the obvious) In the Midden, I found trigger volumes and Xmarkers. In the MG04 quest, I found: MG04AugurSpeakScene -- a scene, containing the responses the player hears when approaching the Augur's doorMG04Stage40View -- a dialog view, containing the dialog between the player and the Augur of Dunlain I tried to figure out how this all was working together (and I got a slight headache). The scene MG04AugurSpeakScene seems to be triggered, not by the trigger volumes, but by the distance between the player and the door, if I believe what I see in the Phases conditions. The responses are being said by the actor MG04AugurSpeaker1, 2, 3, and 4, which are quest aliases refering to the various Xmarkers. So I conclude that: I need an XmarkerI need to create a questI need to create a quest alias to make my Xmarker into an actor that I can refer toI need to create a sceneFor now I will try to make the scene activated based on the player's distance to the XmarkerI record a test line to saySo I did that. ...Obviously I did something wrong somewhere because it was not working. So I started messing around, setting the same voice type as my NPC where I saw voice type options, trying to use his lines, etc... At this point I don't even recall all I did, because I tried a lot of things. In the end, the only thing that worked was to trigger a simple test script that makes the player equip robes when activating MGAugurFX01 (which causes the effect to disappear). I feel clueless about what to do and how. I've made dialog with NPC before, and it was working just fine, speaking to him, getting dialog options, starting scenes... But I just can't figure how to do the same with a non-NPC kind of actor. If someone has the least idea of how to do this, a link to a tutorial (I searched for tutorials, couldn't find any), or whatelse, don't hesitate to chime. Or to CHIM as you prefer.
  12. By Akatosh it works so perfectly! No more looping, you broke the dragon with those lines, this is so wonderful! Thank you very much for your wisdom, my friend! Julianos shines upon you! It would have taken me forever to figure this out on my own.
  13. [sOLVED] Hello, I'm very new to scripting, and really not a programmer at heart, and I would need some help with a simple script. What I want to do, is to add items to the player's inventory when reading a note, but only once (so the player can't read the note again and again to get unlimited samples of these items). I've managed to successfully write these lines: Scriptname EBMGetBooks01 extends ObjectReference {Get the books to put in shelf} Book Property EBMOblivionStreams Auto Book Property EBMWelkynd Auto Event OnRead() Game.GetPlayer().AddItem(EBMOblivionStreams, 1) Game.GetPlayer().AddItem(EBMWelkynd, 1) EndEvent I have no idea of what to do to make the script stop once for all at the end, and never play again. I'm sure there must be something rather simple to do, though. I considered testing the content of the player's inventory, but then they would just have to drop the books, or store them anywhere so be able to activate the script again, and those books are not meant to be unique anyway. I'm considering the possibility of making this a quest, and set stages to know what the player did to set stages, like: The player read the note and got the books : set stage to 20 But if there would be another way to do it, lighter, simpler, I would greatly appreciate any idea.
  14. Hello, So there's a mini-game I thought of and would like to create in the game. As I'm more the creative than programmer kind I'd like a bit of advice to know if what I've thought of is doable or not. Basically, what I want is that an NPC asks the player a given amount of questions. If the player answers all the answers correctly, they get gold, if they answer wrong, they loose gold. I took a look at how the random services comments are generated and saw that they were all stacked infos in a same topic. So here's what I thought I could do in way to be sure the combination of questions would never/hardly ever be the same, and to avoid using too much scripting/counter to be sure of the amount of questions: I thought of creating say 5 topics. Each topic would countain a good number of infos. Each info would lead to a choice of answers, which would then lead to the following question topic (containing several infos as well). It's probably gonna look messy in the dialog views with links going everywhere but that's all I can think of for now. Now the issue is that I still need a counter to know if the player answered right or wrong. Should I do this using quest stages? Like, at first question, a right answer sets the quest stage to 10, and a wrong answer sets the stage to 100. In the following questions, a quest stage check should be done, so if the stage <100 and the answer is right, the stage is set to 20/30/40, etc... Else, quest stage =100. Eventually I would like a subtlety: I'd like to give silly answer options, and if the player choose all/most of those, they get a funny reward while still loosing gold. Maybe those answers should set the quest stage above 100, and at final question, if the quest stage >=170, it's set to 200. 90 would be win stage. 100 would be fail stage. 200 would be alternate fail stage. I'm going to test things out but if someone has advice, please tell. I really am not a programmer and I'm only discovering what can be done with quests and dialogs. Thanks for reading
  15. Adolon gave me the trick to fix this: simply right-click on the Static mesh in the Object View window, and select Recalc Bounds. As the CK doesn't consider this a change, you need to do something else before saving. Worked up all great!
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