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sumojellybean

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About sumojellybean

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    Creation Kit
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    SOTC, Red Dead Redemption, Witcher 2

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  1. FIXED. Finally after a cold shower I saw that my problem was actually the CurrentIngredients integer that was getting everything screwed up. >< I still need more sleep.
  2. Hello guys! I’m have trouble with this script I'm trying to adapt from one of the vanilla fetch quests. In this script, you can put ingredients into an actorIngredientSatchel and with EventOnUpdate, it will update the ingredient count. Through dialogue, you can create specific potions, IF you have enough ingredients. If you don't, my follower will tell you. Thing is, in game, these globalvariables are not properly updating and the ingredients inside the satchel are not being removed. My brain is fried at the moment (got 4 hours of sleep) but can someone tell me what is wrong with my script or how to improve on it? Here is Bestheda's script, which I based mine off from. It was from the quest where you needed to collect 10 bear pelts and at on a quest stage, EndSwap() would happen. And here is my adapted script. IngredientsSwap() happens via dialogue.
  3. Alright! Testing out my combat dialogue for my follower and she's saying it all random. Like she's saying dialogue that's meant for killing animals towards bandits. This is mainly for when combat ends--the CombattoNormal in the detection tab. The conditions for the combat target are all above all above the subject conditions. Combat dialogue is on a seperate quest, ticked the startgameenabled and allow repeated stages boxes. Anyone know how to fix the problem?
  4. Update 5: The market of quest world 2 is mostly done! Need to fix statics and add....decoration to the stalls. Maybe. I think I'll skip that for my own sanity and move onto making those underground tunnels.
  5. Good luck with your development Airtight! Hope you get a lot of progress before the FO4 release. Also reached the middle of my semster, and since it's study week I've been just concetrating 100% on developing my mod. Its kind of funny how our mods are developing around the same pace.
  6. Update 4: Getting s*** done! Beta testers are done with testing, so I’ll release the demo by Wednesday at latest. Phew. And LadyFabulousity recorded the prequest lines. Here is a sneak preview of some of the lines that WON’T be in the demo. :wink: AS WELL I’m about 60% done building the basic structures for all of the areas of the 2nd quest. Here's some teasers of the most decorated place, the glacier island's black market: Still am kind of stumped on how to create the underground tunnels though. Haven’t started that yet and that’s the largest interior. OTL
  7. UPDATE 3: So my estimate turned out wrong and it took another week to get all the lines done. But most of it is done! My VA got her lines done this Monday and I ported everything onto a good .esp this week. I need to fix up her dress mesh and add some more voice files I think, but after that and beta testers finish with feedback, it will be released. Here are two video showcasing the outfit and potion system: Asides that I've finished fixing the first dungeon's portals, written most of the lines of the first quest part, and continued on building the world for quest part 2.
  8. Never did horse armor and absolutely no expert, but what you described sounds like a boneweight issue. Did you boneweight copy or paint in the weights? In my experience, my armor mesh will go all over the place in-game if they were bad weights.
  9. Alright, here comes a quick question dump. Questions about Portals: 1.) If part of a room marker is partially inside another room marker, is it possible to make a portal? I tried to do that with one with my vanilla duplicate, but weirdly the 2nd room I attached to realigned itself to be tilted with the first. 2) Bigger room markers=more load time, yes? I'm currently trying to make portals for the vanilla rooms, which are small confusing and daunting. I have an .esp where I made my own room markers which were simpler, but they’re much bigger than the vanilla. 3) What do you do with portals when the room marker is facing two other room markers? In this cell, there’s a large room that connects with the tunnel room at the bottom half. But there is also 2nd floor above the tunnel, that has its own room marker. Question about Cells and Loading Times 1) What is the recommended amount MB you should put in each exterior cell? I know the limit is 155 but is there an ideal limit before things load way too long? 2) I plan to make an area where it is quite crowded with a lot of crowd npcs. To help on load time, should I put lets say the main market inside an interior, yes?
  10. No it won't. If you skip making a standalone body, the follower's body type will be whatever the downloader uses by default. Each mesh--hair, armor, hands, feet, etc are all seperate. Ignore one and nothing will change.
  11. Got it working like a charm. Thanks for your help Aragorn. =)
  12. @Aragorn Thanks. Also figured out what was glitching the cell. Most of the room markers don't have portals and therefore don't load properly. I'm not sure as why they didn't copy over though. Been also hitting a navmesh problem, that I'm wondering if anyone has encountered. Here is a screenshot: http://i.imgur.com/sDUmp1h.jpg The vertices literally cannot move any further, and if I try to make a triangle, it automatically cancels. I'm navmeshing a small exterior world where it has two ships. Is this a cell border problem? If so, anyway to merge the navmeshes of both cells to fix it?
  13. Okay, deleted the portals but that did nothing, so I just redid the roommarkers today. Quick questions: 1) Is it okay if room markers slightly overlap? If not, why? 2) I was kind of confused when watching the tutorials, but do you need to put portals at specifically doorways or literally for every room marker? What if the room marker covers a portion of an wide open-no-doors area, making the room marker huge. Do I make the portal as tall as the room marker as well?
  14. Hi guys! I'm trying to duplicate a cell from the Dawnguard DLC so that people who've completed the quest can 'restart' the dungeon. Everything so far works, except that I'm getting these constant sky blips: http://i.imgur.com/au1bS51.jpg I can walk into them and the next room will appear, but the sky will load again as I further go. For the most part, this is happening in the large spaces of the dungeon and not when dungeon narrows into small tunnels. When copying the cell, there was also pop up that said to Please confirm if I wanted to duplicate contents of reference INSERTNUMBERHERE reflected/refracted lists and I clicked both yes and no. Each time, for both copy cells I still got the same thing. I looked into the vanilla cell and their rooms markers had gaps in between them. Checking with the validating room button it says that they were not coplanar and that their normals were different. Yet for the vanilla cell there were no sky blips. :blink: Any idea on what Bethesda might have done with their vanilla dungeon to make it work? I'll delete the room markers and portals manually if I can't find a quick fix, but it's just that the dungeon is so large and twists and turns a lot that it looks daunting. @_@
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