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iscrybble

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  1. I have created an 'Eat' package at the top of my NPC's package stack. When it runs (on schedule) the NPC moves to the nearest piece of furniture and uses it for an hour. Sounds good, right? Unfortunately, the closest furniture is not always a place to sit! So instead of munching on some bread, she (for example) picks up and drops wood at a woodpile for an hour straight. How do I make sure she only goes to chairs/tables/benches to eat? Package Info: http://i1133.photobucket.com/albums/m594/iscribble/EatPackage.png Do those settings look right? Are my expectations about AI behavior wrong? PS- Sorry to cross-post, I'm not sure which forum this belongs in, and I'm really looking for help on this!
  2. Just throwing this out there, in case, but did you already try verifying your local files for both the game and for the CK?
  3. Sorry to be anxious and bump... here are my settings... she still goes for the nearest furniture, regardless of whether or not she can eat while using it! The radius is set to 2500, and the package definitely runs at the appropriate time, it just doesn't behave the way I'd like! http://i1133.photobucket.com/albums/m594/iscribble/EatPackage.png
  4. Is it okay to suggest my own? (http://skyrim.nexusmods.com/downloads/file.php?id=13476) *I will be removing the little tablet with a message in my next release. It's the least lore-friendly part of the mod.
  5. I've messed with the radius and the "near package start" options... nothing is improved. :confused: Some clarification though: I clearly indicated in my OP that she was using idle markers. This is not so (and would be weird, since AllowIdleMarkers specifically prohibits it). Instead, she goes to the nearest furniture. So, how do I get her to distinguish between furniture she can eat at (benches tables and chairs) and furniture she cannot (Woodpiles)?
  6. My NPC is, at various times, in pretty much all of the cells in Whiterun. I've scheduled an AI Package for her to eat at 8am near "Self," but instead of finding the closest table, bench or chair she will go (for example) to the wood pile to pickup & drop wood for an hour. I've tried setting AllowIdleMarkers and AllowSpecialFurniture to false (keeping AllowFurniture true) but it didn't seem to make a difference. What am I doing wrong? :psyduck:
  7. Update: I have a workaround... but it still doesn't totally solve the problem. When handling the event (and previously setting 'readyReset' to true) I now use IsNearPlayer() to find out if the player is in the cell. If they are, I set 'readyReset' to true. If they are not, then I call a reset function (reset, clearDestruction, etc). Now, things are working if the player is not in the cell when the event fires. If the player is however, they have to leave, come back, leave and come back again to activate the veins. :confused:
  8. I have a custom MineOre activator with a new script, copied almost exactly from vanilla but with a key difference: It will reset independent of the cell using the RegisterForUpdateGameTime event. Things seem to be working... almost. Once the appropriate amount of time has passed and I handle the event, it sets the value of a bool 'readyReset' to true. For returning to the cell, the MineOre script runs: event onLoad() if readyReset self.Reset() self.clearDestruction() self.setDestroyed(False) resourceCountCurrent = -1 readyReset = false endif endEvent When I return to the ore vein, it appears to have worked (ore is glowing again)... except that I can't activate it! The 'mine' prompt doesn't appear. Here's the tricky part! If I then leave the cell and come back, the activator prompt shows and works! :wallbash: Why didn't it the first time?! I've tried everything I can think of with the MineOre script and there doesn't seem to be anything wrong with using the vanilla PickaxeMining marker... so now I've turned to the forum! Please help, I'd really like to solve this! Let me know if any more information is needed!
  9. :biggrin: Thank you! Works like a charm!
  10. Is there a way to do any of the following? Temporarily override the AI package. Trigger a condition check on an NPC's package stack. Change how often the package conditions are checked when the player is in the same cell as the NPC. I have an NPC that changes his behavior based on the disabled state of an xMarker. Only trouble is, it can take uncomfortably long for him to respond. :unsure:
  11. Sounds like you might have modified one of the vanilla scripts without duplicating it. To get your game back to normal, try verifying the integrity of your local files via Steam.
  12. SORRY, Wrong forum! I will repost to Mod Talk ------------------------------------- Is there a way to do any of the following? Temporarily override the AI package. Trigger a condition check on an NPC's package stack. Change how often the package conditions are checked when the player is in the same cell as the NPC. I have an NPC that changes his behavior based on the disabled state of an xMarker. Only trouble is, it can take uncomfortably long for him to respond. :unsure:
  13. That does the trick! Thanks! Yeah, It'd be nice not to have the note there if the player is brand new to the mod, but I can live with it!
  14. One of my mods is a workshop addition to Breezehome. I've been working on (and am nearly finished with) attaching a quest to the unlocking of the area. The player simply needs to talk to an NPC patrolling outside and he will come to excavate the area. My concern is that after I upload this change, current users will panic that they can no longer access the modded section of the home. Every idea I've come up with will either confuse users or is something I don't know how to do. My current thoughts are: Post a note in the house where the door to the modded section is. How would I get a note to *stick* to the wall? [*] Examine (via a trigger and scrpt) the contents of the workshop to see if it's 'vanilla' ...if it isn't, I can debug.notify the user to check with the NPC. How do I, for example, count how many items are in a container? If I modify the script to utilize a global variable, will the change 'take' in the player's existing save? In my experience, I'd need to rename the entire script, which I worry will mess with the container inventory. A diamond loads on a table in my mod... can I check to see if it was moved? [*] Just hope for the best with a message in the Steam & Nexus file descriptions. Do you have any other ideas? Opinions? Advice on how to implement any of the above?
  15. I have an NPC involved in a custom quest. Locally, things seem to work. However (after uploading to Steam) if I clear out my local files, the NPC has lost her voice! W/ CK and Steam... how do I make sure to include the character's voice files? AFAIK, this version of the same mod works (I included the voice files manually): http://skyrim.nexusmods.com/downloads/download.php?id=49836 But this one does not: http://steamcommunity.com/sharedfiles/filedetails/?id=20644 EDIT: Solved! The trick was to manually include the needed files when creating the archive.
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