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Warbird1

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About Warbird1

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    http://www.youtube.com/zieba
  • Country
    Poland
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    Dishonored GOTY, Remember Me, Morrowind GOTY
  • Favourite Game
    all TES series

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  1. Thanks for your valuable guidance. short doOnce if ( doOnce == 1 ) return endif Finally something to stop the script overflow.
  2. By the way you must be a member of the Thieves Guild to get the quest from him.
  3. Hey thanks! That thing with assigning 0 to walkstate did the trick! Thank you! Who could have thought of that? Nope, I don't come from Skyrim, never played it. Fortunately those provisional waypoints (coordinates) I set were within the boundaries of a single cell so no, no interruptions, but thanks for that pointer. Yeah, AiTravel is complicated (or perhaps very limited), especially taking into account all variables that might occur in the process. No wonder developers had seldomly used it! (I can recall only two instances to be honest, except Fargoth the next one is Mehra Milo walking few meters away from the player and that's that!) I'm still using the activator, because I don't understand how to use the targeted script… what would trigger the script to fire? I am not very knowledgable in this matter I'm afraid.
  4. Well, if not Dunmer, then, hmmm… Fargoth? :laugh: But seriously, I guess it's Tongue-Toad, the Argonian gentleman from „The Rat in the Pot” in Ald'ruhn. His appearance definitely matches his character, and besides he solves all your „price on your head” needs :dry: I remember him well, mostly because of his custom mod quest (Eye of Marusa) which is an interesting time-limited quest.
  5. Damn, so complicated. I think I'll give that mod a try and peek on some scripts. Thanks for answering.
  6. Okay, so I expanded the script by adding „walkstate” checks EVERY single waypoint, but all to naught. At least I know the script doesn't go pass the first step, because in the second step there should be heard Wood Elf shout going on, but there isn't such thing at all. The script: It looks like this AiTravel thingy doesn't work at all. Could somebody shed some light om this weird situation and share his insights, please?
  7. Ok so I ran into a problem. What I did is this: 1) I made an activator. It works ok. The npcs are spawned in their correct locations: 2) But both npcs don't move, I mean Fargoth doesn't go to his waypoint which is a couple of meters before him. Taros looks like he is about to chase him (the running animation kicks in) but suddenly stops, because Fargoth doesn't move. Why is that so? I took coordinates by prior placing some static objects (plant pots), writing down their coordinates (few non-complicated runs around Balmora on short distance), typing them into the script and then obviously deleting all those „plant pots”: Could somebody please take a look into my script and tell me what's wrong? It compiles all right though. The script: Of course Taros Dral has the appriopriate „AI Package” set to Follow target "fargoth". The problem is why the Wood Elf fetcher does not move his ass.
  8. Thanks. That clears a lot. Now on to experiments! :cool:
  9. Is it possible to script a npc to run (follow and run) after another running npc? Like chasing game of some sort. How to specify any waypoints?
  10. Okay… I managed to get it to work :happy: As much as I anticipated removing the script didn't work, because earlier I was modifying it and removing that day time/night time part of the code and the outcome was still the same. It seems the mods load order was the biggest offender here. After sorting that out, I made sure no scripts were attached to the npc, saved the plugin and voilà! Thanks man!
  11. Hi. The mod itself (ver. I, II and extended) works fine in game and I can spot numerous new characters engaging in their tasks. Recently I tried to mod newly created NPCs and adding those new animations to them. Here's what I do (I'm attempting to do a "writer"): I create new NPC and place it in the world. I properly assign new nif (in this case AM_Writer2.nif) to it and in CS it is properly displayed as a sitting NPC with hand ready to write. Then I assign mod's custom script for writers (AM_writers) and add a special item for writers - AM_quill to npc's inventory so it can look like holding a quill and animate it. I place NPC on a chair and near the table, save the plugin, add to Data Files. Then I go to that location and the NPC is nowhere to be seen (!) although the newly added chair, table and book are on place. Not even the quill writing sounds can be heard. Ok, I thought perhaps the cell was bad (it was from Tamriel Rebuilt), so I moved all stuff to one of Balmora's houses and still the same. Later, curiously I accidentaly assigned a bad nif from Frost Giant - it rendered the npc invisible in CS. Saved plugin, reloaded the game. When I entered that area with the writer the game shown an error message regarding bad nif, so it proves it attempts to load a model so why when it loads proper nif of the writer nothing is displayed??? I changed strategy. I checked on Census and Excise Office in Seyda Neen, there is a Breton writer. Ok. In CS I merely altered that npc's hair, saved, reloaded and he got disappeared too. WTF? What am I doing wrong? Is this mod somehow locked from editing and utilising it's resources? Has anyone tried to use this mod in CS before?
  12. Hmmmm, the blue plates are nice, but the brown ones seem to last longer :D
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