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ItsMeToo

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  1. FYI - I got everything working. Check out my new mod called Shout Travel. Skyrim Nexus link: http://skyrim.nexusmods.com/mods/44804//? Steam link: http://steamcommunity.com/sharedfiles/filedetails/?id=186817961
  2. To add items into FormLists you need to drag them into the FormList. Now I need to find out why I CTD when I try to unlock the shout.
  3. I'm trying to make a Wordwall Shout for one of my mods, but I'm having problems. I have everything working up to unlocking the shout with a dragon soul. If I try to unlock the shout with a dragon soul my game CTD. I think it's because I can't add the shout to the WICastDragonBornShouts in the FormList in the CK. The CK won't let me add items to FormLists. Does anyone know how to add items to FormLists in the CK or am I missing something else to make it work? Any help would be appreciated. Thanks
  4. Thank-You Dark0ne and Staff. This is why the Nexus is the best place for me to put my mods and get the mods I want. You keep improving the Nexus and making it better.
  5. I added the generic voice lines to my voiced NPC in the CK, but I don't know where the generic voice lines that I added show up so that I can record them like I did with my new dialog I added. The lines are in the Filtered Dialog Window with all the other NPC dialog and there is no recording option there. And how do I assign just this new dialog to the Merchant Faction so that the NPC will buy and sell again like normal?
  6. Yes, i know. I added the generic voice lines to my voiced NPC in the CK, but I don't know where the generic voice lines that I added show up so that I can record them like I did with my new dialog I added. The lines are in the Filtered Dialog Window with all the other NPC dialog and there is no recording option there. And how do I assign just this new dialog to the Merchant Faction so that the NPC will buy and sell again like normal?
  7. Thanks, that pointed me in the correct direction and now my quests work like I want. I still had to change some other code and change some logic, but now it's working. Thanks again. Now I need help with Problem #2... anyone have any ideas? 2) The NPC is also a vendor. The generic vendor dialog was working and the player could buy and sell goods with the NPC. As soon as I voiced new quest dialog for the NPC (which works), the vendor dialog stopped showing up. I went into the CK’s dialog tool area to add my new voice type to the generic vendor dialog that I wanted. How do I get these new generic dialog lines re-voiced and showing up when the player talks to the NPC?
  8. Thanks, I thought that is what you were getting at. I'll go change it and let you know how it goes.
  9. Thanks for responding. That is correct, but the topic is in a different branch. When I set the requirement that a certain quest stage (the finding of the object) be completed, I don't get the dialog that I found the object even after I have the object in my inventory. That is why I think that my script is not running. I want the script to advance the next stage after the object gets into the player's inventory. Everything compiles correctly, no errors, no warnings. Thanks for the Debug.Notification() option, I'll check that one out. spoiler tag, good idea, I'll have to look into how to do that. The OnContainerChanged() is set-up like the CK wiki tutorial. I don't understand what you mean. Could you show me an example of the correct way I should do this? Thanks in advance.
  10. This is what I discovered is the root (I think), of my Quest not advancing. For some reason my script won’t run. The debug messages in the script don’t display, which tells me that the script didn’t run. I only get the debug messages, “Stage 20” and “End of Stage 20”. This script is attached to the quest object and alias. What am I missing? Thanks for any help. Debug.MessageBox("Stage 20") SetObjectiveCompleted(10,1) SetObjectiveDisplayed(20,1) kmyQuest.pItsMeTooLostBladeRelicsNorthwindSpt Debug.MessageBox("End of stage 20.") The Property Name is pItsMeTooLostBladeRelicsNorthwindSpt Type is Quest Value is ItsMeTooLostBladeRelicNorthwind (the value name is correct, it is spelled differently and has been verified to be correctly spelled) Here is the Script Scriptname ItsMeTooLostBladeRelicsNorthwindSpt extends Quest Quest Property pItsMeTooLostBladeRelicsNorthwindSpt Auto Event OnContainerChanged(ObjectReference newContainer, ObjectReference oldContainer) Debug.MessageBox("Running Event.") if (newContainer == Game.GetPlayer()) Debug.MessageBox("Inside of if statement.") pItsMeTooLostBladeRelicsNorthwindSpt.SetObjectiveDisplayed(25) pItsMeTooLostBladeRelicsNorthwindSpt.SetStage(25) Debug.MessageBox("Setting to next stage.") endif EndEvent
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