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SicariusSummoned

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  1. Okay. Would it be a suitable compromise to use both GetisId & GetIsAliasRef? I've currently got it set up as ((GetIsId OR GetIsAliasRef) AND GetStage) Do you know if that would function in the way I believe it would in having it always fill properly? I'm really unsure about the aliases because the objective markers that rely on the aliases being filled still function properly: the NPC's have the right dots floating over their heads during each stage. EDIT: I solved the problem. Inside my quest I had specified a location from the dropdown because I thought that was necessary for starting it by loading a location. After setting the location of the quest to NONE it works perfectly. Turns out the quest can only progress/counts as active when you are within that location. I feel real silly. But! It's fixed now. Thanks for all the help NikaCola, csbx and Joerqc!
  2. I agree, I just have to figure out what small bit of this I'm not understanding. Am I loading a clean save file?: I am, I'm CoCing from the main menu every time I test my mod. Is my quest running?: I believe it is because the objectives and markers work fine; IE shows quest name, has that green dot over my NPC's head that I set via alias. Are my aliases filling?: I'm not sure, but I believe they are. Would the objective that references an alias only show up if the alias is filled? Because I have several objectives that properly show over my silent NPC's heads. Is there a way to check if an Alias is filled/ if the conditionals for the greetings are being met? Are there debug statements i can put in here somewhere? Just console printing values or something? I don't know what debugging tools that CK has built in. EDIT: I solved the problem. Inside my quest I had specified a location from the dropdown because I thought that was necessary for starting it by loading a location. After setting the location of the quest to NONE it works perfectly. Turns out the quest can only progress/counts as active when you are within that location. I feel real silly. But! It's fixed now. Thanks for all the help NikaCola, csbx and Joerqc!
  3. Yep, that's exactly how ive been doing it; I coc straight off the menu. And it then works if I do that and coc to the quest target's cell for each stage. The npcs stop talking if at any point I go somewhere that isn't an interior cell.
  4. I'm similarly new. All I can think of for this is whether or not you have the properties to properly reference pCaps and pJet. When I did something similar with items I had to make a property for each thing I wanted to give or take from the player. Can you show a picture of your properties? When you got your NPC talking properly, have you ever had trouble where they wouldn't talk if you walked up to them instead of CoCing to them?
  5. My dumb question: have you tried turning on and off lighting? I know that if there isn't a light in a cell and you have lights turned on you will see everything as black. Doesn't explain the preview though.
  6. So I've been able to get my NPCs for my quests 'talking' with the correct dialogue during the correct quest stages but it only works under strange circumstances. If I start my quest and walk through the world space, enter the interior cell and then talk to them they remain silent. But, if I CoC directly to their cell after the quest starts they talk fine and go through all their options correctly. For both of these cases, the markers above their heads point to them correctly. Has anyone else encountered this bug? I'm suspicious it has something to do with traveling through my custom exterior cell/ worldspace. Is it possible that by traveling to another worldspace I'm resetting aliases or something? I'm really at a loss here. I would appreciate any help or ideas anyone has.
  7. I've got that in but its inconsistent. I feel like half the time It works and half the time it doesn't. Is it bad practice to have one scene for each stage in the quest for a single NPC? Should I be having phases in a single scene instead? Is it possible that having multiple scenes each with the same GetIsAliasRef conflicting? Really confused here. Got it working a few times but I honestly don't know what's breaking it. EDIT: Okay, so the dialogue works when I CoC to the cell. But it doesn't work when I walk there? Has anyone else experienced this bug? Thanks a lot for helping so far. I feel like its almost there.
  8. UPDATE: Okay, so I was able to get the dialogue working, but I have a problem where when I add a conditional to make sure that only one NPC (my alias'd one) greets people he doesn't do it. But when I don't restrict it with a conditional everyone greets. Is there a best practice for checking references against Unique NPCs?
  9. Does the ForceGreet package work for quests already in progress or just start quests? Will this conflict with anything if I want the player to come back and talk to this person again later? The purpose of this dialogue is that the player is supposed to talk to this NPC as their first quest objective, and if they pick the 'accept' dialogue option it will move them on to the next stage. I just want to make sure that ForceGreet is the right package for this.
  10. Hey, So I've watched and tried to recreate a bunch of tutorials for getting quest stages to advance through talking with an NPC. Followed along just fine until the part where they got their NPC to talk and present dialogue options to the player. Whenever I get to the quest stage where you have to talk to that NPC, the marker appears above their head but they don't talk like they're supposed to. What am I missing here? (Current stage when you talk with the NPC is 0 and I know that the Alias for the NPC is filling correctly because they have the objective marker over their head correctly) Here's pictures of what my scene and greets look like for my NPC. I can post more for trouble shooting purposes.
  11. I'm not 100% certain, but its possible that the exit and entry points for some of the furniture might be getting blocked by chairs or walls. If an NPC cannot find a valid entry and exit, it won't use the furniture and the player won't be able to use it either (in that pressing A will not do anything). Additionally, I know that furniture doesn't (normally) allow for more than one actor to use it at a time. With the couch, you might be more successful just getting a geometry-less sit furniture to be lined up with where the couch is. This wouldn't solve the issue of the player forcing npcs off the couch if they're sitting on its furniture, but if the NPC was forced to only use the geometryless furniture the player would always have a spot free to sit next to them (but two npcs wouldn't be able to sit next to each other). Did the couch furniture come standard with two actor spots?
  12. So I made a faction for a set of leveled NPCs I'm going to have the player interact with and I found that despite all being members of the same faction they spawned as hostile to each other. The only way I was able to make them stop shooting themselves was by setting the faction as its own ally. Is this the proper way to do things or did I miss something that would have kept them from behaving this way?
  13. So I've made a new worldspace for a mod, but every time I try to fast travel to it or Center on Cell, I get an infinite loading screen and I never arrive. I can CoC my way into the various interior cells within the worldspace, but trying to leave them to go into the exterior leads to the same problem. I've built the LODs, and I've precombined meshes in the worldspace to try and save memory in case that was the problem but neither of these seem to have solved my issue. Does anyone have any idea why these wouldn't load correctly?
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