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Skybroom

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  1. Please help! I can't find the work around the issue with NPCs being not able to use the doors. They try to use it, but they won't teleport, just disappear and reappear at the same spot. It is a custom worldspace I am editing NavMesh in. The two doors (TrapDoors) are linked to each other, and they are located in two different yet adjacent exterior cells. If I place them in the same cell, they work. But I need them in the neighboring cells because of the architecture objects layout.
  2. I moved the doors into one same cell and it did the trick.
  3. I am very meticulous in NavMeshing. I inspect, I test paths, I check for errors, I finalize, test everything in-game. I am positive, both cells are finalized. NPC's are moving around no problem. As you suggested, I've tried making the triangle larger. What I have is NPC will step on that green triangle, play animation as if being using (opening) the door, and immediately respawn at the same spot. This is weird. I know it 99% says there's something wrong with NavMesh, because, again, Player can use the doors to teleport next cell with no issues. I am not sure I understand what you saying about yellow markers (the Door Markers, right?) having to be 'away from the door'. Why do they have to be away from the door? These are the Ship Trap Doors, the ones on the floor. Again, the doors teleport function works with the two doors being in the same cell. It does not work with the doors being located in different cells like two cells next to each other. Weird thing, and it really looks like NavMeshing. Not the sheer NavMeshing, but NavMeshing in reference to the doors teleport function. I bet if I move one of the doors to place it in the same cell as the another one, it will work. I'm gonna try it now. But that will suck, because sometimes I need the doors in not the same cell...
  4. I am editing Skyrim LE (mod) NavMesh. And I am facing an issue with followers not using Doors I've added. Here is an example in the picture below (Creation Kit snapshot): One door (TrapDoor) at the foot of the hill (right one) is linked to another door at the top of the hill (left one). The doors are in the "nextdoor" cells. NavMesh is finalized (green triangles). The doors are usable by Player. But NPC's (followers) won't use them. If I place both doors in the same cell, NPC's will use them. What's wrong?
  5. Messing with a Quest Dialogue in Creation Kit. I want to add a script to a particular info that will add custom (not vanilla) NPC to a faction, making them potential follower and thus unlocking the "Follow me!" dialogue. Can you help me figure out what kind of text should I compile for Papyrus Fragment! I can't just type this, can I? : <NPC Name>.AddToFaction(<Faction>) Should I create an Alias for the NPC and use it as a script property?
  6. Messing with a Quest Dialogue in Creation Kit. I want to add a script to a particular info that will add custom (not vanilla) NPC to a faction, making them potential follower and thus unlocking the "Follow me!" dialogue. Can you help me figure out what kind of text should I compile for Papyrus Fragment! I can't just type this, can I? : <NPC Name>.AddToFaction(<Faction>) Should I create an Alias for the NPC and use it as a script property?
  7. Don't mind the dialogue text, it doesn't matter. Here is a Branch and three topics within that branch. One topic (first created) is orange, the other two are gray. How to make the rest two orange too? I need to have all the three dialogue options in game at once. Or should I create a standalone branch for each topic? [/img] I thought a branch may contain a collection of topics, not only a sequence of topics that leads from one to another. Topic is a collection of Infos. Branch is a collection of topics, isn't it? Sorry, it's kind of a mess of questions. But I find it really confusing at this point.
  8. I am searching for the way that I can have both features in game: skyrimprefs MultiSample and ENB. Although, it is known to be a must to have your skyrimprefs MultiSample=0 when using ENB, MultiSample makes the game looks so much better (smooth edges with no loss in detail). As a person who tends to switch a lot between ENB on and off I am searching for a workaround as to how I can have say skyrimprefs MultiSample=4 (which provides a sufficient quality when ENB is off) while still being able to enable ENB in-game without finding the picture being spoiled with on-screen glitches. I was fiddling with enblocal.ini , setting different values to =false, hoping to disable all the antialiasing related ENB features that might interfere with MultiSample. These are the settings that I touched (to no success obviously, as the glitches are still there as soon as I switch ENB on): enblocal.ini [FIX] FixAliasedTextures=false [ANTIALIASING] EnableEdgeAA=false EnableTemporalAA=false EnableSubPixelAA=false EnableTransparencyAA=false Question: Is there anything else I can disable (or reduce the value) to make ENB work along with MultiSample that I love so much?
  9. We know, when editing NavMesh, it is never a good idea to go deleting vanilla NavMesh. Sometimes it is a Cell with several NavMeshes in it. Some of NavMeshes may stand in the way. For example, if you want to expand one NavMesh, sometimes you need to get rid of the other. You can move the unwanted NavMesh down deep under ground. That's a solution. But what if I want to utilize the unused NavMesh. If I need to cover the previously uncovered area, I may want to create NavMesh for that area, create brand new NavMesh, or maybe I can use the one that I was about to sink under the ground and leave unused?... Question: Can I use vanilla NavMesh for another area in the same Cell, move it to the side, edit it, join with other Cells, instead of sinking it deep under ground and leaving unused?
  10. I'm trying to figure out how do you make it so that NPC's emotion stay when the dialogue proceedes to the next Response. For my dialogue quest I am using SharedInfo's and a 'Zero Response' is one of them. Zero Response is when NPC just waits for Player to choose the next prompt. Zero Response has <...> (three dots) for a Response Text and has No audio, No Lip file. It has the Emotion Type set to <Neutral 50> Zero Response is when NPC is not supposed to change the emotional expression on their face. Now the problem. When it comes to Zero Response NPC will switch to <Neutral 50>. If they were smiling before that, they would loose their smile and become serious. It sometimes looks like they are afraid of something or just too quick to get out of the mood... I don't like it. I would like them to be more consistent. Question Is it possible to implement Zero Response or any Info in such way that it won't affect the actor's emotional state at all?
  11. I am having troubles trying to make the dialogue run only once in the entire playthrough. It is said here: https://wiki.beyondskyrim.org/wiki/Arcane_University:Dialogue_Systems_for_Writers I am working on a quest whith Player and NPC are introducing themselves to each other. There's no quest stages so far, just a few lines. The whole dialogue is supposed to happen only once. Here's the dialogue, initiated by Player (I am reducing the lines to simple lines for showcase purpose): 1. What's your name? 1.1. I'm Jack. And you? 1.1.1. And I am Jane. 1.1.1.1. Nice to meet you. These are two topics (1. and 1.1.1.) and two responses (1.1. and 1.1.1.1.) I flagged the responses to "Say once". The problem is the first topic prompt pops up every time I load the game. That means I am having that line among dialogue options when I enter the conversation with this particular NPC, and I have a "brilliant" opportunity to ask her what's here name like I am an idiot. What can I do in this situation. I can't flag the topic to "Run once", can I? Do I have to organize the quest stages? I've implemented this tiny bit of "Introduction" dialogue inside the bigger Quest where all the lines for this NPC are. I don't want to mess around with new quest stages for that Quest. Why does the flag "Say once" not do its work! It looks like it only prevents the dialogue from happening during one game session (sitting). As soon as I exit the game and load it up again, the dialogue is there...
  12. I am wondering what may cause the glitch with water suddenly growing invisible in a particular cell. I am making a patch, adding NavMesh to a New Land worldspace, so this is not Skyrim. I am afraid I've got something messed up. Also, can you please tell me if it's safe to edit landscape? I touched landscape in one of the cells, just lowered the ground a bit in a small area to reduce architecture objects unwanted clipping.
  13. Found the solution: Disable Weight slider (AA), as this model doesn't have one. (Who would've guessed Weight Slider flag can make the whole thing invisible!!!)
  14. I used SSE NIF Optimizer to convert a hat back to LE format. While the "GND" model shows up in game, the hat as an ARMOR doesn't show up on my character. It's invisible, just a bald spot on a head. What could it be? I think I've messed smth up when I was setting things up in esp. I copied the Jester's Hat for that (a playable one).
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