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AureliusOfRome

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  1. Ok, so I am dumb. I leave this thread a memento of my foolishness and maybe some good advice for others. I managed to solve this nightmare bug of dialogue options appearing before they intended: by using a solution that was right before my eyes. And that solution was called quest stage conditions in dialogue. I made all the companion related interactions GetStage conditioned and now the problem is finally solved. I was thinking too overcomplicated. Sure, it might not be the best solution but it is the most simple one yet. Six months of an emotional rollercoaster is now finally and officially over.
  2. Hmm, I guess it has something do with the alias then: I set a condition on PlayerFollowerPackage so it only triggers when the GFEwondFollower quest is at stage 5 and that seemingly solved the instant follow when in the inn. However, the dialogue options still act like I haven't hired him via a certain option but also hired him (can still give commands and dismiss) at the same time. Strangely enough, if I dismiss Ewond and talk to him again, the options work correctly (only the hire dialogue appears as it should be). Something is causing the packages and commands to appear before they're supposed to. I'll try making the other package "PlayerFollowerDismissPackage" dependent on a stage too and check the other alias options. If that doesn't work, well, then I'll probably have to remove Ewond (the actor) from some factions and then add him to those same ones via a script in the dialogue tree.
  3. Some breakthrough in the alias scripting: I changed my alias reference to an unique actor one and the alias does work now. No idea why it does work now even though I have tried the unique actor referring a hundred times at this point probably, but at least that persistent bug is gone. But, there is a big problem with it: the second I spawn in Nightgate Inn, Ewond starts to follow me automatically, but the dialogue option to recruit him is still available. The game acts like I have already recruited him in theory, but also not really. Is this something to do with quest stages? Update: I found out that apparently starting the quest automatically (via console or using the "Start Game Enabled" option in CK) triggers the follow script for some reason. However, I still have no idea which script (I suspect one of the packages in the alias tab) is that and specifically which part could cause it. This only begun after I set Ewond's alias to refer to an unique actor (and sadly the alias doesn't work in any other way).
  4. Hmm, I tried force referencing to GFEwond NPC and it does seemingly display correctly in the Creation Kit, but when I try the sqv command in-game again, it does the same thing: before recruitment the Ref just says NONE and after the recruitment fee paying it just shows the blankness again. I suspect something might be amiss with a messy dialogue script I did for actually recruting Ewond, so I'll post that along with some other things. Here are my quest stages: 1, this is a blank stage to ensure the quest actually starts and as a condition to start the recruitment dialogue only at this stage, so I can't do much here and 5 (ignore the Log Entries, I don't want them to appear anyway) so it moves on to the next stage to and prevents the stage 1 dialogue from playing again. I did notice something called "kmyQuest" here but I don't believe that could be the cause of it: I'll try it anyways and edit this post to see what happens. Here is also the quest data tab. And as a final, this is the dialogue part that I suspect the most to have broken the alias. The obscured code follows as this: Game.GetPlayer().RemoveItem(Gold001, 1000) GetOwningQuest().SetStage(5) GetOwningQuest().SetObjectiveDisplayed(5) (GetOwningQuest() as GFEwondCommandCenter).SetFollower(akSpeaker) The properties I have in the TIF scripts are the MiscObject for Gold001 (works fine) and a Quest one to refer to GFEwondFollower (SetStage, SetObjectiveDisplayed) for the first two GetOwningQuest() parts. Update: The kmyQuest didn't work, it just resets to none the second I press the OK button on the Quest Stages. The only thing I can select is the GFEwondCommandCenter from the scripts tab.
  5. Note: I have followed Joseph Russells' Tutorial on followers with some slight modifications. I only watched it for the template scripts though. I have set up two quest stages: one is numbered 1 which is just a blank stage to ensure the quest is running from the start (SEQ file is generated and placed in the correct folder). The second is numbered 5 which prevents the custom recruitment/story dialogue appearing again after hiring Ewond (a temporary follower name for now) and also to take away 1000 gold should they decide to hire him + make the player auto-follow if they do pay. The problem is, is that despite seemingly correctly setting up the alias for Ewond to refer to him, it doesn't seem to do anything: the auto-follow and the gold paying script fragment (in a dialogue) does work, and so does the stage setting to 5. However the quest objective which informs the player of Ewond's successful employment is displayed like this: "[...] has become your companion and is now recruitable." instead of "Ewond has become your companion and is now recruitable." What is strange that is the sqv command shows something amiss too: before hiring Ewond, the alias ref looks like this: "Ewond" ---> NONE (should be correct since the Russells' tutorial never said anything about force referencing or referencing at all) but turns into this after stage 5: "Ewond" ---> "" (Insert Ewond's ID here after) which is strange since the actual ID for Ewond should be something like "GFEwond" or just "Ewond" instead of just blankness. I tried everything: I made it an optional alias, tried force referencing, tried unique actor referring, but to no result. I am completely stumped what could cause it honestly. Here is my reference alias for Ewond, the Quest Objective tab and what it looks in-game: before starting the conversation, and after starting the conversation: Exhibit A and Exhibit B If someone could help me with this problem, then I will be forever grateful.
  6. Here is a summary of what I did: I followed foamyesque first script as an example and made: - A magic effect that defines the explosion (I only changed the projectile and the explosion part of the window) No scripts or anything like that. It's constant effect, self delivery, script archetype wiuth no magic skill associated with it. I have also set it to be hostile and detrimental. - A spell which I applied the magic effect I mentioned above. It's was made from an abBlank duplicate. I also added a 40 magnitude to it, and a 500 magnitude damage health effect. - A magic effect with a script attached to it for the potion, it has everything. I seleted the object both for SPELL (ExplosionSpell I mentioned earlier) and float value a.k.a. fDelayTime (3) as in the initial value (I checked it a million times). After that I copy-pasted the rest of the script. No errors. It's a fire and forget, self delivery spell. - A potion which has that magic effect with a script attached to it. I made it have 40 magnitude and 15 area. I saved the file, opened it up. It doesn't work: - The NPCs only grunt when I place poison - There is no health decrease, nor explosion after 3 second. I try to look into this more and read even more tutorials. Meanwhile, any advice and help is appreciated! EDIT: I fixed it by changing something in the script. The spell actually casts. However there is still no explosion or sound. I try to fix those by myself now. EDIT 2: Yeah, looks like everything is fixed now. Thank you for the help everyone!
  7. Alright, update. I managed to make the float value for the delay time 3 (based on foamyesque first script), and also made the ExplosionSpell the object of SPELL property. However the issues are same. I try to look even more of the tutorials, see If I can make out some kind useful information from it. Meanwhile, I watch this thread, see if anyone has some kind of tip for this mess.
  8. Alright, alright, I try to check of more of those tutorials then. Meanwhile I did succesfully assigned the ExplosionSpell to the script. However the script still doesn't work. I try to see if I can do anything about it.
  9. I think so. I did select it, but after I checked it again it was "NONE". Now I made sure I selected it (again) the correct thing (ExplosionSpell), I compiled it , saved the file, but after I opened it back again the "Edited locally" symbol (The one with the pencil) just disappears for the properties, and the "Pick Object" drop-down menu resets to "NONE". Auto-fill doesn't work either and I didn't click the "Reset value" button. EDIT: For some reason it works now, at least I think it does. I just spammed the auto-fill button and hoped for the best.
  10. I might share a download link to make this easier. [Download link removed until further notice] If there any incorrect things in the script and the file, please let me know, I try to fix it.
  11. I tried every convincible thing I could and it's same as before.
  12. So, I have came back for help. I read some tutorials, but I think I did everything as instructed. No errors, crashes or anything like that. However this happens: - Even after 3 second delay, nothing happens. - Victim health doesn't go down at all, just grunts immediately. I did what foamyesque suggested (screenshots included) - A magic effect for the spell: https://imgur.com/4LscyiE - A magic effect with a script for the potion: https://imgur.com/ysI6tyA - The spell with the explosion magic effect: https://imgur.com/bnCTvqQ - The potion with the scripted magic effect: https://imgur.com/CmGh46m Sorry, If I missed any simple options. While I wait, I try to read some tutorials see if I missed anything. Any help and advice is appreciated!
  13. Aye, I sometimes take breaks then come back. I think it's fine now, no errors. However I noticed two things: - Even after 3 second delay, nothing happens. - Victim health doesn't go down at all, just grunts immediately. There is a 95% chance this is my incompetence at work and I either a) Forgot to add damage (very likely) b) Forgot something from script (not very likely, I have checked it multiple times to make sure nothing is missing, but might check it again.) I try to fix these issues. If I can't, I read more of the tutorials. As a last resort I come back. EDIT: Might be related to that I for some reason changed the duration of the magic effect that I applied to the potion, even though the magic effect itself does the delay. I fixed that and changed it to 0 s. I just noticed I have to make more things, to make this work. I guess a few more stuff and hopeffuly it will work.
  14. Well, it looks there are no errors now, I am testing if it works or not.
  15. Alright, alright I try to learn it. Maybe, but just maybe it will work.
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