Jump to content

ThatGuyYeah

Supporter
  • Posts

    158
  • Joined

  • Last visited

Nexus Mods Profile

About ThatGuyYeah

Profile Fields

  • Country
    United States
  • Currently Playing
    Skyrim
  • Favourite Game
    Skyrim

ThatGuyYeah's Achievements

Community Regular

Community Regular (8/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. I'm back. Working on the next build of the mod.
  2. Version 1.0 of the Serana Dialogue Edit is released for Oldrim, SSE and XBox One!
  3. Version 0.9 of the Serana Dialogue Edit is released for Oldrim and SSE!
  4. Version 0.7RBeta is progressing very well. I should be on time for that release.
  5. From your post, I assumed you were talking about scenes from that cinematic word, which ran into the same problem as I was doing it via the non-EVENT method.
  6. So, I think I solved it and to not torture some future person that will run into this situation, I am going to explain it. My theory turned out to be true in that the forcegreet package needs to really be triggered through some EVENT to work properly. You can trigger it with a variable method, which is what I was doing. But for some reason, the package DOES NOT LIKE this and will break off after the first topic. My solution is simple, once my variable reaches a certain value, I register for a single update (about 10 seconds), it will fire off the EVENT trigger OnUpdate and the forcegreet will trigger as is and the dialogue will continue to the next topic. Taking what Psy said last, I moved the topic from the working FG to the non-working one to see if that made a difference and it worked as is as well. That fueled my speculation that it does not like non-event triggers. I am going to run some testing this weekend and give a better update/100% confirm it, but that's pretty much it. The forcegreet must have some EVENT trigger. If you want to do it dynamically (without trigger box at a location), just do a register for single update for a few seconds. Here's the list of events you can use: https://www.creationkit.com/index.php?title=Category:Events
  7. Here's the weird thing, when I was making the audio and doing the testing, they are not fuzzed, yet But when I prep a mod for release, they are 're-fuzzed' for space saving purposes. Here's the kicker, the forcegreet that is tied to a trigger box is working with the fuz file as I released it with Version 0.5RBeta of the mod. It's an interesting theory and something I should look out for in the future, but I don't think that is it.
  8. Thanks for the replies, I will do a more detailed answer to it tomorrow but I wanted to reply to one person. I did click and unclick must complete and ran the game and still the same issue on either choice. The goodbye box is only checked in the last topic. I only set a stage in the first topic, to prevent bleedover. I ran an experiment using link to and invisible continue on two different forcegreets and still the same issue. The last part I did not do but I will do when I get home tonight. Lastly, I appreciate any help and I just said the let's assume I am not an idiot because I just wanted to skip the whole 'turning it off and on again' procedure as I already have done it. @Tasheni - I will give you a more detailed response tomorrow as I wanted to fire at this reply as it was easier to write. But I have a theory as to why that one forcegreet is working and the others are not. I will do this when I get home tonight.
  9. I REALLY hate Forcegreets. Never met anything so infuriating. Now, for those who helped me with my previous problem with firing a forcegreet without the need of a scene (https://forums.nexusmods.com/index.php?/topic/6266696-putting-this-to-bed-once-and-for-all-forcegreets-through-ai-packing-via-quest-stages/) I thank you as it helped resolve one problem, but it started a whole new issue for me. My current issue is that I am trying to do a forcegreet through an alias package and having the dialogue branch continue beyond the first dialogue. Doesn't matter if I do an invisible continue to the second topic or have the player pick the dialogue topic, the dialogue ends after the first topic (the topic that is fired with the forcegreet). Let's pretend I am not an idiot and I am linking the dialogues topic together properly. I also regenerated the SEQ files. I have tried doing the priority issue that I dealt with previously and it still won't work. For whatever reason, the dialogue will not continue beyond the first dialogue. It also won't work for scenes either. Each forcegreet is controlled by its own quest and stages. And to add to the weirdness of my dilemma, I do have one forcegreet that triggers at a location (via trigger box) and that works without a problem. It will continue to the second topic and there is no issue. But for some reason, doing this dynamically, I can get the forcegreet to trigger but I can't the get second dialogue to fire after the first forcegreet dialogue happens. Meaning if I have a dialogue branch like this: Topic 1 (Forcegreet) -Link-> Topic 2 -Link-> Topic 3 This happens instead: Topic 1 (Forcegreet) -Dialogue End -> Branch Ends If I click on the NPC, the dialogue topic is there and I can branch normally. At this point, I have no idea what is going on, so I am asking for help on this one as it is really holding my mod up. Thank you.
  10. Okay, that makes a lot more sense. Thanks. Now (to pick your brain a little bit more), is there a list of what these keywords associated with these perks? That way I don't keep making posts like this all the time.
  11. Hello, I have been tinkering with Fallout 4 CK (while taking a break from Skyrim modding here and there) and wanted to understand some mechanics of Fallout 4 mod, in particular weapon modding. There are some fixes and tweaks I have been adding for my game and one thing I wanted to understand is how to implement Weapon Skill perks (Rifleman/Commando/Gunslinger) into a weapon mod. In particular, say you have two different weapon grips, one that is geared for a gun and one geared for a rifle, how do you make sure the right perk (Rifleman/Commando/Gunslinger/whatever) is implemented into the right stock/weapon mod. Thanks for your time.
  12. I just wanted to make sure that my code seems valid. I have ran several test and it seems fine, but I wanted to make sure it will be fine with a person's game (i.e. no save bloat issues or anything like that). Pretty much this code is my second brain for Serana, which keeps my variables and the relationship mechanic. I will make calls to these functions based on dialogue choices, which will use a fragment script which calls a function in the main script here. I am 95% sure it should be fine, but I just want some external input as a sanity check. And here is a sample fragment code:
  13. I am finally moving forward with this mod. Pretty much testing and debugging as I come along.
  14. That's the pretty much the goal. I am aiming for a relationship mechanic (ala Fallout 4) and a remembrance mechanic (ala Telltale Games) for Serana and I know I will be updating the mod and releasing a new update here and there (as I progress the dialogue expansion in Dragonborn and the Main Game). My fear is that the subsequent updates (when a person is downloading and replacing my mod with the new version MAY reset those variables. I get the suspicion that it might not and I should be fine, but given this is the Creation Kit and Skyrim, I might not be so lucky. I am doing test runs right now to see, but again, I don't know. This is pretty much uncharted territory for me. But considering when Bethesda updates their Update.esm patch, I don't think it would change, Also, thanks for the link, I'm trying to keep the mod as lightweight as possible with other mod requirements (I even toe the line with the Unofficial Patch). I personally don't want to deal with having to use SKSE as a requirement, but if it does fail, I will look into that more. Thank you.
  15. I am writing scripts for my mod and I know that I will be updating this mod regularly over the next year. My question is about persistence in variables that I will be adding. My concern is that when I update the mod (not changing the name or anything like that, just adding onto the esp so they will just have to replace the esp) that variables/choices that the players made previously, will be wiped out with the next version of the mod. I hope that is not the case and I will do a few experiments as I build the mod (i.e. making a test save and seeing if the changes I make will reset the values), but I have no idea. My major concern is that I have a mechanic which is really just a variable that I initialize as 0, but will either go up or down based on player actions. My concern is if a person updates my mod mid game, that value will be knocked back to 0. I am hoping there is some Persistence that it will remain at its default value. Any feedback would be nice on this. My second concern is Quest Stages. The variable I mentioned is going to be used a lot through the mod and to save on putting a lot of scripting on the dialogues, I wanted to make a quest handler in order to handle the quest. My approach is to build a quest that has a few stages where each stage where the stages will make the value go up or go down and it is repeatable. I am wondering if this will be a valid and correct approach than the other approach is to heavily script each dialogue choice that will affect it. The drawback of this is that once a stage hits the highest stage, it will not register going back down (meaning that if you have a stage of 40 then setting the stage so 20 will still make the value 40), but it will still do the actions of the stage 20. It seems weird to me so I would like feedback on this. Thank you for your time.
×
×
  • Create New...