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mixxa77

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Posts posted by mixxa77

  1. I think shield or torch is issue with your NPCs. IsShieldOut and IsTorchOut is true when it can be seen (Only two states, visible and not visible. Weapon has the possible third state of being drawn as described above). Shield counts as armor, so changing armor unqeuipped flag on your NPCs and/or removing torches should be enough and weapons unequipped flag should not be necessary, as long as the weapons are not actively drawn by the NPC.

  2. You are talking things without sense now. Maybe it is just a two-way language barrier. Let us try:

    [...] The package you are using has the Unequip wepons checked if he has wepons in his inventory. Lets check it up so we are 100% sure. Which NPC is that?


    The NPC is "aaaCCSkingradChapel02" and the package is "aaaCCSkingradGenericVisit01Graves8x4". This package has no flags set.

    he does not have the dagger equipped. It is unequipped and at his side. The conditions are not set to if the NPC has the items in their inventory but set to if they are using the items when they try to rake. My comanions where guarding, with weapons out, shield equipped in their hands when they tried to rake. NOTHING DID HAPPEN!!!! An we can debate this forever :D best is to check that checkbox if you will ever use this animation in your packages as THAT IS WORKING!!!


    There are differences between the three states:
    Weapon out = Weapon is drawn, has weapon in hand ready to strike.
    Equipped = Weapon is not drawn, but visible at the NPC ("Holstered").
    Unequipped = Weapon is not drawn and not visible. (Weapon is only in inventory, neither visible in NPCs hand or at NPCs body).

    IsWeaponOut equals true if the NPC is in state of "Weapon out" as listed above, "Equipped" and "Unequipped" as listed above do not equal true for IsWeaponOut.
    See here: https://cs.uesp.net/wiki/IsWeaponOut

    [...] From where did you buy your Oblivion? Mine is a GOG version, latest Patch with all fixes ever made that I could find applied to make stuff work perfect or as close to perfect as possible :D


    DISC GOTY (German Localization).

    I solved it: You said you looked at the plugin. It is modded. This is the original setting for that Idle, the one in the plugin had those conditions removed. Problem solved.


    My linked plugin does not edit Animations settings. Looking at it with TES4Edit shows no entry for "Idle Animations".

    • 'Finding my religion' - a now-deleted mod that added new shrines to the game world. It was pretty cool, but still didn't add a functional prayer mechanic, and the new shrines were dedicated to non-lore deities.
    Glittergear has moved: https://glittergearplays.wordpress.com/glittergears-oblivion-mods/

    The author speaks of adding them for daedra and nine divines, no mention of non-lore deities.

  3. What Kat and qwerty said. It is a good habit to establish to disable and move stuff out of the way, rather than delete it. The method qwerty suggested is probably the easiest, if you don't mind running the "Undelete and disable" TES4Edit script on the plugin after you are done making your edits.

     

    To elaborate on why: Say your mod deletes a vanilla rock. Another mod wants to move that same rock somewhere else. Assuming both mods are active in a users loadorder the game may decide to go byebye.

    If the rock was just disabled through your mod, the worst that could happen was for the rock to just not be where the other mod wants it to be.

  4. What DoctaSax said.

    Additionally, to stay with the cathedral and parlor theme, people place their bricks and allow others to build on top of them freely as they want, or allow them to copy it with which they then build their own (often parlor) house nearby.

    About the large mods, think of it differently, how many large mods would there be if no modders resources were to be made available and freely usable?

  5. You can get a french version of Shezrie's Towns 3.1 on that french mod translation website. Something de traducteurs, I'm sure you know which one I'm talking about. (Thanks to Laula for that find!)

     

    No clue about Dark Brotherhood Chronicles.

  6. There are many ways to do so. One I can think of is to use a dummy spell caster applying a scripted spell that checks if the "hit" NPCs are part of the bandit faction using, as you mentioned, GetInFaction and then add a token item (If they don't have one yet), which is scripted to add your item upon the containers (=NPCs) death and then remove itself.

     

    This is probably one of the more difficult ways to do it, but it should provide maximum compatibility.

  7. Such is the fun of troubleshooting and testing.

     

    Then we have to go a different way.

     

    Another possible way would be to use the same script for both NPCs that reads:

    Begin GameMode
    if NPC1.geatdead == 1 && NPC2.getdead == 1
    MyXMarker.enable
    endif
    End

     

    If that also doesn't work, a questscript would probably be needed. For such, create a new quest with the "Enabled at game start" flag checked and attach a questscript to it that reads the following (Same as above):

    Begin GameMode
    if NPC1.geatdead == 1 && NPC2.getdead == 1
    MyXMarker.enable
    StopQuest MyNewQuest
    endif
    End

    If you have any questions about the questscript approach or it's (supposed) workings, feel free to ask.

     

     

    The issue might also just be a need for a cell change? Maybe the linked items will only enable properly when the cell is loaded again.

  8. A fair question. If that is an issue, then it is being solved or circumvented by doing it the human way: Using names instead of numbers. You can give references unique names of your choosing, you do so this way:

     

    Double click a world reference (your XMarker or the NPCs) and enter a custom "Reference Editor ID" of your choosing (It is one of the few fields you can edit when double-clicking a reference). This name has to be unique, so be creative, like "Mixxa77ModnameFlaviusHonoriusREF". The only thing that matters is that it's unique and at best descriptive for you to easily remember.

     

    You can then use these reference "names" in your scripts instead of their IDs.

  9. Multiple ways to do this. One could be:

     

    Create two new scripts for each NPC like this:

    Begin OnDeath
    if otherNPCRef.getdead == 1
    MyXMarkerRef.enable
    endif
    End

    You could also use otherNPC.getdeadcount > 0 if you fancy that more.

    This method works best if the NPCs are supposed to be killed by the player or during his presence. If they can or are supposed to die "off-screen" then another method using a quest script would be better.

  10. It is worth noting that setting a cell as public makes it always allowed to be accessed by the player and all NPCs. It will also allow you to use their beds, if I remember correclty, unless the bed reference is specifically set as owned as well in it's ownership tab.

     

    A reference for how it would be done "correctly" are, for example, shopkeepers. Their offer services package makes use of the "lock" and "unlock doors" flags. When an NPC locks a door at the start of the package for example, then the load door in the same cell as the NPC (ownership of door and NPC/faction needs to fit) at the time of the package starting will be locked and entering will be considered trespassing (The door needs to have a lock level set in it's settings, otherwise the door does not know at which level to lock itself when called). Unlocking does the reverse, it unlocks the door and allows legal entrance for the player and NPCs.

  11. Aha! Time for me to shine with my incredibily niche knowledge I randomly found out while messing with AI packages. Despite it sounding easy, getting NPCs to use random furniture to sit in is one hell of a pain to get working, I managed to do it without scripts even in my Radiant AI mod and this is how:

     

    There is a way to get NPCs to randomly sit down in random furniture that is not persistent and the answer is an "Accompany" package setup the following way:

     

    Package type: Accompany

    Location: Unchecked.

    Target: Furniture

     

    Now if you try and create a package that way in the CS, you will notice that it seems to not be possible. An accompany package doesn't allow to set a non-persistent target, so now we use a bug in the CS to create a feature in-game!

    Make a find package as described above (Location unchecked, Target "Furniture") save it. Open it again and change only the package type to "Accompany" save without changing anything else.

     

    When you now open the Accompany package again, you will notice that it has "Furniture" as target still, despite the setting being grayed out, but it works correctly in-game.

    NPCs will even pay attention to ownership restrictrions on furniture that way, which a "Travel" package with "Furniture" as location would not.

  12. Hi, it would be fair to say I am a noob with scripting. That being said I have had a hard time finding Oblivion scripting guides for people just starting off that are able to be understood by people who are just starting off. Could someone help me find a guide to scripting that would be understandable by someone who is on day one of there learning, yet could be comprehensive enough help for intermediate to possibly advanced scripting.

    I think these two come closest to that: https://cs.elderscrolls.com/index.php?title=Scripting_Tutorial:_My_First_Script and https://cs.elderscrolls.com/index.php?title=Scripting_Tutorial:_My_Second_Script (You can also look up scripting functions and what they do on that wiki.)

     

    For the thing with the boots, it's probably easier to change and attach that script for the boots item directly, instead of having it be a magic effect (scripted magic effects work quite differently to "normal" magic effects).

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