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baddog117098

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  1. In response to post #31682070. #31682640 is also a reply to the same post. I get that in settlements all the time, especially after doing something in the workshop, and it still says "Hit X to open Workshop" at the top. I think that prompt interferes with the Pip-Boy, so hitting ESC clears whatever is blocking the pip-boy opening.
  2. I fixed it... given the bugs that tutorial mentions, I just made another quest and linked it to the first one. It is probably not very economical given the numbers of NPCs, but I've wasted too much time on it. But thanks for the replies!
  3. Yes, the conditions are like that, including the confirmation that a quest stage is done - otherwise she is just supposed to say "I'm not interested in speaking to you." Both are set up for that in conditions. At the moment, she just does the stock greeting, then when you click on her, only thing she says is "Yes?" (or the other generic replies) and the only topic is Rumors. At the moment, it looks like the GREETING is being ignored. I might just have to do as you suggest and do an AddTopic at the end of the first sister so the 2nd one can pick it up.
  4. I am currently working on a quest mod. The first NPC is where she should be, doing what she should be doing. The GREETING topic works fine. After going through the procession of dialogue, she sends the player to meet her sister in a small house near the Imperial City. However, the sister refuses to say what she should be saying in the initial GREETING. It is set up for her ID to be saying it, but she refuses to comply. There is some mention of a bug involving Add Topics and moving them around or something (I'm still pretty new to all this). Basically what I have done (and it is probably not the best way to do it, but the script tutorials just aren't very good for the casual newbie) is have the initial Greeting (selected from the Quest window topics tab) lead into the conversation, then have additional topics becoming available through the Choices window in the same tab. For the first sister to confide in the player, they need to be female and have her disposition at least 75, males and lower dispositions are told to take a hike. That works. However, as there seems to be only one GREETING topic tab for the quest, I just added the sister's dialogue to it, setting up the condition that it is only her who will say it. I hope it is just something small that I'm missing... as I have more NPCs for the player to talk to along this quest line.
  5. I have a request for some help in regards to scripting. What I want to do is fairly simple, at least in my head. I've spent hours going over the Wiki and bashing my head on the desktop and looking at some vaguely similar mods, but I just can't get the commands to work right. I wanted to make a way to improve disposition in NPCs in a manner other than that silly wheel through a mini-game. Basically, the mod is a series of message boxes. I have it starting on the casting of a spell (seemed easiest), then it loads into 7 or 8 choices to increase the disposition, either through flirtation, threats, blathering or whatnot. Then, from there another three or four options pop up after the choice of the 8, then another 3 or 4, and finally one more group of four. Basically a very large, branching tree - with each choice leading to 4 other possibles. The final choice will grant fame or infamy depending on the character's choices. Now, my problem is, I can't figure out how to get each choice to work along the branches... I have the spell to initiate it all set to go, the scripting message boxes just aren't working for me. If the code is simple and can somebody can show me what I basically have to do, that would be amazing (or at least point me in the direction of another mod that has something similar that I can take a look at).
  6. Ah, poopy, but thank you anyways! It is strange though, I get other errors too, but the script is already done, saved and was running before I opened it.
  7. Yes, that's what is there. But even if I don't change anything once opening the script in the editor, I get the error anyways, even though the mod was working fine. This is what I have, for example: ScriptName <name> Begin OnEquip MessageBoxEx "text text text%rText text text" End Sorry to be such a newbie PITA... just seems so easy, but isn't wanting to work for me.
  8. Okay, I found it in scripts. However, when I open it up and make the changes in the editor window, I keep getting an error that says Script command "MessageBoxEx" not found - same with just the "Message" command in the other scripts, even though all I changed are the message lines with the " ", and don't touch anything outside of that. In fact, if I open a script and try to save it, same message, even though I didn't make any changes. I have tried loading the mod with Oblivion.esm, without the Oblivion.esm, and making it active or leaving it non-active.
  9. I also DL'd CS as well, and trying with that, but I am not a programmer :D
  10. I have a couple mods that give me little notices in the upper left corner of the screen (like with quest updates or map markers added). I would like to change these to be a bit more personalized to my character, is there an easy way to do that in TES4Edit?
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