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DukeFred

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  1. I'm attempting to make a mod that adds items to the workshop vendor containers based on conditionals, like which settlement the vendor is located in. My problem is that I can't get past the very first step: adding items to vendor container ObjectReferences using scripts. I've been using simple test scripts that do nothing more than add an item, no conditionals, and nothing seems to be working so far. I'm barely even a novice here, so any help would be greatly appreciated. I'm not actually running all of these Event checks simultaneously, just figured I'd paste them all in as examples of what I've tried. Outside of the code: I'm attaching the script to the Container WorldObject: WorkshopVendorChestClinic03 (Surgery Center container).After attaching the script, I've set the Property to the Power Armor helmet (this is just for testing; since none of the vendors sell Power Armor it stands out more).I've tried resting 72 hours while inside the settlement, and I've tried 72 hours while far away and then fast travelling back for each of these Event tests. (I know 48 is the minimum) Scriptname WorkshopVendorContainers extends ObjectReference ; Get Form "Armor_Power_T51_Helmet" Form Property wsvcPowerArmorTest auto Event OnReset() self.AddItem(wsvcPowerArmorTest, 1, true) EndEvent Event OnLoad() self.AddItem(wsvcPowerArmorTest, 1, true) EndEvent Event OnCellLoad() self.AddItem(wsvcPowerArmorTest, 1, true) EndEvent I'm hoping my problem is something silly and simple, heh...
  2. More specifically, my NPCs won't talk after packing everything up into a .bsa and moving over to my test account. They talk just fine on my main account. I'm using Archive.exe for making the .bsa. I've checked off all the left-side options, checked Compress Archive, Retain Directory Names, Retain File Names, Retain File Name Offsets, and Recurse Directories. I've moved over the Data/Sound/Voice/[modname].esp folder and checked it off on the list. What happens is, I enter the mod's store > talk to the NPC > enter dialogue just fine > can select through all dialogue options. The way the dialogue is set up, the NPC is only supposed to talk at the end of a dialogue branch, and does so using SharedInfo dialogue that's stored in the same quest as the dialogue itself. The script fragments and conditions at the end of the dialogue branches all work fine. I just can't get the NPC to talk (no text or voice) using the SharedInfo on my test account. Is there something else I need to pack in my .bsa?
  3. I've got a "purchasing" dialogue I'm working on that currently uses over 130 completely identical TIF scripts (property settings are all different, though). Is it possible to use just one script for all these Topic Infos? It seems custom scripts (as opposed to generated TIF scripts) don't work at all as topic info fragment scripts, so any help would be appreciated.
  4. Haha, I'm glad I asked. :P Thanks for the helpful advice, folks! Looking for a new spot now.
  5. I've been working on a mod that adds a player service to Skyrim, a service that might get frequent visits from users, and I'm trying to figure out a good place for the service's house. I've already settled on placing it just outside Whiterun due to it's central location, and because inside Whiterun is already rather crowded, but I'm worried that it might conflict with some popular mods I'm not aware of. The specific spot I'm looking at is down the road from the stables, a bit to the west just past all the Civil War markers. Would that be a good spot for avoiding mod conflicts, or should I try elsewhere?
  6. Is it possible to set up a "monster" NPC, such as a Dwarven Sphere, to engage in dialogue? I've tested this in the CreationKit and so far it doesn't seem possible, without at least some modding shenanigans. My test was basically setting up a typical Imperial NPC with some dialogue from a quest. I got everything working fine, to the point where I could talk to it easily. I then changed it's race to Dwarven Sphere and now I can't click it for dialogue; it's like the NPC isn't even there. Any ideas?
  7. Well...that was silly. ;>_> On yet another double checking of all the settings, I noticed I had "Parent Activate Only" turned on for the mannequin in the 2nd setup, but not in the 1st. Which, obviously, means the only possible thing allowed to activate the mannequin is the mannequin trigger box. On all my double checks, I only ever checked to see that the Activate Parent was set...completely ignored the Parent Activate Only check box. It's working now. Sorry for wasting your time. :(
  8. Yep, TransmogMannXmog.Activate(self) is indeed the line that doesn't appear to be working. The relevant portion of the transmog script on the mannequin is below. The Debug.Notification() never runs when using the activator. Event OnActivate(ObjectReference akActionRef) Debug.Notification("Xmog OnActivate running.") ;Using to troubleshoot if TransmogActivator.XmogActivated if !self.IsEquipped(xmogHead) self.EquipItem(xmogHead) endif if !self.IsEquipped(xmogBody) self.EquipItem(xmogBody) endif if !self.IsEquipped(xmogHand) self.EquipItem(xmogHand) endif if !self.IsEquipped(xmogFeet) self.EquipItem(xmogFeet) endif if !self.IsEquipped(xmogShield) self.EquipItem(xmogShield) endif endif endEvent I've done some more testing this morning, and so far the problem doesn't appear to be related to which objects I'm using. I replaced DweButton01 with WETempActivator and it still doesn't work. I've got a duplicate setup of mannequin & activator in MolagBalVoiceCell where I originally wrote the script and used as reference, and the scripts are running just fine. I've again checked all the property settings and scripts, and they are indeed matching. I'll do some more testing to figure out what other differences might exist. For one, I've noticed the OnReset event fires when I load into the new store cell I created for the 2nd mannequin/activator setup, but doesn't fire when I load into MolagBalVoiceCell with the 1st setup.
  9. If it helps, I've tried adding Utility.Wait(0.1) between UnequipAll() and Activate() just in case it was an issue with processing (had no effect), and the mannequin transmog script OnActivate event fires just fine when clicking on the mannequin as a player.
  10. I'm having issues getting my script to work now that I've changed one of the objects involved. Basically, I'm trying to Activate() a mannequin using an activator object. Originally I was using WETempActivator, which worked fine. Now I'm using DweButton01 and Activate() simply isn't working. Scriptname XmogScriptActivator extends ObjectReference {Allows transmog, tells TransmogMannXmog to UnequipAll & Activate.} Actor property TransmogMannXmog auto bool property XmogActivated auto ObjectReference property objSelf auto hidden Sound property QSTAstrolabeButtonPressX auto event onCellAttach() objSelf = self as objectReference playAnimation("Open") endEvent auto State ready Event OnActivate(ObjectReference akActionRef) gotoState("busy") playAnimationAndWait("Trigger01","done") if QSTAstrolabeButtonPressX QSTAstrolabeButtonPressX.play(objSelf) endif if (akActionRef == Game.GetPlayer()) XmogActivated = TRUE TransmogMannXmog.UnequipAll() TransmogMannXmog.Activate(self) Utility.Wait(0.5) XmogActivated = FALSE endif gotoState("ready") endEvent endState State busy endState Right now, the UnequipAll() function correctly makes the mannequin unequip everything. I've snuck a Debug.Notification() message into the very beginning of the mannequin's transmog OnActivate event to see if the event is even firing, and seeing nothing. I've also checked the script properties of both objects a million times making sure I have them set correctly. Side note, both the DweButton01 and mannequin default scripts have been deactivated, and the mannequin's default script replaced with an exact copy with one very slight modification - it's OnActivate event contents only run if the "XmogActivated" flag is FALSE (this is to prevent the mannequin's inventory from opening when activating the trigger). This duplicate script is separate from the mannequin transmog script/OnActivate event. Does anybody know why the mannequin wouldn't receive the Activate() command from the DweButton01 activator? But would from the WETempActivator?
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