Jump to content

zymurgy65

Premium Member
  • Posts

    128
  • Joined

  • Last visited

Everything posted by zymurgy65

  1. I wanted to add Daleth's Morrowind book jackets to an Oblivion mod, but I get a message that the NIF type is too old. Can anything be done about this?
  2. Is there a way to have characters unequip items other than armour or weapons while a particular AI package is running? I'm guessing it requires a script, but I'm not very confident when it comes to scripting.
  3. I've run a series of tests and found the following works: Add the condition GetStage TrainingDestruction < 10 to Greeting 0018B198 ("Go away, stranger. You frighten the animals, and make my work more difficult.") Add the condition GetStage TrainingDestruction >= 10 to Greeting 0018B192 ("What are you doing here? What do you want?") Your best chance to catch Bralsa is when she's sleeping near the wayshrine. Wake her up and she'll agree to train you if you've done the above. EDIT: Just to clarify, changing both greetings will allow you to ask for training when she's actively chasing something (assuming you can catch her!) but only the second is necessary if she's just walking or at the wayshrine. Personally, I favour changing just the second, as Bralsa doesn't strike me as the sort to appreciate interruptions. :laugh:
  4. Fair enough, it was just an idea. Setting the ownership of the individual items won't take too long, and at least I know it'll work! :laugh:
  5. I'm using a modder's resource (stroti's lighthouse) which doesn't have any interior cells. I've added a door, which is now owned by the occupant, along with over 50 other items. Will I have to set every item's ownership individually, or is there a way to temporarily change the cell ownership? I was thinking of an activator box with a script that changes the cell ownership on the way in, then removes it on the way out, but I don't know if that's even possible.
  6. Sorry glowplug, I've deleted the script - no idea what was causing the multiple copies. No harm done to the mod, and the four named NPCs' AI packages and dialogue are working nicely. (So. Many. AI. Packages!)
  7. Yup, your suggestion did the trick. I've played through three game days - the first as normal, the second having SetStage MQ06 100 to open the Bravil gate, and the third having closed the gate and SetStage MQ16 100 to end the Oblivion crisis. Everything is working perfectly now, thank you! :thumbsup:
  8. Good idea, I'll give it a try. More weirdness ensues at present. I can now pickpocket him without the game freezing, but he has thousands of copies of his armour and weapons in his inventory! Very strange... :huh:
  9. I'm working on a mod that adds a small waterfront outside Bravil. I've got the infrastructure and path grids sorted, so I've started adding NPCs. The harbour master has a script which arms and armours him when the nearby Oblivion gate opens. This works, but there's a snag with his AI packages. Although he's supposed to unequip his weapon and armour when eating or sleeping, only the armour part works. His mace remains stubbornly in place. This is annoying but not game-breaking. What is game-breaking is that any attempt to pickpocket him freezes the game. Does anyone know what's causing these glitches?
  10. Great! Thanks for that, I'll have a read through the wiki and then see what I do about it.
  11. Can anyone recommend a basic tutorial on how to add buildings? I've got the building in place, but I'm having trouble aligning the doors. When I go in I find myself about four feet to left of the door, and on my way out I appear facing back the way I came. I'm stumped! :confused:
  12. She didn't have any flags on her AI. Oddly enough, I remember fast travelling from the Grateful Pass Stables to Red Rose Manor and several of Uuras' sheep teleported with me - weird!
  13. Can't access that page due to a secure access problem (Error code: SSL_ERROR_ACCESS_DENIED_ALERT) Hmm ... I'm not sure whats up as I made certain to update my old link with a https one (even did a copy/pasta from the url bar for that page). Use Google and search for The Elder Scrolls Construction Set Wiki and the top Google search result I got will bring you to the CS Wiki front page. On the left find the Search box and put in Category:Path Grids and the second result down on that search results page should bring you to the correct page. Must have been a gremlin; the link worked fine today. Anyway, the path grid looks OK, but I'm finding that none of her AI packages will work. She won't sell goods, despite having the correct package and her vendor's chest sitting right next to her, and instead of taking a meal break she starts following me around. She'll even follow me the length of that damn dock - oh, the irony! That's it, I'm not even enjoying this mod any more. I think I'll just delete the character and concentrate on the ship's crew. Thanks to everyone for the advice, but I know when I'm beaten.
  14. OK, that's very helpful. No low-level processing required for the guard in the hold, but the rest of the crew will need it. Thanks! :thumbsup:
  15. Can't access that page due to a secure access problem (Error code: SSL_ERROR_ACCESS_DENIED_ALERT)
  16. 1. What is it? 2. When can it be dispensed with? I have a guard in a ship's cargo hold. He doesn't eat or sleep, and doesn't have any scripts attached. I'm guessing he doesn't need it. What about the rest of the crew, who have wander and sleep packages?
  17. Oblivion doesn't have navmeshes, this isn't applicable Well, that explains why I wasn't able to find any info on them.
  18. I remembered after posting this question that I gave a vanilla NPC a new AI package, and she has no difficulty crossing the boundary in either direction. The path grid nodes are definitely joined. I'll take a look at the video tomorrow as I need to take a break due to feeling like this: :wallbash: Thanks for the advice.
  19. OK, I'll see if I can find out how to do that - there's bound to be a tutorial!
  20. I'm adapting an old mod for my own use, but I can't get an NPC's AI package to work. She's supposed to walk down a jetty, board a ship, enter the stern cabin and go to sleep. When she gets part-way down the jetty, however, she gets stuck in a loop and just paces up and down. It seems to be happening at the boundary between two exterior cells. I've checked the path grid and that's fine. Any suggestions on how to fix this?
  21. I'm currently working on a mod that adds an Argonian NPC, but in the CS I'm getting the following error message: Bone 'Bip01 Tail01' not found for part 'BASE Characters\Argonian\Tail.NIF'. Requested by 'Likes-To-Fish' model 'LikesToFish (01034B07) -> Likes-To-Fish (01032FB9)'. This extends to a further 7 bones and also affects Khajiit tails. Sure enough, he's showing up tailless in-game. How do I fix this? I currently have only Shivering Isles, UOP, USIP, PrinceShroob's Main Quest Delayer and my unfinished mod installed. BTW, all other Argonians and Khajiits have tails. EDIT: Forget I asked, I figured out what I'd done wrong! :laugh:
  22. If I make changes to a cell do I have to also include any changes made by the UOP or USIP? I've been doing it to be on the safe side but is it really necessary?
  23. I'm working on a mod which changes the ownership of several houses during the course of an undocumented quest. The beds in the houses are also listed as owned in the CS, in one case by a UOP faction. Will changing the cell ownership also change the bed ownership? If not, is there a way to do so? I'm already using the "Enable Parent" command to link several creatures and objects to a new NPC. Could I do the same with new beds, using the "Set Enable State to Opposite of Parent" command for the old beds?
×
×
  • Create New...