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v3nture

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Everything posted by v3nture

  1. I realized I made this underneath the wrong section could I get the topic moved to GECK and modders? I've tried messing with scaling options and the offsets and havent had any luck.
  2. What I've done is create a simple 2048x2048 texture of a grid that is 32x32. I've set my NW Cell coords to be -16, 16 and my SE coords to 15, -15. I've set map markers in the corresponding cells to view in game. When viewed in game they do not appear in the Cell corners but rather 3-4 Cells inwards. Please see the attached image. What is causing this misalignment?
  3. Hey, Im new to scripting with MWSE and one issue Ive run into Is that the following bit will run find in vanilla morrowind but will not with mwse. My first assumption was that with mwse I had to assign the player as a reference but havent had much luck. Any help would be appreciated. Begin vsthisworks if ( player->GetItemCount, "vs_ingred_Ember_01" == 1 ) messagebox "pholdember" endif if ( player->GetItemCount, "vs_ingred_ember_01" == 0 ) messagebox "noember" endif end vsthisworks It all stems from testing some simple detection
  4. Sorry for not responding sooner. Ill message you once quests are ironed out. With that, the OP has been updated with some info on quests. Once those are finished Ill upload to the nexus for a proper play test.
  5. Big Difference ... in general , don't ever finalize the world navmesh ,,, unless you created every triangle. Is this the person I helped with the thug triggers long time ago ? Negative and good to know. So, Converting the ESP to an ESM solved pathing issues. Currently on the hunt for a new VA for Orris and looking at animating the Mormon Fort Door. On the other hand if anyone has downloaded the file and has thoughts on the changes and flow to Freeside let me know.
  6. As far as I know the Navmeshing should be working. The initial load of the area everything is working fine. Companions will follow me around without issue. Is there a difference between "Finalize Cell NavMeshes" and "Finalize Full WorldSpace" in the context of modifying a few exterior cells?
  7. Screenshots Thank you to anyone who has helped me with little tings in the past and for checking it out! Download
  8. My understanding is to make a quest and quest script with variable declared in it. scn myquest int vsplayersitting and then in another script set myquest.vsplayersitting to 1 However, this script only saves when I comment out the quest variable lines. ScriptName vsParkerBoothThreeTGR short doOnce Begin OnTrigger Player if ( doOnce == 0 ) if (Player.IsCurrentFurnitureRef vsJOEBooth01REF == 1) if (player.GetSitting == 3) set vsParkersServiceScript.vsPlayerSitting to 1 ;Quest Variable setObjectiveCompleted vsPrimm02 30 1 elseif (player.GetSitting == 4) set vsParkersServiceScript.vsPlayerSitting to 0 ;Quest Variable set doOnce to 1 endif endif endif End I found a post on Loverslab about someone not being able to save a script, them sending the ESP to someone else and it saving. I've tried saving in vanilla geck, GECK PU, Geck extender. Any idea as to why I cant reference a quest variable? So, after uninstalling NV, deleting the folder, reinstalling, being unable to save the script in vanilla geck, it saved in Geck Extender. Turns out sometimes you need a few hours for something to save.
  9. Try moving your allowyestoall line to under the Werewolf FOV=100. That's where it is in my ini.
  10. Not sure if Im doing something wrong, but it's probably just a bug. Begin vs_alpha_cliff_racer short doOnce short infCliff short deathIC float timer float timer2 float timerAlpha if ( menumode == 1 ) return endif if ( Cellchanged == 1 ) return endif if ( GetJournalIndex "vs_Where's Jiub when you need him" == 0 ) disable elseif ( GetJournalIndex "vs_Where's Jiub when you need him" == 30 ) disable endif if ( infCliff == 3 ) return endif If ( GetDeadCount, "vs_Alph_Cliff_Racer" >= 1 ) Journal "vs_Where's Jiub when you need him", 20 endif if ( GetJournalIndex "vs_Where's Jiub when you need him" == 10 ) enable if ( infCliff == 2 ) if ( menumode == 1 ) return endif set timer to ( timer + GetSecondsPassed ) set timer2 to ( timer2 + GetSecondsPassed ) set timerAlpha to ( timerAlpha + GetSecondsPassed ) if ( timerAlpha >= 60 ) if ( doOnce == 0 ) player->PlaceAtMe "vs_Alph_Cliff_Racer" 1, 2500, 1 messagebox "kaw kaw mafk" startcombat, player set doOnce to 1 endif endif if ( timer >= 8 ) if ( timer2 <= 119 ) if ( deathIC == 1 ) player->PlaceAtMe "vs_cliff_racer" 1, 1500, 1 player->PlaceAtMe "vs_cliff_racer" 1, 2000, 1 player->PlaceAtMe "vs_cliff_racer" 1, 2500, 1 startcombat, player set timer to 0 messagebox "spawn 3 cliffracers" endif elseif ( timer2 >= 120 ) set deathIC to 2 set infCliff to 3 return endif endif endif if ( infCliff == 1 ) player->PlaceAtMe "vs_cliff_racer" 1, 1500, 1 player->PlaceAtMe "vs_cliff_racer" 1, 2000, 1 player->PlaceAtMe "vs_cliff_racer" 1, 2500, 1 set infCliff to 2 messagebox "infcliff 1 set to 2" endif if ( onDeath == 1 ) if ( deathC == 0 ) set deathC to 1 messagebox "deathc 1" elseif ( deathC == 1 ) set deathC to 2 messagebox "deathc 2" elseif ( deathC == 2 ) set deathC to 3 set deathIC to 1 messagebox "deathc 3" set infCliff to 1 endif endif endif end So, the issue is if the player holds only backwards it registers him as facing backwards so the cliff racers can spawn in front of the player. I feel like it's worth mentioning if someone else hasn't noticed it yet.
  11. Sorry for the double post but Ive made some progress with my work around. Begin FaralenTransform short AllowWerewolfForceGreeting short fightstart short doOnceA short doOnceB setfight 0 if ( menumode == 1 ) ; if menu is open dont process return endif if ( fightstart == 3 ) if ( GetJournalIndex "vs_Maybe They're Just Explorers..." == 30 ) AiWander 0 0 0 0 messagebox "set fightstart to 4" set fightstart to 4 endif endif if ( fightstart == 2 ) "vs_Trevyn Faralen"->AIFollow, player, 0, 0, 0, 0 messagebox "ai follow 1" messagebox "set fightstart to 3" setfight 0 set fightstart to 3 endif if ( fightstart == 1 ) If ( GetDeadCount, "vs_Aenz_R1_HMelee1" == 1 ) If ( GetDeadCount, "vs_Aenz_R1_HMelee2" == 1 ) setfight 0 set fightstart to 2 messagebox "set fightstart to 2" endif endif endif if ( fightstart == 1 ) if ( doOnceA == 0 ) If ( GetDeadCount, "vs_Aenz_R1_HMelee2" == 0 ) startcombat "vs_Aenz_R1_HMelee2" set doOnceA to 1 setfight 0 endif endif if ( doOnceB == 0 ) If ( GetDeadCount, "vs_Aenz_R1_HMelee1" == 0 ) "vs_Trevyn Faralen"->startcombat "vs_Aenz_R1_HMelee1" set doOnceB to 1 setfight 0 endif endif endif If ( player->GetPos X, <= -1400 ) If ( player->GetPos X, >= -1900 ) if ( player->GetPos Y, >= 4200 ) set fightstart to 1 setfight 0 "vs_Trevyn Faralen"->BecomeWerewolf "vs_Trevyn Faralen"->SetWerewolfAcrobatics endif endif endif end edit I added in the stopcombat command command. It works until the ai retriggers combat and then stops it again. edit: I cant have NPC's attack certain werewolves. So am I right in saying iwerewolffightmod is controllable through MWSE? That is what controls hostility and is uncontrollable through scripts in the TES CS https://mwse.readthedocs.io/en/latest/mwscript/GMSTs.html begin vs_VampA_Passive short done short nolore short nohello short noflee short noidle short nointruder short nothief short doOnce short nofightFAR if ( nofightFAR == 1) stopcombat endif if ( "vs_Trevyn Faralen"->IsWerewolf == 1 ) ;DONT RUN IF FARALEN ISNT WEREWOLF set nofightFar to 1 endif if ( doOnce == 4 ) return endif if ( doOnce == 3 ) ForceGreeting set doOnce to 4 endif If ( GetDeadCount, "vs_Q1_Hunter_Melee" == 1 ) If ( GetDeadCount, "vs_AenzIN_HRange_01" == 1 ) if ( doOnce == 1 ) ForceGreeting set doOnce to 2 endif endif endif If ( GetDeadCount, "vs_Q1_Hunter_Melee" == 1 ) If ( GetDeadCount, "vs_AenzIN_HRange_01" == 1 ) if ( doOnce == 0 ) If ( player->GetPos X, <= 100 ) if ( player->GetPos Y, <= 3550 ) set doOnce to 3 endif endif endif endif endif If ( GetDeadCount, "vs_Q1_Hunter_Melee" != 1 ) If ( GetDeadCount, "vs_AenzIN_HRange_01" != 1 ) if ( doOnce == 0 ) If ( player->GetPos X, <= 100 ) if ( player->GetPos Y, <= 3550 ) ForceGreeting set doOnce to 1 endif endif endif endif endif if ( done == 0 ) AddSpell, "Vampire Blood Aundae" ;this is the blood disease AddSpell, "Vampire Attributes" AddSpell, "Vampire Skills" AddSpell, "Vampire Immunities" AddSpell, "Vampire Sun Damage" AddSpell, "Vampire Touch" AddSpell, "Vampire Aundae Specials" ModRestoration 75 set done to 1 setfight 0 endif end Vampire_Aundae
  12. Gimp 2.10 supports .dds. It's what I use. https://www.gimp.org/news/2019/04/07/gimp-2-10-10-released/
  13. You need to save the textures as .dds not .bmp. Download gimp for something free to use. In gimp export-> filename.dds-> generate mipamaps yes
  14. You don't need to remove all of the vanilla textures to replace them. Just start making their replacements with the original filenames and types. You can create new land textures and import them into the CS and use them to start painting. You can create new textures for a model. To apply them you would at least need nifskope to do change the texture to the correct one with the correct path to the textures folder. http://niftools.sourceforge.net/wiki/Morrowind/NifSkope_Alchemy Save it as a .dds. https://imgur.com/a/kVUUhEW
  15. Assets are also stored in the BSA archives. https://www.nexusmods.com/morrowind/mods/12189 Your textures and meshes folder merely act as overwrites for the BSA, as far I know. Extract the BSA's and begin editing the textures in the BSA folders making sure to keep the filenames and file paths stay the same. After you've edited them you place them in your textures folder/subfolder.
  16. I realized I posted the wrong script last night. Again thanks for the help it was useful and I've managed to setup a few scripts already. The issue right now is the forcegreeting doesnt work while the NPC is transformed. Otherwise works fine, I think.. Is it hardcoded to not talk to werewolves? I did read this in MWSFE Am I going to have to just script the npc to be stationary and spawn a door on it's x,y,z coords that the player activates instead? I did a test earlier to see if you could talk to werewolves and I put one as a creation and it seems to work? Edit: It seems I can only add topics to creature werewolves and not greetings? Edit: I realized the scamp script will probably help as a pointer. edit: My workaround right now is to have a duplicate NPC in the cell handle the dialogue and despawn. Next question would be I know MWSE is it possible to open a dialogue window with a werewolf with it? Begin FaralenTransform short AllowWerewolfForceGreeting short fightstart short doOnceA short doOnceB setfight 0 if ( menumode == 1 ) ; if menu is open dont process return endif if ( fightstart == 3 ) return endif if ( fightstart == 2 ) ForceGreeting set fightstart to 3 endif If ( GetDeadCount, "vs_Aenz_R1_HMelee1" == 1 ) If ( GetDeadCount, "vs_Aenz_R1_HMelee2" == 1 ) if ( fightstart == 1 ) setfight 0 set fightstart to 2 ;if ( "vs_Trevyn Faralen"->IsWerewolf == 1 ) ;endif endif endif endif if ( fightstart == 1 ) if ( doOnceA == 0 ) If ( GetDeadCount, "vs_Aenz_R1_HMelee2" == 0 ) startcombat "vs_Aenz_R1_HMelee2" set doOnceA to 1 setfight 0 endif endif if ( doOnceB == 0 ) If ( GetDeadCount, "vs_Aenz_R1_HMelee1" == 0 ) "vs_Trevyn Faralen"->startcombat "vs_Aenz_R1_HMelee1" set doOnceB to 1 setfight 0 endif endif endif If ( player->GetPos X, <= -1400 ) If ( player->GetPos X, >= -1900 ) if ( player->GetPos Y, >= 4200 ) set fightstart to 1 ;"vs_Trevyn Faralen"->BecomeWerewolf ;"vs_Trevyn Faralen"->SetWerewolfAcrobatics endif endif endif end
  17. Sorry to double post but I have a few more questions. After trial and error I've reached a point were I need scripts running. The general idea behind this script is that when the player activates it theres 2 skill checks, they can pick it up, or leave it be. Begin vs_kardryns_shipment Short controlvar Short button Short INT Short ALC Short WIL Short ALT If ( OnActivate == 1 ) If ( controlvar == 0 ) MessageBox "What would you like to do?", "INT: 75 ALCH: 50 APPRAISE.", "WIL: 50 ALT: 75 - APPRAISE.", "Pick up the crystal shipment.", "Close." set controlvar to 1 endif if ( controlvar == 1 ) set button to GetButtonPressed set INT to player-> getintelligence set ALC to player-> getalchemy if ( button == -1 ) return elseif ( button == 0 ) if ( INT >= 75 ) if ( ALC >= 50 ) MessageBox "The box of rocks worth is close to fifty-thousand drakes." else MessageBox "frig off randy" endif endif endif set INT to 0 set ALC to 0 Set controlvar to 0 return endif endif End At one point I had the script working-ish but it broke if the player had one skill meet the minimums. I no longer remember what I had to do that. (I should probably save them as copies.) Edit: So Code now displays the skill check success messagebox but after closes me out and re activate it
  18. I did correct that actually and it still wasn't working as of last night. I tried this morning and everything was peachy. Dialogue is hard... Thanks anyway.
  19. So Ive moved onto quest making and Ive reached the end of path one of the first quest Im working on and I nothing I do adds the item needed to the players inventory and gold isnt removed from the players inventory. I've gone online and looked for syntax solutions but it doesnt matter what order I do. The "crystal shipment" misc item isnt being added to the players inventory and gold isnt being removed. The player is hit with a greeting when they reached stage 40. A hyperlink for the topic "crystal shipment" appears and the player can click on it. -issue one when the player does the hyperlink/topic is removed The player is given two options, ask about the amount of the debt, or leave. When the ask about the amount they are then asked if they wish to pay it off The player pays it off. The gold is removed and the item is added. The items are not removed, added and the journal isnt updated. Everything works up until here. Any help would be appreciated.
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