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Kohdi

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Everything posted by Kohdi

  1. Thank you, I'll look into that script. EDIT - It works perfectly, just needed a bit of customization. Thanks again, I would never have found that myself!
  2. Hello all, Long story short, I'm working on an update for my Reachwind Eyrie mod, and I would like to include a script that makes my custom NPC equip the armor he has in his inventory (armor, gauntlets, boots), only once, and right when he is first loaded. I don't know what prompted Bethesda to include that weird "outfit" system, but my NPC is meant as a companion, and being able to remove, improve, and replace his armor would be great. As is, he walks around naked until the quest lets you open his inventory manually, which is a drag because he needs to do some heavy fighting before that's possible. If someone could help me with this script, like where I should put it (NPC or quest?), how it should be structured, the necessary properties to make (if any), I would be much obliged. I'm spread a bit thin time-wise at the moment, and I just lack the resources to dig in and work it out myself. All work will be credited, of course. Thanks for any and all replies!
  3. Hello all, i just recently released my first CK-era mod, and I'm having some second thoughts about how I formatted it to begin with. As it stands, there is an .esp file which includes the house, the quests and quest modifications, and a handfull of items/statics. Then there is an .esm file which was made to counteract the NPC face bug (primarily), but I based that file off of an older plugin which still had some unneeded and unwanted data attached (basically, whatever wasn't directly related to my single NPC). I am now wondering if it might have been better to make an .esm file with my NPC data only, along with two .esp files - one for the house, items, and other physical objects, and the other for the NPC's world-interaction data like quests and packages and whatnot. Now I'm kinda liking the idea of having the NPC and related quests as an optional add-on (having the house plugin act as a master for the NPC file), not only because it would make fixing quest bugs more localized but because the NPC is essential to the quest, is a potential follower/spouse, but is also male (minus 75% of downloaders' interest) and a Khajiit to boot (minus 15% of the remaining interest). Sadly, that kind of thing does not appeal to the greater majority of Nexus users, though they might love the house otherwise. Now, my actual question - Would it be possible to split up the files as they currently are and re-make them into what I've described without losing important data? I put much too much work into this mod to re-make it from scratch, so either this would have to work or I'll cross this idea off my list. Thanks for any words of wisdom you can spare, I appreciate it.
  4. Check out Blackie's mod/tutorial on creating companions, it's easy to follow and fixes this bug. http://skyrim.nexusmods.com/downloads/file.php?id=11669
  5. Just to show my good faith, I checked the RelationshipMarriageFIN quest in the CK (this quest dictates what your spouse says after the ceremony). As I suspected, in the Dialogue Views tab you will find an unholy mess of every spouse-voice-type responding to the "let's move" topic. I checked the dialogue for moving to Vlindrel Hall in Markarth, and in the script section is the line (GetOwningQuest() as RelationshipMarriageSpouseHouseScript).MoveSpouse(akspeaker, MarkarthHouse) So, what you need to do is find out what "MarkarthHouse" is (i.e. what kind of scripting command/object/reference/property it is), then make one for your house along with your dialogue lines, write a similar line of code and have it say (GetOwningQuest() as RelationshipMarriageSpouseHouseScript).MoveSpouse(akspeaker, Prpich25House) Not very challenging at all (except maybe the part about finding MarkarthHouse, but as I am working on the same kind of thing, I'll let you know when I figure it out). I hope this information helps! EDIT - both you and r1de posted while I was writing, but my information is still valid.
  6. I used the utility TESVsnip, available on the nexus, along with Blackie's tutorial/mod on creating custom companions. This was only to fix the face bug, however, and I can't offer advice on its other uses. On a related note, does anyone have any suggestions for my situation?
  7. I am working on something similar, and the way I've planned it out is to go into the marriage quest and edit the dialogue directly. I would assume there is a list of vanila homes, so adding your new house (and its location) *should* be as easy as copying whatever the vanilla dialogue topics do. Hope this helps, I'll be trying it out soon so I'll have more specific information.
  8. Oh I see what you're after here. What you're trying to do is possible, then, but I'm not totally sure how to do it. I'd bet it has something to do with the "Enable Parent" tab on the static's menu (when you double-click in the render window), that's how things like houses can get new clutter if you buy an improvement. Past that, though, I've never used the feature, sorry.
  9. I don't think landscape shapes (or textures, for that matter) can be altered by a quest like that, I remember Oblivion having similar limitations. The best you could do is make the plot of land blend into the surrounding area as much as possible, while still making it suitable for building a house on (no big rocks/monster spawns/etc.).
  10. I would suggest checking the .nif file of a similar (working) weapon to see what king of value it has for that field. If that doesn't work, maybe copying your NiTriShape branch onto an existing weapon of similar dimensions would work. Sorry I can't be of more help, the new .nif format is still a bit odd to me.
  11. Another question here, the mod I'm working on is currently hitched to a custom esm I made to avoid the face-mismatch bug everpresent in new mods (works like a charm, I might add). Unfortunately, after writing boatloads of dialogue and scripts, I've realized that I had made some unwanted changes in the esm before I hitched it to the esp. I know I can delete an esm dependency, but my question is whether or not this will ruin my esp file (where all the NPC's dialogue, quest, etc. data is saved)? This would allow me to re-make the esm file (it's fairly uncomplicated), then ideally put the new esm back with the esp. Thanks for any and all replies.
  12. Yay! Problem solved. My NPC had a quest alias assigned, but I realized he doesn't need it and after deletion he is saying all my custom greetings. I still need to work with the player dialogue tab, but I think I understand it better now. Back to work...
  13. I'm just taking a shot in the dark here, but is it possible that the sound file you want isn't set up properly for the script? It would seem (just from what you've posted) that the sound file would need to be linked through a property (?), so are you sure there is a solid connection between asking the script "playperksound == learned.play(self)", and the actual sound file that "learned" needs to link to?
  14. I'll have to look into the Player Dialogue tab, as yet I haven't used it. What I'm going for is for my actor to give one of a few hellos on activation (when the player specifically activates the NPC), then go into the normal conversation topics, but not when the player simply walks near the NPC. I can only write so much dialogue, and I always found the walkby-conversation a bit repetitive.
  15. Thank you for the tips, I'm going to try out an SM node to see how that works. What still bugs me, though, is that the greetings I've set should be said when the player 'activates' my NPC, not when I simply walk near him. I might try making the greetins a regular dialogue branch, because I'm not seeing much of a difference in functionality (especially if this doesn't work). Kind of on a side note, the way I've been managing the voice files is 1- write the topic, set character condition, 2- go back into the topic to see the name assigned to the nonexistant sound file, 3- rename a silent WAV file with the assigned name. So far, it's worked great for me (just tedious and space-consuming).
  16. Me again. At least it's not scripting. I'm in the process of making a fully-custom NPC with new greetings, dialogue, conversation topics, and a small quest, so far most of it is going good. I've just recently begun making "misc" dialogue like hellos and goodbyes, combat shouts, etc. My NPC in-game, however, does not want to talk to me, on activation he simply glances over, thinks better of it, and walks away. This is a bummer, because I also need to test out his deeper dialogue (which was working before I started in on greetings). The greetings I've made have a couple conditions apiece, mostly time or quest related, and all are given my new voice type (unique to my NPC) and a silent voice file (folder structure is accurate). There is always at least a few which can be used at any given time. According to Bethesda's tutorial on this I haven't missed a step, yet the facts remain. Any ideas on what I might be missing are greatly appreciated, as always.
  17. I think I agree with changing the "learned.play(self)", as is this could be "playing" the sound for the book or your inventory, but not for the player, though I don't know what to change it to. Then again, I'm not solid on how the sound-playing system works, so maybe it has to do with the bsa archives or the folder structure?
  18. Holy cow, it worked. I honestly didn't think the syntax mattered there. Thank you for helping, you've ended my two-day frustration-fest. On to the next script! D:
  19. OK, I feel like I'm getting there, I've started using the GetCurrentStageID as well as an "int", but in my current configuration I'm not sure if I'm checking the right values - Scriptname KohdiReachwindKeyScript2 extends ObjectReference Quest Property KohdiReachwindDiscoveryQuest Auto int Stage Event OnContainerChanged(ObjectReference newContainer, ObjectReference oldContainer) ; stage = getcurrentstageid.kohdireachwinddiscoveryquest() if (newContainer == Game.GetPlayer()) if Stage <= 5 KohdiReachwindDiscoveryQuest.SetObjectiveDisplayed(90) KohdiReachwindDiscoveryQuest.SetStage(50) elseif stage == 10 KohdiReachwindDiscoveryQuest.SetObjectiveDisplayed(90) KohdiReachwindDiscoveryQuest.SetStage(55) endif endif endevent Now, without the line I offset with ; in there, the script compiles just fine. I'm wondering though If the quest stage is being checked, or if the "stage" int is still going unassigned? If I activate the offset line, the compiler returns - (8,9): variable getcurrentstageid is undefined (8,27): none is not a known user-defined type (8,1): type mismatch while assigning to a int (cast missing or types unrelated) How should I go about assigning the quest-stage value to my "stage" int, if I'm doing it wrong?
  20. Thank you for the reply, I've been going back over the tutorials and the business about the quest property was there (I overlooked it), but the script still isn't compiling. Here's what I have now - Scriptname KohdiReachwindKeyScript extends ObjectReference Quest Property ReachwindDiscoveryQuestProp Auto Event OnContainerChanged(ObjectReference newContainer, ObjectReference oldContainer) if (newContainer == Game.GetPlayer()) if ReachwindDiscoveryQuestProp.GetStage <= 5 ReachwindDiscoveryQuestProp.SetObjectiveDisplayed(90) ReachwindDiscoveryQuestProp.SetStage(50) elseif ReachwindDiscoveryQuestProp.GetStage == 10 ReachwindDiscoveryQuestProp.SetObjectiveDisplayed(90) ReachwindDiscoveryQuestProp.SetStage(55) endif endif endevent And here's what the compiler spits back - (7,47): GetStage is not a property on script quest or one of its parents (7,56): cannot compare a none to a int (cast missing or types unrelated) (7,56): cannot relatively compare variables to None (10,51): GetStage is not a property on script quest or one of its parents (10,60): cannot compare a none to a int (cast missing or types unrelated) I don't know how to translate this information, but it sounds like I'm either missing the right script property, or missing some property in the quest itself. Again, help is greatly appreciated.
  21. Okay, I'm at my wit's end. I've been trying combinations of variables for literally hours. I'm trying to write a script that, upon taking a key from a dead actor, will check my quest's progress. If the quest is at stage A, advance to stage C. If the quest is at stage B, advance to stage D. Sounds easy, right? I'm about ready to put a fist through my monitor because I can feel the answer is just out of sight. Here's what I have so far: Scriptname KohdiReachwindKeyScript extends ObjectReference Quest Property ReachwindDiscoveryQuestProp Auto Event OnContainerChanged(ObjectReference newContainer, ObjectReference oldContainer) if (newContainer == Game.GetPlayer()) if KohdiReachwindDiscoveryQuest.GetStage <= 5 KohdiReachwindDiscoveryQuest.SetObjectiveDisplayed(90) KohdiReachwindDiscoveryQuest.SetStage(50) elseif KohdiReachwindDiscoveryQuest.GetStage == 10 KohdiReachwindDiscoveryQuest.SetObjectiveDisplayed(90) KohdiReachwindDiscoveryQuest.SetStage(55) endif endif endevent If anyone with appropriate knowledge can advise me on the changes to make, I heartily thank you. And if you recognize the purpose for this script, please don't spill the beans. ;)
  22. I have been working on a player home mod for a while, and I just began setting up the activators and such for a room full of weapon racks. I'm having a problem with the single weapon plaques and double weapon/shield racks on the walls facing 90 and 270 degrees, though. From what I can tell they are in the exact same orientation as the plaques which work fine on the 0 and 180 degree walls, but the weapons I have assigned to them appear above the rack, hanging on to the edge by the pommel, and other goofy configurations like that. Is there a way to troubleshoot what the problem is, or am I missing something obvious?
  23. I'll just put this idea out there as I can do nothing to make it, but how cool would a race of sabretooth Khajiit be? Perhaps they could be a long-forgotten tribe in the hills of Skyrim, or a more modern, well, variant. I would personally love a companion made in this style, so If there are any takers, let me know!
  24. I could really use some help with this . . .
  25. Hello all, I've been working on a house mod which makes some minor adjustments to the landscape mesh, all well and good there, but I've noticed that the generated grass still conforms to the old landscape shape. Is there a way to "re-calculate" the grass shape to fit the new mesh? The changes are isolated to 1-2 cells, in case it's important. Thanks for any and all replies!
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