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smashly

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Everything posted by smashly

  1. Hi, maybe try akSpeaker.SetRelationshipRank(FamilyPet.GetActorRef(), 1) I'm assuming SetRelationshipRank expects an Actor not an Alias Reference
  2. Without seeing the esp your using then there is nothing I can really further input. As I said I'm pretty hopeless with CK, but I can usually fumble around to get things going when I have hands on. I've created houses from scratch and added multi talented npcs to those houses and they all worked. (eg: Merchant, Trainer, Follower, Marriageable all in one)
  3. There's no difference to interior or exterior merchant. It's just not as complex as you are finding it. I did an exterior and interior merchant test with the bare minimum and either work the same for me. I used this tutorial: http://wiki.tesnexus.com/index.php/Adding_a_Merchant_NPC_to_Skyrim I've attached the test esp's to the post. (There's no facegen data so their faces will be a different color to their bodies, facegen data was to big to attach to the post) Either test merchant can be found in Falkreath, one outside the Dead Man's Drink, one inside the Dead Man's Drink. Took a whole 10 mins to make 2 rough knock ups for testing (I'm fairly hopeless with the CK). Exterior: Interior: In either test I used a renamed copy of GrayPineGoods chest, same for the services faction, just named and edited to my preference.
  4. Yeah, knew what the shapes are for, just not the way your implementing them. Collision data easy enough to add. Other shapes aren't a problem just need a base to go off, eg: sphere, once it's what your after, just do the same method for the other 2 shapes. It's really quite easy to export basic shapes from blender and then edit them in nifscope to make make em work. I had a look at your charus egg edit, but the texture visually looks like it only covers half of the egg and most the egg looks white. That and doesn't look centered, eg; the Z pos looks to the bottom of the egg instead of center. is that the z pos your wanting? Another thing I notice when using blender to export is the nif seems large even after I clean it in nifscope and remove the crap that's not needed.
  5. Won't be any good to apply a shader to that one I posted. But you could use 2 nifs, one for display one shader color, one for selection another shader color. I'll post a texture version, but I can't seem to stop the ambient reflection from other sources effecting the texture. Probably just my lack of knowledge on how the textures work, but I twiddled all sorts of settings and found it didn't stop it and at most only lessened it a tad.
  6. Are you wanting to use yor fx shader on these, or just using the solid yellow texture without your shader? I'm able to export those basic shapes from blender, textured using the native game resources, eg: textures\brightyellow.dds but if your using your fx shader effect then being yellow won't show so much as your fx shader running on the object will overide most the texture color. If not using a fx shader to highlight then I can do it without using a textuure at all, just shade the shape with color you want eg: ffff99. Using a texture you get reflections, or should I say ambient discolor from other lights hitting the shape. Using a shader without texture you can have a smooth color all over and other lights don't effect the color or ambiance of the object. You were fairly clear in what your after, but while playing around with it, it seemed better to just use a shaded shape without a texture, unless your wanting to use a fx shader on the object. Yellow using texture, you can see light reflect of it, even when everything is flagged not to: ]http://nsae02.casimages.net/img/2015/01/19/150119052009682426.jpg No texture just shaded yellow, no reflection, just a nice even mat color: http://nsae02.casimages.net/img/2015/01/19/150119052011718358.jpg Off course they look different in game compared to in the CK, but you get the idea. Edit: using BSShaderEffectProperty in the nif with no texture in game: http://nsae02.casimages.net/img/2015/01/19/150119071109948833.jpg nif attached to post, just knock the .txt of the file name and extract to have a play if you like.
  7. 2 factions that a merchant needs: 1) JobMerchantFaction ;Set the Rank to 0, Didn't see you mention this one in your post 2) The services faction you created that links to your chest and has the vendor buy/sell etc. Any other factions are optional.
  8. Couldn't you also use: Quest.GetQuest(string editorId) http://www.creationkit.com/GetQuest_-_Quest I've tried it myself as opposed to Game.GetFormFromFile() as I don't need to know the file name or the FormID, I just look for the quest by the editor string, if it's not there then the plugin isn't loaded.
  9. Hi, If you haven't already then maybe have a read: http://www.creationkit.com/Bethesda_Tutorial_Layout_Part_1 Specially the part about "Working on the Grid" The grid should work for anything if your using building kits, be it roof or wall or floor
  10. If for example you have another part of your mod that also has a quest and you want to access the isThaneOf function in your ConfigMenu script then you can assign a Quest Property that points to your MCM quest in the other script. Then use that property as the ConfigMenu script to call the function, the same method as you used to call the property in the FavorJarlsMakeFriends script to call EastmarchImpGetOutofJail to get its value.
  11. No, not at all and sometimes it's required depending on what your doing. But you need to know how to call those functions from other scripts, as the way your calling the thaneCheck property was not working.
  12. Based on what you showed, this works for me: Scriptname ConfigMenu extends SKI_ConfigBase Quest Property FJMFQuest Auto ;Assign this property to the FavorJarlsMakeFriends quest in CK String[] asHold Event OnConfigOpen() Pages = New String[2] Pages[0] = "Hold Status" Pages[1] = "Salary Config" asHold = New String[9] asHold[0] = "Eastmarch" asHold[1] = "Falkreath" asHold[2] = "Haafingar" asHold[3] = "Hjaalmarch" asHold[4] = "Pale" asHold[5] = "Reach" asHold[6] = "Rift" asHold[7] = "Whiterun" asHold[8] = "Winterhold" EndEvent Event OnPageReset(string Page) If Page == Pages[0] SetCursorFillMode(TOP_TO_BOTTOM) Int iCnt = asHold.Length Int idx = 0 While (idx < iCnt) If isThaneOf(asHold[idx]) AddTextOption(asHold[idx], "Thane") Else AddTextOption(asHold[idx], "Citizen") EndIf idx += 1 EndWhile ElseIf Page == Pages[1] ;Add page 2 options EndIf EndEvent Bool Function isThaneOf(String sHold) FavorJarlsMakeFriendsScript FJMFS = FJMFQuest As FavorJarlsMakeFriendsScript If (sHold == "Eastmarch") && (FJMFS.EastmarchImpGetOutofJail > 0 || FJMFS.EastmarchSonsGetOutofJail > 0) Return True ElseIf (sHold == "Falkreath") && (FJMFS.FalkreathImpGetOutofJail > 0 || FJMFS.FalkreathSonsGetOutofJail > 0) Return True ElseIf (sHold == "Haafingar") && (FJMFS.HaafingarImpGetOutofJail > 0 || FJMFS.HaafingarSonsGetOutofJail > 0) Return True ElseIf (sHold == "Hjaalmarch") && (FJMFS.HjaalmarchImpGetOutofJail > 0 || FJMFS.HjaalmarchSonsGetOutofJail > 0) Return True ElseIf (sHold == "Pale") && (FJMFS.PaleImpGetOutofJail > 0 || FJMFS.PaleSonsGetOutofJail > 0) Return True ElseIf (sHold == "Reach") && (FJMFS.ReachImpGetOutofJail > 0 || FJMFS.ReachSonsGetOutofJail > 0) Return True ElseIf (sHold == "Rift") && (FJMFS.RiftImpGetOutofJail > 0 || FJMFS.RiftSonsGetOutofJail > 0) Return True ElseIf (sHold == "Whiterun") && (FJMFS.WhiterunImpGetOutofJail > 0 || FJMFS.WhiterunSonsGetOutofJail > 0) Return True ElseIf (sHold == "Winterhold") && (FJMFS.WinterholdImpGetOutofJail > 0 || FJMFS.WinterholdSonsGetOutofJail > 0) Return True EndIf Return False EndFunction
  13. Well I did a standalone mcm plugin test and it works fine for me. I just did 2 pages in MCM, 1 page is click to update each hold, the other just loads all holds when the page is shown. This was the MCM quest Script I compiled and attached to a MCM quest. I really can't see where your going wrong. Edit: Maybe try put the FJMFQuest property and isThaneOf() function in your ConfigMenu script instead of a separate script? http://nsae02.casimages.net/img/2015/01/18/150118033915257841.jpg
  14. Give me a sec or so, I'm doing a standalone plugin test for just MCM (my tests were done in a mod I had open at the time), will post it once done.
  15. Are you assigning the FJMFQuest property to FavorJarlsMakeFriends quest in the CK?
  16. Yep, just tested the above and it works fine for me, also tried a stripped version of the function less the If/EndIf's Quest Property FJMFQuest Auto ;Assign this property to the FavorJarlsMakeFriends quest in CK Bool Function isThaneOf(String sHold) FavorJarlsMakeFriendsScript FJMFS = FJMFQuest As FavorJarlsMakeFriendsScript If (sHold == "Eastmarch") && (FJMFS.EastmarchImpGetOutofJail > 0 || FJMFS.EastmarchSonsGetOutofJail > 0) Return True ElseIf (sHold == "Falkreath") && (FJMFS.FalkreathImpGetOutofJail > 0 || FJMFS.FalkreathSonsGetOutofJail > 0) Return True ElseIf (sHold == "Haafingar") && (FJMFS.HaafingarImpGetOutofJail > 0 || FJMFS.HaafingarSonsGetOutofJail > 0) Return True ElseIf (sHold == "Hjaalmarch") && (FJMFS.HjaalmarchImpGetOutofJail > 0 || FJMFS.HjaalmarchSonsGetOutofJail > 0) Return True ElseIf (sHold == "Pale") && (FJMFS.PaleImpGetOutofJail > 0 || FJMFS.PaleSonsGetOutofJail > 0) Return True ElseIf (sHold == "Reach") && (FJMFS.ReachImpGetOutofJail > 0 || FJMFS.ReachSonsGetOutofJail > 0) Return True ElseIf (sHold == "Rift") && (FJMFS.RiftImpGetOutofJail > 0 || FJMFS.RiftSonsGetOutofJail > 0) Return True ElseIf (sHold == "Whiterun") && (FJMFS.WhiterunImpGetOutofJail > 0 || FJMFS.WhiterunSonsGetOutofJail > 0) Return True ElseIf (sHold == "Winterhold") && (FJMFS.WinterholdImpGetOutofJail > 0 || FJMFS.WinterholdSonsGetOutofJail > 0) Return True EndIf Return False EndFunctionAnd yes I ran that from in a MCM menu in a loop against array of all the hold names, just in case your wondering :)
  17. Should of mentioned GetQuest requires SKSE. I found the function on the CK Wiki, not sure what version of SKSE introduced GetQuest as the wiki doesn't say. http://www.creationkit.com/GetQuest_-_Quest If not wanting to use SKSE then Declare the Quest as a script property outside the function, there goes standalone....lol (untested, but imagine it would work the same) eg: Quest Property FJMFQuest Auto ;Assign this property to the FavorJarlsMakeFriends quest in CK Bool Function isThaneOf(String sHold) FavorJarlsMakeFriendsScript FJMFS = FJMFQuest As FavorJarlsMakeFriendsScript If sHold == "Eastmarch" If FJMFS.EastmarchImpGetOutofJail > 0 || FJMFS.EastmarchSonsGetOutofJail > 0 Return True EndIf ElseIf sHold == "Falkreath" If FJMFS.FalkreathImpGetOutofJail > 0 || FJMFS.FalkreathSonsGetOutofJail > 0 Return True EndIf ElseIf sHold == "Haafingar" If FJMFS.HaafingarImpGetOutofJail > 0 || FJMFS.HaafingarSonsGetOutofJail > 0 Return True EndIf ElseIf sHold == "Hjaalmarch" If FJMFS.HjaalmarchImpGetOutofJail > 0 || FJMFS.HjaalmarchSonsGetOutofJail > 0 Return True EndIf ElseIf sHold == "Pale" If FJMFS.PaleImpGetOutofJail > 0 || FJMFS.PaleSonsGetOutofJail > 0 Return True EndIf ElseIf sHold == "Reach" If FJMFS.ReachImpGetOutofJail > 0 || FJMFS.ReachSonsGetOutofJail > 0 Return True EndIf ElseIf sHold == "Rift" If FJMFS.RiftImpGetOutofJail > 0 || FJMFS.RiftSonsGetOutofJail > 0 Return True EndIf ElseIf sHold == "Whiterun" If FJMFS.WhiterunImpGetOutofJail > 0 || FJMFS.WhiterunSonsGetOutofJail > 0 Return True EndIf ElseIf sHold == "Winterhold" If FJMFS.WinterholdImpGetOutofJail > 0 || FJMFS.WinterholdSonsGetOutofJail > 0 Return True EndIf EndIf Return False EndFunction
  18. I'm declaring the Quest is what I'm using, the quest is not a script. So I use the quest to call it's attached script. Myself I would not do it the way you have it. I would have 1 function which you would feed a parameter and it returns the value for that parameter.. Edit: Here's what I did as a standalone function, no properties needed, just pass the hold string (eg: "Falkreath") to the function and it returns true or false, tested it in a mod I was working on and it works. Bool Function isThaneOf(String sHold) FavorJarlsMakeFriendsScript FJMFS = Quest.GetQuest("FavorJarlsMakeFriends") As FavorJarlsMakeFriendsScript If sHold == "Eastmarch" If FJMFS.EastmarchImpGetOutofJail > 0 || FJMFS.EastmarchSonsGetOutofJail > 0 Return True EndIf ElseIf sHold == "Falkreath" If FJMFS.FalkreathImpGetOutofJail > 0 || FJMFS.FalkreathSonsGetOutofJail > 0 Return True EndIf ElseIf sHold == "Haafingar" If FJMFS.HaafingarImpGetOutofJail > 0 || FJMFS.HaafingarSonsGetOutofJail > 0 Return True EndIf ElseIf sHold == "Hjaalmarch" If FJMFS.HjaalmarchImpGetOutofJail > 0 || FJMFS.HjaalmarchSonsGetOutofJail > 0 Return True EndIf ElseIf sHold == "Pale" If FJMFS.PaleImpGetOutofJail > 0 || FJMFS.PaleSonsGetOutofJail > 0 Return True EndIf ElseIf sHold == "Reach" If FJMFS.ReachImpGetOutofJail > 0 || FJMFS.ReachSonsGetOutofJail > 0 Return True EndIf ElseIf sHold == "Rift" If FJMFS.RiftImpGetOutofJail > 0 || FJMFS.RiftSonsGetOutofJail > 0 Return True EndIf ElseIf sHold == "Whiterun" If FJMFS.WhiterunImpGetOutofJail > 0 || FJMFS.WhiterunSonsGetOutofJail > 0 Return True EndIf ElseIf sHold == "Winterhold" If FJMFS.WinterholdImpGetOutofJail > 0 || FJMFS.WinterholdSonsGetOutofJail > 0 Return True EndIf EndIf Return False EndFunction
  19. Hi, The reason it's failing is your querying a new instance of the FavorJarlsMakeFriendsScript that doesn't have properties set. Maybe Get the Quest and pas it as the script eg: (Quest.GetQuest("FavorJarlsMakeFriends") As FavorJarlsMakeFriendsScript).EastmarchImpGetOutofJail > 0I tested this with out declaring Properties for FavorJarlsMakeFriendsScript or the OnInit() and it works. Here's your script back, just assign the quest property in the CK (It compiles but I haven't tested it) Scriptname RKCheckThaneStatusScript extends Quest Quest Property FJMFQuest Auto ;Assign this property to the FavorJarlsMakeFriends quest in CK Bool Function isThaneOfEastmarch() If ((FJMFQuest As FavorJarlsMakeFriendsScript).EastmarchImpGetOutofJail > 0 || (FJMFQuest As FavorJarlsMakeFriendsScript).EastmarchSonsGetOutofJail > 0) return true Else return false EndIf EndFunction Bool Function isThaneOfFalkreath() If ((FJMFQuest As FavorJarlsMakeFriendsScript).FalkreathImpGetOutofJail > 0 || (FJMFQuest As FavorJarlsMakeFriendsScript).FalkreathSonsGetOutofJail > 0) return true Else return false EndIf EndFunction Bool Function isThaneOfHaafingar() If ((FJMFQuest As FavorJarlsMakeFriendsScript).HaafingarImpGetOutofJail > 0 || (FJMFQuest As FavorJarlsMakeFriendsScript).HaafingarSonsGetOutofJail > 0) return true Else return false EndIf EndFunction Bool Function isThaneOfHjaalmarch() If ((FJMFQuest As FavorJarlsMakeFriendsScript).HjaalmarchImpGetOutofJail > 0 || (FJMFQuest As FavorJarlsMakeFriendsScript).HjaalmarchSonsGetOutofJail > 0) return true Else return false EndIf EndFunction Bool Function isThaneOfThePale() If ((FJMFQuest As FavorJarlsMakeFriendsScript).PaleImpGetOutofJail > 0 || (FJMFQuest As FavorJarlsMakeFriendsScript).PaleSonsGetOutofJail > 0) return true Else return false EndIf EndFunction Bool Function isThaneOfTheReach() If ((FJMFQuest As FavorJarlsMakeFriendsScript).ReachImpGetOutofJail > 0 || (FJMFQuest As FavorJarlsMakeFriendsScript).ReachSonsGetOutofJail > 0) return true Else return false EndIf EndFunction Bool Function isThaneOfTheRift() If ((FJMFQuest As FavorJarlsMakeFriendsScript).RiftImpGetOutofJail > 0 || (FJMFQuest As FavorJarlsMakeFriendsScript).RiftSonsGetOutofJail > 0) return true Else return false EndIf EndFunction Bool Function isThaneOfWhiterun() If ((FJMFQuest As FavorJarlsMakeFriendsScript).WhiterunImpGetOutofJail > 0 || (FJMFQuest As FavorJarlsMakeFriendsScript).WhiterunSonsGetOutofJail > 0) return true Else return false EndIf EndFunction Bool Function isThaneOfWinterhold() If ((FJMFQuest As FavorJarlsMakeFriendsScript).WinterholdImpGetOutofJail > 0 || (FJMFQuest As FavorJarlsMakeFriendsScript).WinterholdSonsGetOutofJail > 0) return true Else return false EndIf EndFunction
  20. I'm not definite, but I think the path in the object window is based off created items and the path to the nif models in windows. For example I use a few customized models in the CK and I have those custom nif files stored in Data\Meshes\iWant\ In the CK those models I use are listed in the object window under Statics\iWant. http://nsae02.casimages.net/img/2015/01/16/150116101621347383.jpg
  21. Create a quest (can be empty quest) and put conditions on the quest only being started at a certain level. Add your armor to the quest so that it shows up in a chest (be it a random by location or hard set chest reference) or introduce the armor how ever you like from the quest.
  22. I added that type function into UFO as well as travel to the folllower. But I can't share it as the author of UFO didn't respond when I asked. I also added that same type of functionality in to My Home Is Your Home which is legitimately shared here on nexus. If you give the follower a home you can call them to you even if they are dismissed. Same you can travel to them or their home or their designated duties locations as well all from the MCM menu. You can call a group of up to to 20 followers at a time to you. (MHIYH supports up to 250 followers divided in to 13 groups)
  23. Jaxonz Positioner: http://www.nexusmods.com/skyrim/mods/52583/?
  24. If you want to select any npc or creature as a follower regardless of voice in the game on the fly, then you could probably try my crude hack of mod I wrote. http://www.nexusmods.com/skyrim/mods/59831/? The source scripts are included in the bsa.
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