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Truchlak

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  1. One thing I didn't tell. My NPC's race is: Dremora Race ;p So Im not sure, but maybe I should change this.
  2. Let's say... It doesn't work. I know, that mistake is from my side and It cannot be any bug/glitch. First of all I will show You what kind of "things" are associated with my follower in my modification, so You can just say, what stuff Im missing. 1. Quest Stage (40) what is the last, final stage of my quest. (Rigmor Script) -------------------------------------------------------------------------------------------------------- Alias_Therbert.GetActorReference().AddToFaction(PotentialFollowerFaction) Alias_Therbert.GetActorReference().AddToFaction(CurrentFollowerFaction) Alias_Therbert.GetActorReference().SetFactionRank(PotentialFollowerFaction, -1) Alias_Therbert.GetActorReference().SetFactionRank(CurrentFollowerFaction, 0) Alias_Therbert.GetActorReference().SetRelationshipRank(Game.GetPlayer(), 3) -------------------------------------------------------------------------------------------------------- Where "Alias_Therbert" property are: Pick Quest: A1_Quest_Therbert Pick Alias: Therbert Where "PotentialFollowerFaction" property is: Pick faction: PotentialFollowerFaction Where "CurrentFollowerFaction" property is: Pick faction: CurrentFollowerFaction 2. Voicetype of Quest Giver MaleKhajiit 3. Main Actor Tab Factions: -1 Current Follower Faction 0 Potential Follower Faction Relationships: Empty So, that are all of the things, that I have done to make my Quest Giver follow me as my companion, after completing his quest..
  3. I have changed his voice for my custom, empty (for now) template. Next what I have done was changing NPC voice to OrcMale, an this made no difference... Now I will try Your script :smile:
  4. Following is not favorite thing of Quest Giver... He don't even want to talk with me.
  5. Oh, thanks. It is compiled without problems, after adding properties and this script. But It doesn't work for now. I think it is because my dialog option is still available after completed quest. You can take a look how this dialog looks: https://imgur.com/a/lsnXZKz I have "Provoke" branch (still) available after completing quest. "Start Quest" (that first smaller branch on the left of provoke) is not available after completing quest, as it should be anyway.
  6. Ok. Everything is fine. What I did? When I removed my NPC's from the world and created them in another places, script's properties (Actor prop) were empty :) I had to reassign their positions in the world. Then compile and save. Now, when "everything" works at is should, Im going to make Quest Giver as my Follower after his Quest. Kinda tricky ;p Relationship doesn't work after completing Quest. Alias_Therbert.GetActorReference().SetRelationshipRank(Game.GetPlayer(), 3)
  7. Im already using TES5 Edit to create SEQ file, but never did more. EDIT: Done. Problem resolved. But my Belmus again cannot spawn XD
  8. OMG! I did it. Belmus is alive after taking quest now... BUT... Just look on my screenshots. How do I fix it?? I think I dragged something for a mistake or idk. There is a invisible water BOX, which takes everything what just enter it's zone... https://imgur.com/a/q3QvVV6 I hope that script at the bottom isn't cause of this "wet" problem. I just placed it in Stage (10) of the quest. "Belmus.Enable() SetObjectiveDisplayed(10)" EDIT: It seems that "WhiterunPlainsDistrict02" have " * " mark, which says that there were changes applied. But that is not any of my NPC - I did check it. So now I have to resolve next problem :D Is there any option to revert changes, only inside this area? Im unlucky person.
  9. Now it is like... Nothing changed :confused: Starting quest, information appears, but no Belmus in the world. 1. Maybe I should remove now "Alias_Belmus.GetReference().Enable()" from my stage 10 in Quest? 2. I have got two, separate scripts into my Belmus actor, directly from Actors tab. Scriptname A1_Script_Belmus extends ObjectReference Quest Property A1_Quest_Therbert Auto Event OnDeath(Actor killer) if (A1_Quest_Therbert.GetStage() < 30) A1_Quest_Therbert.SetObjectiveDisplayed(20) A1_Quest_Therbert.SetStage(20) endif EndEvent AND SECOND ONE Scriptname A1_Script_Belmus_2 extends ObjectReference Quest Property A1_Quest_Therbert Auto Actor Property Belmus Auto Event OnDeath(Actor killer) if Belmus.IsDead() (A1_Quest_Therbert.GetStage() == 10) Belmus.Enable() endif EndEvent _____________________________ EDIT: https://imgur.com/a/t1zj0np
  10. If you click on the npc in the creation kit, the object reference tab, not the actor form. should have a "disabled" box Yeah. Im just searching for this References Tab... Im stupid, because I just cannot find it. I know two ways to find "disabled" thing. First - Right click on Belmus in "Cell View" and then "edit". I get new window, when I just mark "Initially Disabled" option. Second - You can find it in the Quest Aliases tab after opening my Belmus alias, where is an option "Allow Disabled" (marked too). Take a look: https://imgur.com/a/xm16Wok
  11. If Belmus is "unique" in his npc form, then add him as unique in the alias form and not specific. Done Belmus will also need an Actor property in the scripts tab. Only: Scriptname A1_Script_Belmus extends ObjectReference Quest Property A1_Quest_Therbert Auto Event OnDeath(Actor killer) if (A1_Quest_Therbert.GetStage() < 30) A1_Quest_Therbert.SetObjectiveDisplayed(20) A1_Quest_Therbert.SetStage(20) endif EndEvent If you want the note to spawn on death, you need to make a leveled item as a death item. I don't have enough knowledge to do this :C Book as item have less of options than for example sword. Goth this :D The npc should be persistent in the world where you want him to spawn (or appear) double click on the npc in the cration kit and make sure the "is disabled" box is checked. Do You mean this? Because double click on Belmus Actor in actor's section, just open his settings tab, where I cannot find anything like "is disabled". There is only "is ghost" option, which I don't use. https://imgur.com/a/iV5DoFn I really appreciate help :smile: EDIT: I just added new script direcly to my Belmus Actor, but it doesn't work as it should. Maybe it is because I have added wrong Event type... Scriptname A1_Script_Belmus_2 extends ObjectReference Quest Property A1_Quest_Therbert Auto Actor Property Belmus Auto Event OnDeath(Actor killer) if (A1_Quest_Therbert.GetStage() == 10) Belmus.Enable() endif EndEvent
  12. Hey. Quest Giver - "Therbert" as unique actor in Quest Alias Tab. Target NPC - "Belmus" as specific reference in Quest Alias Tab. (I just choosed him in the world) There is screenshot: https://imgur.com/a/iV5DoFn and another https://imgur.com/a/QU5yyni "Alias_Belmus.GetReference().Enable()" on first stage PS. In screenshot u see that is Belmusx alias, but I have changed it to Belmus. Nothing changed.
  13. HelloI need a help with my modification. First of all, Im beginner, who watched few hours of tutorials of Creation Kit. Let me explain my problem:1. I have made 2 NPC's.2. First is a Quest Giver.3. Second one is a Target NPC which have Quest Item (it should, but it is not). First - I want to make Target NPC appear ONLY when Quest starts. Now, when Im trying to make Target NPC Initially Disabled, after adding script "Alias_Belmusx.GetReference().Enable()" into first Quest Stage and enabling "Allow Disabled" parameter in Quest Aliases Section, it does not work and my Target NPC is not even created in the place, where he should be, after starting a Quest. Last time it worked as it should... But I have copied Target NPC to another place, and removed old one. (no ID or name changes, just duplicate). From that moment I got that problem. After removing Initially Disabled parameter, my Target NPC is in the world instantly without starting Quest from Quest Giver... But it is not what I want. Second problem appears when I want to "spawn" a book / note item which is Quest Item into Target NPC inventory.It does not appear in his body after killing him.Reference to objectI don't want to create Quest Item manually in Target's NPC inventory. It makes that item easy to pickpocket.In addition. Aliases are created correctly.(Create reference to object -> A1_Note_Belmus -> Level: Easy -> Create: In -> Belmusx) Third problem is how to make Quest Giver as my Follower after completing his Quest? I did everything in "https://www.youtube.com/watch?v=BsDflXYvJ8I" tutorial, but it still doesn't work. When I complete Quest Giver's Quest, dialog doesn't changes. I can say two things to my Quest Giver - Provoke him to attack me (which doesn't work after gaining relationship from Quest) and second thing is not visible because that was dialogue that was starting first objective of a Quest. I hope that You understand everything :wink: I would really appreciate help.
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