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pcaviator

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Everything posted by pcaviator

  1. I have 4 Nordic puzzle pillars (NordefaultPuzzlePillar01Nofurn). Ordinarily the player would activate the pillars into the correct sequence & pull a lever to open a gate on the right combo. My circumstance is different, the player cannot access the pillars directly, but I want the player to activate a separate activator object (say a switch) that will change each of the pillars to their correct solution when the switch is activated (the solveState property of each of the puzzle pillars). I cannot seem to find the right papyrus code for this. Thanks in advance.
  2. In my mod I have a destroyable mine wall object linked to a duplicate & a script to manage the destruction with player prompts suggesting the walls state of destruction. It work fine & the wall is destroyed after 4 hits which is what I want. HOWEVER, the wall only reacts to projectile damage (ie arrows & destruction magic) & does not react to pickaxes or hand-weapons such as swords. Presumably the non-projectile weapons are not triggering the on-hit event. Any way to get non-projectile weapons to damage the wall?
  3. The aim is to have a mine wall that the player caqn destroy to real a dungeon beyond. I have a mine wall static object (MineCLWallCorner01) that I've made into an activator, and set the destruction data for the activator. I've also attached a script that destroys the wall when the OnDestructionStageChanged event reaches stage 4-5 (don't know if that's really needed as the destruction data is set to destroy the object at stage 5). I've duplicated the wall & placed it in a void & linked the two activators. The wall works well & can be destroyed by the player using destruction magic. It takes several casts of a destruction spell to do the job, but that's as intended to progress through the destruction stages. My problem is that when I try to hit the wall with a pickaxe or sword, nothing happens. No wall-strikes & no OnHit event is fired. can anyone direct me to a methodology that I can also allow the player to do damage to the wall with weapons & not just spells? Thank you for assistance.
  4. The "Skytest - Realistic Animals & Predators" mod has these features: * Bears will hibernate in the winter. * Most animals will try to find a mate once a year.
  5. I have a mine wall that the player needs to pick away at to expose a Nord crypt. On the other side of the wall is a wandering skeleton. My problem is that you can hear the skeleton from inside the mine which is not my intended scenario. I would prefer the skeleton not to make a warning sound until after the player has broken through the mine to the crypt & entered into the crypt itself. Any ideas on how to achieve this? [EDIT] Never mind - I'm trying 'edit base' - sound - sound level - silent
  6. I ported the "Give beggars Food" mod from oldrim for my personal use & it works well. Unfortunately, the mod author declined to give permission to publish it for SSE but you could port it yourself.
  7. Thankyou maxarturo. I haven't touched magic runes at all so I'll remove all other mods & test again.
  8. Making my 1st dungeon. I have a NorHallSm1wayStair128 object in my crypt hallway. Whenever I go down that stairway the player triggers an explosion that results in fatal damage to the player. It's like there's an invisible fire rune in the hall way. I see nothing in the CK on the stairs; no rune, no tripwires, no traps, just a plain stairway. In-game is the same. I tried deleting the stair & placing a new one but problem persists. Anyone have any ideas what's going on?
  9. I'm making a mod that's dependent upon another author's mod. The other mod is an exterior of a building without an interior cell. My mod is the interior for the other mods building. The other mod has 2 load doors that transport the player from the exterior ground level to the exterior building roof & vice versa. I want to change the load door destinations to my mods interior cell for each of these doors. I've tried esmifying the other mod & altering the load door destinations which didn't work and tried deleting the other mods load doors & replacing with new load doors which didn't work. Help id appreciated.
  10. I want to select a random NPC actor as a quest alias in a repeatable quest. A different alias each time the quest runs. Not sure if this is a good way to accomplish this but I've assigned each NPC actor a common keyword. Now in the quest alias tab I want to have the quest pick one of the NPC's with that keyword. I have "unique actor" checked & 'none" as actor, then under 'match conditions' set HasKeyword to "MyKeyword" == 1. Will this select a random actor with that keyword? or have I got it wrong? Alternatively, should I write a script that makes a formlist of forms that have the keyword, then assign self=random_formlist_element to the quest alias ?
  11. I'm making a crypt chamber. I've placed ruinsFloorCangleLamp objects (unlit activator & lit candle) & attached a script to turn the candle off & on. This operated as intended. I've also have a torchpermanent wall sconce lit & unlit activator that does the same & works as intended. Just recently (after further editing of crypt objects), the candle & wall torch now appear in-game in a different position to that in the CK. The lit candle has moved several feet/metres away from the unlit candle & the lit & unlit wall torch are correctly positioned over each other but have moved away from the wall & are floating in thin air. Other objects in the crypt room are unaffected. I can't figure out what's caused this or how to correct the situation. Any help appreciated.
  12. Let's dial up the difficulty. I use these mods to make the game for difficult: Scarcity (less loot) Rarity (less gems) You hunger (less food) Skylock (realistically safe locks) Realistic Lighting Overhaul (no dungeon lights - bring a torch) Campfire / Frostfall
  13. I have many dungeon hall pieces all aligned at the same horizontal level, but unfortunately that level is not zero'd in the Z access. I can select all the hallway pieces by left-mouse-hold & swiping over them. Is there a way to edit the properties of ALL those cell & set them to Z offset zero?
  14. Making my 1st dungeon & having issues setting up a patrolling skeleton, skeevers attacks & draugr sitting on a throne. None of these creatures appear when I play the dungeon in-game. 1. Skeevers - I've placed an EncSkeever object & linked it to a defaultActivateSelfTRIG triggerbox. But when I enter the triggerbox nothing happens & no skeevers can be seen. 2. Draugr on throne - I've placed a LvLDraugrAmbush1HMale object & linked it to both a creatureSitMarker01 object & a defaultActivateSelfTRIG triggerbox. But when I enter the triggerbox nothing happens, the throne is empty & no draugr appears. 3. Patrolling skeleton - I've placed a LvlSkeletonMeleeMixed object & linked it to a DraugrPatrolMarker - But when I approach the object's location no skeleton can be seen. Help much appreciated.
  15. Thankyou very much for your assistance Ghaunadaur. I've managed to compile the script without errors & attach it to the trigger box, but there is no sound output when the player enters the trigger box. I slightly altered the script code to better detect where to problem lies. I see the "player enters" debug message when the player enters the triggerbox, but I don't see the debug message saying the player exited the triggerbox. This suggests that the SoundInstanceID variable is not being set & thus there seems to be a problem with how I've set up my sound file in CK. I created a new 'sound descriptor' & pointed it to the soundFx WAV file. The WAV file does not 'audition' in the sound descriptor dialog but I believe this is a known CK issue. The sound file is uncompressed (PCM audio format) 44100Hz 1411 kb/s 2 channels. Do you know where I've got the sound setup wrong? Scriptname _AST_FjotoitWellWaterSFX extends ObjectReference ; _AST_WaterDripsLargeRever setup as a 'sound descriptor' type Sound Property _AST_WaterDripsLargeReverb auto int SoundInstanceID Event OnTriggerEnter(ObjectReference akActionRef) if akActionRef == Game.GetPlayer() if Is3dLoaded() SoundInstanceID = _AST_WaterDripsLargeReverb.Play(self) debug.notification("Player Entered Well Trigger") endif endif EndEvent Event OnTriggerLeave(ObjectReference akActionRef) if akActionRef == Game.GetPlayer() if SoundInstanceID Sound.StopInstance(SoundInstanceID) debug.notification("Player Left Well Trigger") endif endif EndEvent
  16. I've made a custom sound effect. When I place it into a world space (Tamriel-WhiterunExterior01) it plays OK. I want to have the SFX play (loop) when the player enters a trigger box located in that world-space, & stop playing (looping) when the player leaves the trigger box area. The script for this is below, but I can't get it to compile either inside the CK or inside Notepad++. In CK, I open the triggerbox properties & go to the 'script' tab. Then "add" to add a new script, BUT I get a "the extends script does not exist, pick one that does". I've copied the scripts.rar file from Oldrim & extracted it to ./scripts/source folder. I can't figure out why CK won't let me enter the script directly? Is there a better way to have a SFX play when the player get close to an object? scriptname _AST_FjotoitWellWaterSFX extends ObjectReference ; _AST_FjotoitWellSFX ObjectReference Property _AST_FjotoitWellTRIG Auto Event OnTriggerEnter(ObjectReference akActionRef) if akActionRef == Game.GetPlayer() _AST_FjotoitWellSFX.Enable debug.notification("Player Entered Well Trigger") endif Endevent Event OnTriggerLeave(ObjectReference akTriggerRef) if akActionRef == Game.GetPlayer() _AST_FjotoitWellSFX.Disable debug.notification("Player Left Well Trigger") endif endevent
  17. Yes, it's a legacy navmeshed house my follower will use the idles inside the house OK.
  18. I'm new to mod creation so would value some assistance please. I made a custom home for my new NPC by duplicating & renaming one of the Whiterun NPC's homes. I have a my NPC sandboxing outside the home which is on the outskirts of Whiterun (outside the town) in cell WhiteRunExterior01. I've set condition for my NPC to go inside his home in his sandboxing Ai package, by setting the package templete to "travel" & the place to travel as the house cell name. But when the conditions are met for the NPC to travel inside, he walks into Whiterun town & stops outside the original house that I duplicated. It's as though he's ignoring the renaming of the house cell as his own. Help appreciated.
  19. There was a new mod for SE published about 1-2 months ago which changed the way religion worked in the game. Introduced more divines players could follow a particular faith & praying to a particular God at that God's shrines gave additional player perks to skills etc. Can't find it again though. Thanks in advance. [EDIT] Found it, called "Wintersun - Faiths of Skyrim"
  20. Is there a mod out there that adds/changes the apothecary inventory items list to show items by category of effect ? If I want to make a certain type of potion (say) fortify magica regen, then I want the vendor to show only those ingredients for the selected/desired potion. Thanks in advance.
  21. Thank you for the advice. I'm using SKSE64 2.0.10 & have reinsntalled that many times. Copied dll's & exe & data folder to game root folder. I'be already disabled all mods in MO2 & tried launching the skse_loader.exe as admin via MO2 & manually from the game root folder as admin. I've alse tried removing all dll's/scripts from the data/SKSE folder but this did not fix the issue either. All fail to start the game & cause CTDT. I can start skyrimSE_loader.exe inside MO2 or manually from the game root folder & the game starts OK.
  22. Same crash whether I launch skse_loader from inside MO2 or launch skse_loader as admin manually in file explorer (outside MO2)
  23. The game crashes when I start skse_loader.exe with MO2 irrespective of whether I have mods activeated or no mods activated. I'm confident that I have properly copied skse ddl's & the data directory to the game base directory.
  24. As the title says, I'm at my wits end with this problem. I can no longer play my modded Skyrim SE games after the last game update. Prior to last game update my gameplay was running many mods without issue. Now I can start the skyrirn_loading via MO2 & game launches OK, but when I start the game by via skse_launcher via MO2 & briefly get a black screen that sometime show the game intro logo for 1 second then crash & return to MO2. Using Skyrim SE 1.5.53.08 and mod organizer2 2.1.5 and SKSE64 2.0.10. a. validated game files by steam game properties - verify game files - All OK b. updated to latest LOOT versions, ran LOOT & verified no load order or mod incompatibility issues. c. removed all dll's & ini's from data/SKSE folder - No fix d. checked SKSE logs, can see no errors. e. reinstalled skse - No fix. f. reinstalled MO2 - No fix g. tried launching skse_loader in MO2 with no mods activated - No fix. ?Does this suggest a problem with skse? h. Tried reverting game to previous Skyrim version & previous SKSE version - No fix. I desperately need someone who can be patient enough to work through each possible issue with me, but I can't think of much further to do.
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