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Everything posted by wulfy1
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The best way is to use a third party mod manager like the Nexus Mod Manager. It will allow you to determine your own load order. http://skyrim.nexusmods.com/content/modmanager/ Wulf
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Thanks David! I 'm not sure how I missed your mod but I definitely did. You have done some really good modding for Oblivion and I'm glad to see you doing it for Skyrim too. I have to admit though, even though your mod does provide multiple followers, I want to have the ability to make friends with a stock NPC and recruit them. For my personal use, I'm using your mod to attempt to do that. I know that the juice may not be worth the squeeze but that's never stopped me from squeezing. If I am able to adapt your mod to that purpose, I'll send you a message and see if you want to release it. Thanks again for the great work. Wulf
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I made some companion mods for Oblivion which I never released so I have a little experience with this type of thing and I know what I'm looking at in the Ck scripts. The way it works in the CK is that when the Follower alias is called on a reference, that alias overlays their behavior. It is like asking someone to pretend to be someone else. You ask NPC X to pretend to be your follower and that is what they do. The follow and wait packages are built into the alias along with some follower factions. It even equips a hunting bow and some arrows. I have made about two dozen attempts to get around the follower limit in various ways but the stopping point is always getting a script that works with a new alias. The way I see it is this, If you could duplicate every aspect of the follower set-up the way it is now with a given prefix ... let's just say "AAA", you could get it to work, in theory. The problem that I have had is that something gets lost in the translation. I have built the packages, factions, globals, aliases, quests, dialogues, scripts etc etc and I still end up not being able to get it working. Also, just so you know, the follower function actually spans two quests. First, the player has to engage the NPC in the "DialogueFavorGeneric" quest where the dialogue entries for "Follow me. I need your help." appear. That quest actually checks the conditions and determines that the global "PlayerFollowerCount" equals 0 along with some othe r things. If it all checks out, it then engages the "(pDialogueFollower as DialogueFollowerScript).SetFollower(akspeaker)" at the end of the topic causing the alias switch to take place. This part seems odd to me because the aliases belong to the other quest, as does the script and functions. If "PlayerFollowerCount" equals more than 0 the dialogue in the "DialogueFollower" quest kicks in and you get a negative response. Oddly, that quest is also used after the person becomes your follower, to handle the other dialogue choices. I have been really close a few times. I had all of the dialogue options working with up to 300 followers but they kept removing one NPC and replacing it with the other due to the follower alias limitation. I never have been able to get multiple aliases working, having each represent a new follower. It is my belief that without a new alias for each NPC, they just replace each other by default and I am having a bear of a time getting a new alias to work. If I understood the other functionality of aliases, I may even find that an Alias can be used across more than one NPC and that would also be a usable solution. Also, there would need to be a function which could determine whcih alias to apply to the NPC that you're talking to based on a follower count that could move up to some higher number. I used the "PlayerFollowerCount.Mod (1)" and "PlayerFollowerCount.Mod (-1)" to keep track of how many followers were with you. This allowed you to control conditions but this meant that you had to have a new topic for each of the 300 followers. There has to be a better way. My main limitation is that I am not really a scripter. I dabble but that's it. When functionality start spanning 4 or so scripts I get pretty lost. This follower function involves at least 5 scripts. FavorDialogueSCRIPT, DialogueFollowerSCRIPT, FollowerAliasSCRIPT, ReferenceAliasSCRIPT, and the small script which is generated dynamically upon the topic generation which begins with "TIF_" after you put in the fragment after the initial dialogue. I even tried a follower for followers thing where the followers followed each other instead of the player ... that didn't work so well but it seemed promising at one point. I would like to work with you on your efforts if you're interested.
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Nexus Mod Manager, the Nexus Client, entering closed BETA
wulfy1 replied to Dark0ne's topic in Site Updates
I think this has the potential to be a wonderful tool. For us that have been playing heavily modded Oblivion/FO3/NV etc for years, it's old hat to install most mods. However, I have a friend that lives out of state and the all day phone support session trying to help him install modded Oblivion was a disaster. (Well, he was also drunk as a skunk which didn't help). Having a tool that any "noob" can download and install that can make the modded life easier would be a huge boon for the community of modders and modded. The way I install mods is a little quirky and hard drive space intensive. I download to a "downloads" folder. Double click the archived files and the 7zip file manager becomes my decompression interface. The problem is that I not only have the installed mod on my hard drive in my data folder but also have another copy in my "downloads folder". It's not tough to delete that stuff but it's inconvenient. This sounds like the tool that will get me out of a bad habit and save me 20-40 gigs of hard drive space for each game. Not bad. Can you imagine if 80% of all installation errors were removed from the process? That would just be amazing in my book. Good luck on working through the Beta phase quickly and painlessly. I can't wait to download this thing. Wulf -
I really like the old design a lot more. I know that sometimes it just takes time to get used to something but I honestly feel that this redesign was a bad idea. I could look at an entry for a particular mod and gleen a lot of important information. Now it is just a cut down version of what it used to be. I cannot even tell how many endorsements that a file has. I used to be able to see that at a glance. I'm sure that this "update" represents a significant monetary investment but I'm not sure what made you think it needed to be updated in the first place. I chose to purchase a lifetime premium membership because this was the most easily navigable site for Bethesda mods, if the site was layed out then, as it is now, I would have never made that purchase. I suggest that you revert to the previous design and work on the search functions of the previous design. I had some minor nit-picks about the old design but this is really not acceptable. Wulf
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Well, sometimes if you add something like IsActionRef to anything *besides* an OnActivate block, it will block that thread until you do activate something (menus are included I believe) and then suddenly finish execution. Another possibility is that you have too much scripted activity and npc's in one area. Opening a menu will pause AI and all GameMode block scripts which would suddenly give your script time to execute. Astymma ... you may very well be my new bestest friend. You were right on the money with the IsActionRef suggestion. After a few minutes of thinking about that, I decided to look at an object I made with an IsActionRef on it. Removing the script from this item stopped my problem. Now I know what to look for if it happens again. On the upside, having this problem prompted me to clean up all my scripts and disable overhead processes when they aren't needed. Thank you so much for the enlightening discussion. Kudos go to you. I really appreciate you letting me use your brain. Wulf
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Do you guys think its possible that I have a script with a gamemode block clogging up the works, making it only possible to allow a trigger script to fire when i go into menu mode? just so you know, this mod is pretty complex. 6 companions, 12 quests plus the 6 companion quests, all scripted. several cells with triggers and about 40ish npcs. I also noticed that at various times it seems that at the beginning of combat, the combat AI seems to hang when there are more than like 5 targets for the companions to choose from. This is my first mod so I know very little about scripting. Tell me what you think. I know that triggers fire in gamemode BUT what if, when the action of a script spamming the crap out of the world finally ceases it gives that trigger the briefest moment to trigger before menu mode is actually all the way engaged. Wulf
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Yeah, I tried it. Sorry it took me a bit to reply. I think there is something screwed up in my es p or something which super sucks because it is a lot of stuff. Just to reload all the clothing and armor would take a couple of days not to mention remaking all the quests and races etc. Kind of sucks... bad lol. I may have to break off my current esp to a point before I started having this problem. I have probably a dozen or so triggers that work just fine in the earlier parts of this mod. I may just have to remake the current quest as a part II esp or something and try to combine them. Wulf
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Yeah, I have tried that too. I just don't get it. Is there some inherent problem with using zone triggers outdoors? Is there a problem with other things colliding with and disabling them, even if you specify that the player is the action ref? Is it bad to make them big to give the player a better chance of triggering them? There has to be something going on here and I just don't get it.
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This is my current iteration of the script ... still doesn't work SCN SASShaeleighInnEXTMarkerSCRIPT short Triggered begin OnTriggerActor If IsActionRef Player == 1 && Triggered == 0 Set Triggered to 1 EndIf End Begin GameMode If Triggered == 1 Setstage SavingSammiandAshani 151 SASShaeleighRefA.RemoveScriptPackage SASShaeleighRefA.StartConversation Player "SSaSHDDA" SASShaeleighPointACellRefA.enable DisablePlayerControls EndIf End
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At a stage of a quest, an NPC is given an escort package through dialogue and the zone trigger is enabled during that same quest stage in the quest stage result script. The escort runs from just south of Vilverin to Crestbridge. Once at crestbridge, the NPC stops her escort package as the player steps into the previously enabled zone trigger. The zone trigger will not fire about 95% of the time. If I open menu mode, the trigger always fires, if I am standing in the trigger. I can dance in and out of the zone but unless I open menu mode, it wont fire. I have tried multiple script approaches listed below but none of them work. I have deleted the trigger, and the script repeatedly. I have gone from enabling it during a dialogue script result to the quest stage result etc etc, which is probably irrelevant since it is obviously there since i can trigger it by opening menumode (map, dialogue anything) I have gone from the simplest *which works on other triggers I'm using example 1) short triggeredzone begin OnTrigger If triggeredzone == 0 blah blah blah set triggeredzone to 1 disable endif end I have also done this variation with "begin ontrigger player" "begin ontrigger playerref" "begin ontriggeractor player" "begin ontriggeractor playerref" example 2) short triggeredzone begin ontrigger if isactionref player == 1 && triggeredzone == 0 blahblahblah set triggeredzone to 1 disable endif end example 3) short triggeredzone short doonce begin OnTrigger set triggeredzone to 1 end begin gamemode If triggeredzone == 1 && doonce == 0 blah blah blah set doonce to 1 endif end I really have no idea why this isn't working. It's been driving me crazy for weeks if not months. Any help, guidance etc would be great. Wulf
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Having a problem with OnTrigger and cell zone trigger
wulfy1 replied to wulfy1's topic in Oblivion's Classic Discussion
Thanks for the response but it wont fire at all now. I just don't get it. It was working a few days ago and I am using the same format I've used for dozens of these things. I'm going to try to replace it all again and see if that helps. Thanks again, Wulf -
I have had this problem before and changing out the cell zone trigger fixed it but it's not fixing it this time. I have a destination set up for an escort to travel to. The player follows the escort and as or about the time that the escort reaches her location, the player triggers the cell zone trigger. The problem is that the zone will only trigger when the player is standing there and opens menu mode (inventory, game menu, talk, etc ...). It should just trigger as soon as the player collides with the zone ... Has anyone else seen this problem or have any insight? The script follows: SCN SASZoneTriggerSSACellJJBScript begin onTrigger PlayerRef Setstage SavingSammiandAshani 151 DisablePlayerControls SASShaeleighRefA.RemoveScriptPackage SASShaeleighRefA.EvaluatePackage SASShaeleighRefA.StartConversation PlayerRef "SSaSHDDA" disable end This is a revised version of the script. It used to be called just on "Player" instead of "Playerref". It also used to have a doonce loop in it. This all worked until I split out the races from the ESP which contains this script. Any help would be appreciated. Wulf
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Persistent problem with a companion mod I'm working on.
wulfy1 replied to wulfy1's topic in Oblivion's Classic Discussion
Thanks for the response David. She was set to player faction when she was smacking me around. I think I just figured it out though. It was an activator I had placed in her cell that triggers an attack when you first meet her. I didn't have the script set right to end combat with the player properly when the timer expired. I corrected that and of course it straightened out. I thought I had that set correctly but I went brain dead today. </Face_Palm> Thanks again, Wulf -
Hi guys, I have been working on a mod for a long time and am rounding the bend on it being completed (beta release anyway), and I'm having a problem. First some back-ground. This is will a pretty large mod. 6 companions from a new custom race. over 200 pieces of clothing, 100 pieces of armor, 20ish weapons including 2 new bows, 2 player homes and a pretty big quest line. I have all the armor, clothing, weapons, homes and quests finished besides a few finishing touches. I was initially going to make the companions from scratch but soon figured out that I suck at scripting, I then opted for CM partners but after playing with them for a very long time, I decided that they were not special enough. I then got permission to use Sonia/Rhianna as resource and reference and began to convert one of the companions over. I converted all of the scripts, quests, dialogues, to this NPC so there would be no conflicts then I inserted/merged my quest-line so that it all flowed. The problem I am experiencing is that she attacks the hell out of me. I will go to the bandit camp at Vilverin and she makes a B-line to me and starts wacking away. She wont even look at the bandits. I checked her aggression (15), disposition to me (100), personality (40). It's odd but she has a high (75) disposition to the bandits but that should not make her choose to attack me over them. I started plugging in various BeginOnCombat blocks from other companion scripts that make the companion not attack the player, to no avail. Once thing of note here... she accepts yields from the player. Also, she does not attack and just keep attacking. If you do not stop her, she will stop herself after about three or four hits. The variations of the scripting I have used follow: (Approach 1 from Sonia Companion) Begin onActivate if IsActionRef Player == 1 if IsInCombat == 1 if GetCombatTarget == Player Yield else set "SAAAshaniQuest".AshaniSayGoHurtSomething to 1 endif Return endif if Player.IsSneaking == 1 set "SAAAshaniQuest".AshaniSayHuhIDontThinkSo to 1 Return endif ;Never interrupt a woman. (As Jumonji said :) if "SAAAshaniQuest".fTalkTimer > 1.5 || GetCurrentAIProcedure == 4 || GetCurrentAIProcedure == 5 || GetCurrentAIProcedure == 25 || GetCurrentAIProcedure == 29 Return endif endif activate End --------------------------------------------- (Approach 2 from Vilja Companion) ref AshaniCombatTarget Begin OnStartCombat set AshaniCombatTarget to GetCombatTarget ; she shouldn't fight the player, the deer, or highwaymen that have been paid if SAAAshaniCombatTarget == Player || SAAAshaniCombatTarget.GetInFaction Prey || ( HighwaymanGotMoney == 1 && SAAAshaniCombatTarget.GetInFaction BanditFaction && SAAAshaniCombatTarget.GetBaseAV Personality == 10 ) ModDisposition SAAAshaniCombatTarget 5 StopCombat SCAOnActor elseif GetDistance Player <= 2000 && Player.IsWeaponOut == 0 Say Attack ; alert the player that she's found an enemy endif End ---------------------------------------- (Approach 3 from the basic creature companion ref AshaniRefTarget Begin OnStartCombat set AshaniRefTarget to GetCombatTarget SetIgnoreFriendlyHits 30 if AshaniRefTarget == Player Yield Return EndIf set AshaniRefEnemy to getCombatTarget if GetShouldAttack AshaniRefEnemy == 0 && Player.GetShouldAttack AshaniRefEnemy == 0 StopCombat StopCombatAlarmOnActor playGroup Idle 1 return endif End If anyone has any clue why this would happen, or an idea on troubleshooting, please let me know. Thank, Wulf
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Are there any item placement mods?
wulfy1 replied to nukeo12's topic in Oblivion's Classic Discussion
Redecoration ... It's a great mod that's I've used quite a bit. Pay close attention tot he requirements and the installation instructions though. Wulf -
I'm trying to control removeItem functions based on equipped slots in a companion mod I'm making. I have tried to use OBSE to accomplish this and it works intermittently and I was hoping that someone with experience could help me sharpen up the functionality. My example script is listed below. The quest script which provides the dialogue topics and in the result script has the lines to remove the items. The quest script has nothing more than the script variables : Short VSSTotal Short VSSClothes Short VSSJewelry Short VSSHead Short VSSUpperBody Short VSSLowerBody Short VSSHand Short VSSFoot Short VSSRingRight Short VSS RingLeft Short VSSAmulet Short VSSShield While if the dialogue topics are "Change Clothes" with a result script of "Set SavingSammiClothes.VSSUpperBody to 0" followed by "Remove your top" The result script is "Set SavingSammiClothes.VSSUpperBody to 1" I know I could use a dummy upper body slot item item to fill that slot on the companion but I want that slot open for the introduction of a predetermined item like a more specific shirt. I decided to narrow it down to one particular equipment slot until I get it all ironed out. It will remove the upper body once but will not do it a second time. The below script segment is inserted into a partner script: Short SSHeadDo Short SSUpperBodyDo Short SSUpperBody Ref VSSUpperBodyRef ;2 Begin OnActivate Set SavingSammiClothes.VSSUpperBody to SSUpperBody End Begin GameMode if SavingSammiClothes.VSSUpperBody == 1 && SSUpperBodyDo == 0 set VSSUpperBodyRef to GetEquippedObject 2 UnEquipItem VSSUpperBodyREF RemoveItem VSSUpperBodyREF 1 AddItem cmTorch02 1 EquipItem cmTorch02 RemoveItem cmTorch02 1 set VSSUpperBodyRef to GetEquippedObject 2 Set SSUpperBodyDo to 1 elseif SSUpperBodyDo == 1 && SavingSammiClothes.VSSUpperBody == 0 set SSUpperBodyDo to 0 EndIf End This is my first mod and I may be approaching this from the wrong direction entirely. If someone has any ideas/suggestions/corrections please post up! Any help would be great, thanks! Wulf
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CS Crashes when attempting to edit AI packages
wulfy1 replied to Pursinta's topic in Oblivion's Mod troubleshooting
This appeared to work at first and it does have an effect on the problem but in my case performing these steps actually made things worse. Use with caution! As an update to the previous entry... now its all working the way it should. I just don't know. I used to be a robotics engineer and I've seen more than my share of intermittent software quirks and hiccups but this is just freaking stupid. I hate crap like this. Try the following steps at your own risk. As I said, for the time being, it works again. http://geck.bethsoft.com/index.php/Bethsoft_Tutorial_Clutter Excerpt from the site: "December 20, 2008: Several Vista users have reported bugs regarding the GECK crashing when clicking on items in the object palette list and/or when accessing/editing AI packages. A suggested workaround solution is to disable tablet functionality in Vista when using the GECK. Navigate to "Control Panel" -> "Programs" -> "Programs and Features" -> "Turn Windows features on or off". This last link is found in the left-side pane of the "Programs and Features" window. When the "Windows Features" dialog box appears, unselect "Tablet PC Optional Components", click "OK", and restart Vista. " The procedure is the same for Win 7 and works like a freaking charm. It's 6:52am and I think I might just have a beer or 6 to celebrate! It fixed my problem so now I can finally work on AI packages. I am thrilled. Ummm OK, not quite as thrilled as I was a few minutes ago... I tested it a lot before I posted up here and now I am having a different but related problem. Now I can't even open the AI tab on a toon that has packages attached without a crash. I can however, click on existing packages to edit them in character/packages... or open the AI tab on a toon that doesn't have packages attached without a problem. This is such a stupid problem. Wulf -
CS Crashes when attempting to edit AI packages
wulfy1 replied to Pursinta's topic in Oblivion's Mod troubleshooting
7 Probably wouldn't help you anyway. That's what I use and I still can't select an AI package without an instant crash. This has to have something to do with the GUI on CS and the way Vista and 7 interact or translate the info. I have disabled all of the transparent "Aero" or whatever stuff in 7 and don't see a difference. It is a HUGE pain in the ass to not be able to modify AI packages. I have been threatening to release a mod for months now and it just feels like it lacks something without customized NPC behavior. If I was better at working with packages I'm sure I wouldn't need to modify anything once I completed it however, I'm pretty clueless when dealing with them. Wulf -
Hi again all ... Blender Scene Root issue/question.
wulfy1 replied to wulfy1's topic in Oblivion's Mod troubleshooting
Well, I went back through and reinstalled everything Blender related and it seems to be working right again, I also tried the split properties in NifSkope and it works great, thanks for the advice. Wulf -
Hi again all ... Blender Scene Root issue/question.
wulfy1 replied to wulfy1's topic in Oblivion's Mod troubleshooting
Thanks, I'll give that a try. Wulf -
This video worked for me when I was setting up a map marker. www.youtube.com/watch?v=skiqAsFjzmk I do not know how to do what you describe with the grass and I actually need to do the same thing. Hopefully someone will answer that part. Good luck, Wulf
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Hi again all. I hope you can help me out with this one. Everything has been working fine, I have modded a ton of stuff and was well on my way. I decided that I wanted to make a necklace that would also contain a preference specific female body part appearance (hairstyle). I imported the necklace.nif, deleted thew skellie, saved, closed Blender, re-opened Blender, reopened my saved necklace.Blend, imported the lower body mesh, went to delete the skeleton and there were two there. Scene Root and Scene Root.00 ... ummm, there should no be two there. So I did it over again in case I missed something. Same result. This time I went ahead and exported to NifSkope in case things were not being reported properly in Blender but both of the scene roots appeared there as well. I closed all progs, rebooted comp, tried again with a different set of meshes, this time stock arena armor and the female upper body with the same result. I installed a new skellie and still the same thing. What's going on here? Anyone know? Is there a way around it? Searching for variations on that theme return a ton of results which have nothing to do with my problem. It seems that I should be able to delete more than one scene root but after I delete the first one, that dialogue goes away and all I have found in Blender is add armature which obviously does the opposite of what I want lol. This was my first attempt at modifying necklaces in Blender, is that problematic? Could it be something with nifscripts? could it be an import setting or a Blender setting somewhere that I am not aware of? I am using the same import settings I have used in the recent past which resulted in my armors makign it into the game. I cannot figure out if i am not being consistent or if Blender is not being consistent. The settings I am using are from http://tesnexus.com/articles/article.php?id=363 and they have worked wonderfully. I am really lost and kinda pissed I was on such a promising roll before this. Thanks for taking the time, Wulf While I'm at it ... I have another question. this one concerns creating a modded piece of armor containing armor texture and skin texture. Everything seems to be fine in Blender but when I get it in NifSkope, it is not right. For instance; Lets say that I want to make fingerless gloves. I import the glove, and do the skeleton clean process, save, re-open then import the female hand mesh. I cut each down so that the body of the glove and the fingers of the hand are left. snap the glove openings tot he finger opening, each as a separate mesh so there are no gaps etc. following all the steps int he tutorial by LHammonds listed above. Everything appears to be correct in Blender including the material editor. When i get everything into NifSkope however, both meshes or sets of NiStrips have the same material. If I change one, both of them change. If the gloves are supposed to have DBArmor material and the fingers are supposed to have skin ... they with either both have skin or both have DBArmor. If I change either, they both change. This has also happened with armor I have tried to make from the female upper body mesh through duplication. Can someone fill me in on what I'm missing please? Thanks a ton!