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azraelb

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Everything posted by azraelb

  1. In theory it is possible to create an activator that does use the model of a static and then link another object to that activator via activate parent. So when the activator gets activated, the child object gets activated as well. But as far as I know, containers are bugged and this wont work with them. You probably still can call myContainerRef.activate() during the onActivate Event in a script on your activator. No idea how/if you can make an Activator a workshop object and also spawn a containerRef together with that activator and also get that exact container ref in your script...
  2. Yes they do (at least in skyrim) Player.IsInLocation(WhiterunLocation) and Player.IsInLocation(WhiterunHoldLocation) will both return true if the player is somewhere in whiterun (city)
  3. FairlineHillEstates Location is at least part of RR radiant quest system. So if the game triggers that radiant quest, then its references/alias linked to that deleted location might cause problems even if your settlement itself runs without problems. I think that is what causing the warinings. I guess you either have to delete the quest entirely out of the radiant quest system without damaging it or wire the quest to another location. There is also a bunch of companion dialog tied to that location, but I guess that wont cause real problems - it probably just doesnt trigger anymore... also check the random encounter system. Maybe this could also try to spawn stuff in that location.
  4. why did you change the vanilla location anyway? cant you just create a new location as child/parent of the vanilla one?
  5. I'd say that running an endless loop until the player dies is pretty much the worst thing you could do in scripting ;-) I would try something like that: 1. RegisterForRadiationDamageEvent at start 2. check radiation level when you recieve the Radiation event. 3. If player does not die in the process of your radLevel check, then registerForSingleUpdate in xx seconds 4. when you recieve the updateEvent, then check radiation again -> if player still didnt die, RegisterForRadiationDamageEvent again => this way your script should do nothing at all except waiting for the registered event(s) until you take rad damage and some seconds after you take rad damage it should go into waiting mode again till you take rad dmg again...
  6. Hi, so I know how to add glowmaps to a BGSM material file to make stuff glow. But some objects (e.g. special nuka cola bottles) also emit some light. So far I did found that this light effect comes from an additional BEGM material file that is somehow connected to a second mesh inside (or outside?) of the nuka bottle. Does anybody know a tutorial about BGEM files or can explain how this does work exactly? thx, az
  7. Instead of refreshing (F5) you also can double click on big objects like rocks, mountains... to open the Reference window. While the window is open in the background, the object will be rendered in the render window.
  8. Happened to me yesterday. I stole a book from Winterhold college library by accident and the orc just did insult me and took the book back. Might be exclusive to certain faction, never did notice that with items who are owned by merchants, guards or normal NPCs. I'd start looking into the college library: who owns the books there and what factions does that NPC have (especially crime faction Tab ) http://www.creationkit.com/index.php?title=Creating_a_Custom_Crime_Faction
  9. Well I don't really get why it has to be logarithmic. Imho this is really hard to make it transparent to the player. However, I thought about it and might have a solution. There probably is some better way to do that as I am no math genius, but at least it should work. Note that this isnt a fully working papyrus script and you'll have to set up the properties and maybe even replace some operators with the right papyrus syntax. Maybe you also want to add some exception handling (like handle divide by zero errors or NULL-checks)... ; Properties ; increase maxPower and/or base to get a steeper curve maxPwrToRaise == 6.0 baseToRaise == 2.0 ; skillCheckMax PlayerREF skillValue == PlayerREF.GetActorValue(skillToCheck) if skillValue < skillCheckMax floatToRaise == maxPwrToRaise * (skillValue / skillCheckMax) ; max value of your curve logMax == pow(baseToRaise, maxPwrToRaise) ; current value of your curve logValue == pow(baseToRaise, floatToRaise) ; calculate chance - value range: 0.01 -> 0.99 chanceToPass == logValue / logMax ;generate random float from 0.0 to 1.0 if Utility.RandomFloat() <= chanceToPass //Check passed else //Check not passed endif else //Check passed endif example (skillCheckMax = 50, baseToRaise = 2, maxPwrToRaise = 6): - with a skill of 46, the player still has 72% chance to pass the check - with a skill of 40, the player still has 44% chance to pass the check - with a skill of 30, the player still has 18% chance to pass the check - with a skill of 15, the player still has 5% chance to pass the check You also should check how good/random the RandomFloat() function really is - no idea about that. I also dont know what GetActorValue() returns if you have made a skill legendary after reaching 100...
  10. Be careful around Navmesh marked as "preferred path" (e.g. roads). In my experience NPCs get stuck/behave strangely If your navcut boxes are placed on top or overlap "preferred path"-Navmesh. Especially if the Navmesh is made of big triangles...
  11. Hmm didnt happen to my custom workbenches so far. Might be a keyword you did add? What keywords did you add to your furniture and what item do you want to create with your recipe?
  12. Are you sure that your recipe only does craft 1 item? As far as I know this happens when your recipe does craft e.g. 50 scrolls at once. If this is the case, then probably the only sulution is to turn off exp completely for this workbench and create another workbench for all your "normal" recipes
  13. The global variable is for storing an integer, so you can access it and calculate it from everywhere (every quest, triggerbox, activator...) You might have an actor involved in multiple quests with dialog, so you dont want to loose the information when quest A is finished, so you can use it in QUest B.. According to your example.. its pretty easy imho: 1. You set the relationship global, the civilWar global and the confidence global according to the dialog options of your quest(s). 2. after you change the value of a global check if you have to do something For example: - if relationshipGlobal >= 50 and <= 75 then setRelationshipRank to Ally - If civilWarGlobal > 75 add imperialFaction to the actor; if < 25 add stormcloakFaction to the actor, (dont forget to call setReaction too - http://www.creationkit.com/index.php?title=SetReaction_-_Faction ) -> You can do all kinds of checks like: ; if relationshipGlobal < 15 and confidenceGlobal > 60 add IhateThePlayerKillOnSightFaction to the actor 3. You also can set up AIPackages with coditions checking the globals like a stayAtHomeSandboxPackage0x24 with condition confidenceGlobal < 10 to make the NPC never leave its home again or a patrol package for letting him patrol around the town if he is in imperial faction and has a confidenceGlobal > 50 or a hideInTheWoodsStormcloakSandboxPackage0x24 if stormcloakFaction and Confidence > 50 to make him sandbox in some stormcloak camp...
  14. As far as I know, if you check the checkbox 'Auto-Calc' the amount of charges and charges per use were calculated automatically based on the effect(s) you choose. If you de-select thze checkbox you can set them manually e.g. set enchantmentcost = 0, to create e.g. a sword wih firedamage that never runs out of charges...
  15. If you want to add this feature to a couple of custom unique NPC's then I would probably have a look at this: http://www.creationkit.com/index.php?title=Relationship Using relationship ranks, I'd try something like this (not 100% sure if this works, but this is where I would start): 1. Make a global variable relationPoints for each NPC. it will store the current relationship to the player. (e.g. -40 = max hated; 0 = neutral; 40 = max friendly) 2. Create a Relationship quest for each NPC. Set Stages up for relationship ranks showing here: http://www.creationkit.com/index.php?title=SetRelationshipRank_-_Actor In Each stage you'll set the specific Relationship rank and add whatever you want the actor to do. (e.g. give the actor AI packages that only run while this quest stage is active - maybe you want children to flee from the player if he was mean or something like that) 3. So if you have some quest with e.g. an insult dialogue line, you add a script to that dialogue that gets the current value of of the global, subtract any amount you want and react according to the result. (e.g. you'll get currentValue = 15 (friend), the insult does -20 Relation Points => new Value = -5 (rival) So you'll set the rival QuestStage) Also doesnt always have to be a quest/dialogue... For Example: NPC_01 doesnt want the player to enter his garden? -> set up a trigger Box, and when the player does enter the box, you'll calculate the new relationPoints and set the RelationshipQuest to the stage according of the result... -> Dont forget to end the quest when the NPC dies -> you also might want to check that the global value doesnt get lower/bigger than the max amount -> also consider setting the positive max to "ally", so that not everybody can get to rank "lover". -> In some cases you maybe also want to add the NPC to a certain faction if you need to do certain things.
  16. if you dont find a solution, at least you could use the mesh as crafting workbench without any animation... I even prefer this in my mod as it is faster and more convenient without waiting for the animation to finish all the time.
  17. Hi, currently I am creating a mod including a prison. Some prisoners should be chained to those wall mounted shackles, so I created a "sit" AI Package and did call the SetRestrained() function at package start (and did remove it when the package stops). This part already works as intended, the prisoner is chained to the wall. However I don't want them hanging there all day and night, so for a test, I did limit the "shackle" package to 12h and did create another "sit" package linked to a bedroll for the rest of the day . So far so good, the cycle works like intended: from 0-12th hour , he is shackled, after 12h he walks to his bedroll and sleeps for 12 hours. Now the cycle should repeat... and that's where the problems start :( After his 12h sleep, he gets up and does nothing; instead of going to the shackles he just stands on his bedroll until the sleep package kicks in again. However, if I leave the cell and enter it again (before the sleep package) he is shackled again until the sleep package starts. Problem: => The prisoner is only shackled when I enter the cell while the "shackle" package is active. When I am in the cell while the "shackle" package starts, it doesn't work. The same thing happens when I use the boundCaptiveMarker instead of the wall mounted shackles. Would be really cool if some AI package Pro knows how to solve this problem. Thx, greetings AZ
  18. There is a column "count" in the object window that shows how often an object is used. I think there also was a way to list all cells where that specific object is used, but I cant remeber how it worked. Is there a way to do that or did I remember wrong?
  19. When I drag a light into the render window and change its intensity, color... then I only change this reference, not the light object itself right? Besides that, is it better to use vanilla lights when creating a mod or should I duplicate vanilla light objects and only use my own? Using my own lights and image spaces probably should be better as my interiors always will look exactly like I want, even if another mod does change lighting - am I right?
  20. First, thx for your answers! hmm have to try that, but objects already move pretty fast. Couldnt remember that I had this problem last time I used the CK (back in 2012). Looks like I probably just have to live with it :(( Thx this worked!
  21. Hi, I recently re-installed the CK after several years and trying to get into it again, but I stumblen upon a few problems I couldnt find a solution yet. 1. When I duplicate a cell, it does mark * the original cell as edited in the cell view. - Does this mean programs like Tes5Edit will show the cell as edited? - How can I prevent that? 2. When I drag another room piece into the render window, it isnt on the same height than the floor of my room and I always have to lower it first - even with grid snap active. What can I do that it will be the same hieigt so that it will snap right away without changing the height all the time? 3. When I want to move an object to the right, movement stops all the time, so that I have to release the object and start draggin again and again . In all other directions I can move the object without problems, just moving to the right is really annoying. How can I solve that? Thanks for your help, Az
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