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agerweb

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Everything posted by agerweb

  1. I need to provide a player with a journal I can update as the game progresses. The easiest way is to add a journal to their inventory as a quest item and then remove and replace it with an updated versions; but I don't want the game to give the message item added or removed each time. I am aware that I could add an item by using a dummy NPC and transfering: Alias_Actor01.GetReference().RemoveItem(Alias_Object01.Getreference(),1,False,Game.GetPlayer()) which doesn't give a message, but, transfering from the player to an NPC still gives the message - item removed.
  2. Your best asking on the SE Forums then. https://forums.nexusmods.com/index.php?c=4040,4045
  3. If you using global variables you don't need to declare that variable within a script; but the same usage applies if you do. Just create the Global from the Object viewer in the CK. The advantage of Globals is they are then available to any script fragments you use. In the 'quest data' tab of a quest there is a box on the right where you add the global variables you are using in the quest. I have never been entirely sure whether this is necessary, but I do it to be on the safe side.
  4. Why don't you just create however many Integer Global variables you need and then in the papyrus fragment on the Topic Info do this: MyVariable.SetValue(<something>) or if you just want to increment it: MyVariable.Mod(1) Don't forget to start the line with a semi colon, then when you have assigned the property to MyVariable take away the semi colon and recompile.
  5. Right and he is in a faction with a chest attached to him, with the correct items that he can sell. Which for him is apothecary items like potions, poisons, and alchemical ingredients. In which case the fact that you have made the potions themselves owned by a faction may be the problem. I haven't seen that done before and as a side effect it also may mean those potions can't be sold by any other faction.
  6. The merchant NPC needs to be in a faction that has a merchant chest associated with it and that merchant chest contains the items he can sell.
  7. thank, it is entrance to the manor Garden. Seen it, and with just this mod loaded the chest is a vanilla one. You must have another mod which replaces the chests with different ones.
  8. By asking on the Fallout 4 forum: https://forums.nexusmods.com/index.php?/forum/3935-fallout-4-creation-kit-and-modders/
  9. Having looked at the Proudspire mod you referenced in the CK, I can't find the chest resource. The screenshot you showed with the entrance the walls and the assets (chest, table etc) is not in this mod. It doesn't actually look like an entrance to the Manor at all.
  10. All skill books are under Books the name starts with 'Skill' eg SkillAlchemy01
  11. I seem to remember there is a "forcegreet" package for NPCs
  12. Mod authors, including me, often include the source files for a mod in case anybody is interested or wants to see how something was done for their own modding.
  13. The source folder contains the uncompiled scripts (.psc files); you only need it if you are going to use the Creation Kit. The game only needs the .pex scripts in the Scripts folder or any that are in the bsa's. If you are going to use the CK and will need to create scripts you need to unpack the scripts.rar package in the data folder this has all the vanilla source files which will unpack in to the Source folder.
  14. Did you set your script command as a comment before adding the property? ie ;MyCustomGlobal.SetValueInt(1) Then the CK doesn't get a chance to try and compile before you have added the property. Compile after the property is added then remove the semi-colon and compile again. You can make it work without doing this but the CK can throw a hissy fit.
  15. even when you dont have audio for it?If you don't provide an audio file then any lip generated would be blank and no lips would move. But what would be the point if you want the NPC to speak.
  16. If you don't generate a 'lip' file for the line, the NPC will not move there lips when the line is played.
  17. He gives the resources he uses in the Credits. eg https://www.nexusmods.com/skyrim/mods/23828 Note the resource in the link is for Skyrim LE and doesn't appear to be available for SE so you would need to convert the meshes with CAO or NifOptimiser.
  18. You might be better asking as a specific question about creating LoD meshes.
  19. Don't know of any tutorials on adding custom lod to custom meshes. But in order for a custom mesh to have a lod attached you need to tick the box 'has distant lod' for each mesh and then specify the distant Lod Meshes you want it to use.
  20. Yes, I listed that in the middle of my post. I'm considering changing my mod to use that method. The file size would be much smaller, and custom meshes and textures would show on the shelves. That COULD be a problem if a mod changed the size of the object much but that should be rare. You are probably right, that might be the best method. You were suggesting a trigger box which you could use, I'm talking of the rectangular orange invisible activator. Its listed as DefaultInvisibleActivator.
  21. Third way is to use a static and place an invisible activator in front of it.
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