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agerweb

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Everything posted by agerweb

  1. I have an esp consisting of a number of merged plugins including a worldspace. As an esp everything is fine and stable, 100s of npc's going about their business and quests running when appropriate. As soon as I convert to an esm all the NPC's stay by their editor locations in the houses and never come out - essentially no packages run. Anybody got any ideas?? Also I generated a new LOD which is fine and dandy but only works as loose files not when i place the files in the bsa.
  2. So simple, why didn't I think of that! Thankyou. The script may also come in handy.
  3. I want to give a potential follower a sword that can not be removed by the player when trading. I am guessing put a script on the sword, but what script?
  4. Angst: Rahz's Revenge is possibly the worse FPS I have ever played, I was being polite here: http://90sfps.wikia.com/wiki/Angst:_Rahz%27s_Revenge
  5. Elite - BBC Microcomputer 1984 and the strangely addictive Chukkie Egg.
  6. It's is particularly unfortunate and sad if the Mod author is actually dead. Castle Grey is an excellent mod but it has a number of easily fixable error including the e3 Demo bug which screws up quests and also benefits from some portalling. I have fixed it for my personal use, but it requires changes to the esp so I can not post it anywhere.
  7. Having made packages for more than 500 npcs of varying complexity for my world, I can say that a proportion do not work for some of the time. Which is in some cases is quite good because you find them walking randomly between settlements and generally making the place look busy. Guards have a habit of breaking their patrols and walking off and some NPC decide to walk instead of going to bed (but not the same ones and on different nights). The moral of the tale is that if you really have something that a npc must do reliably, then limit them to eat and sleep and one other package only.
  8. Actually the only file you need is the TESV_Papyrus_flags.flg file in the source directory; but extracting the whole scripts.rar file would do that. :blush:
  9. Check out tlafoon's resources on nexus he has some meshes that will work as homes. Also try Tamira's conversions of Stroti Oblivion stuff.
  10. Or just convert the esm to an esp merge the esps and convert the resulting combined esp back into an esm.
  11. I have only used Change Location and Script events but have found them reliable. Have you set up an alias(s) in you quest that finds the reference(s) from Story manager? If not you need an Alias (you can call it what you like) with the fill type "Find Matching Reference". The first drop down box has the option for whichever event type your quest is set for and the second is the event data the quest is responding to. In you case you will need 2 Alias set up like this one for Attacker and one for Victim and probably one for location as well come to think of it. Note these are not the Alias' you will set up for the actual NPC's. If you have already done all this that's me stumped as well! Also the SEQ file makes no difference to the workings of SM and indeed you would need one if you had game enabled quests as well.
  12. I lost this file with the CK update as well - I used the flags file from a computer I haven't updated, now the flag error doesn't come up just a pile of nonsensical errors when compiling anything. I put the flags file in the source folder does it need to go in a different location now? I wonder if i can use the CK files from the old computer to downgrade the CK on the new one?
  13. I have a quest node setup to cycle through 24 encounter quests triggered by a script event on triggers scattered about the worldspace (using a keyword). This works with no problems. However I have areas where I want only some of the quests to run so I have set up another quest node (with a different keyword) with a subset of the 24 quests. Despite a different keyword the new triggers cycle through all the quests. It is as if story manager is ignoring the new quest node and running the first one. I have even tried using a new trigger with it's own copy of the script. I must be missing something simple. Anybody got any ideas?
  14. By far the easiest way to do this is to duplicate an invisible activator, name it what you want displayed to the player, resize to suit and place it on the static, then attach you script to that.
  15. This is a strange problem I haven't been troubled with before. I have just populated a new town with about 20 NPC all with basic sleep, eat and sandbox packages (all In interior cells). Six of them didn't appear and no RefID recognised in the game for them. If I remove their packages they appear and I can add the sandbox package back and they also appear; but any more packages and their gone again. I test with a clean save. Oh and this is not in Tamreil its in breti's NewWorld. Any ideas?
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