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JetSteele

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Everything posted by JetSteele

  1. I've removed the disabling of controls and the dialogue still isn't able to be clicked on. The options appear but they cannot be clicked and the voice file played. It does seem like its an engine bug.
  2. Yes everything is fine when the controls aren't set. The script extends scene hidden; debugging the controls after the scene ends says that they are enabled. Tried 1 and 2 parameters but it still did the same thing. I'll try it without the disabling of controls just to see if it also occurs.
  3. Using Game.DisablePlayerControls() and Game.EnablePlayerControls() at the beginning and end of the scene.
  4. As the title says after a scene is played the dialogue options aren't able to be clicked on afterwards (the NPC is a custom one with a custom voice directory). I've generated the SEQ and put it in the proper place (done it before) however the only way to re-unlock speaking with the NPC is to leave the cell and re-enter it; at the moment only the first dialogue topic is done so I'm unsure if this affects all dialogues or just the 1 topic. The scene ends with a dialogue and I also have a stop function at the end. Encase its important the players controls are locked for the entire scene and unlock after the scene is done. Does anyone have an idea what can cause the dialogue to get stuck like this? *Edit: Also the dialogue only locks up after the scene plays, if you just talk to the person then the dialogue plays normally; and there is voice files associated with the dialogue already.
  5. I've taken a quick look at the mod and the glowing eyes mesh file isn't conducive to making eyes glow. The settings aren't set up properly: its set as an environment and not a glow map as well as certain integers inside the mesh need to be adjusted as well. If this mesh is the one controlling the eyes then this is the reason why it doesn't glow. Also, each type of glowing eyes need to be a separate mesh file as the glow color is set inside the NIF and not the CK. Therefore if one set of eyes glow say cyan and another glow ruby red then that requires 2 NIF files and not 1; and the adjustments to which NIF goes where needs to be also set up in the CK afterwards. This info is more for a modder if they want to fix the issue presented here. Unfortunately I'm waist deep in dialogue creation at the moment myself and don't have the time necessary to fix this up; if this isn't taken up and I have some free time after my dialogue is finished then I'll make a fix for this.
  6. Yeah, it seems to have been an issue since vanilla Skyrim. I've quazi fixed it by adjusting the head mesh a little higher (the head was inside the neck for some reason and not aligned as the female head on the female body is) as well as making sure that the sub-maps are properly aligned (color wise); then I've edited the mesh files to reflect lighting as the UNP body does (used it as a way to judge what the intervals in the mesh should be changed to). The only thing I didn't alter yet is the diffuse map. It seems that either the diffuse colors don't align with the body at the neck or the head mesh has something going on with it making it lighter than it should be; I'll continue tinkering with this until I find a fix for it but that is all I've got for now.
  7. You need to link the property to the Object Reference. So you need to click on the script to bring up the property list then link the property to the xmarkerheading that is in the world which is at the location where you want to teleport to.
  8. This is what your looking for
  9. Based off of the info you provided on your first post you wrote: ObjectReference Property ST_TamrielLandingMarker and in the moveto function you wrote: ST_TamrielLandingMarkerPlayer​ You need to have your properties match up with your fragment or they would be considered 2 separate properties, therefore Player needs to be removed from your moveto function and written like this: Game.GetPlayer().MoveTo(ST_TamrielLandingMarker) and can you tell us what is written on the 16th line? Is it the moveto function?
  10. There is a spell called BleedingSpell. Its used in the werewolf form when you feed off of a corpse; I'm using it in a scripting function as well and its the closest thing I found to make your character bleed. Just make sure to cast it on the player as the target and it'll work: BleedingSpell.Cast(PlayerRef, PlayerRef)
  11. As Bobby said this seems to be a sales pitch; for this scale of a request it would require a team of modders to put something like this together and unless they all think its something they would want to invest their time into then the idea might not be picked up. If this is a mod your working on then I'd recommend posting proof of concept stuff (pictures, videos) something that would allow other modders to see what there is and to also see that if they were to jump onto the project then they know that you'd put in the work for your part in the project. So the request should be detailed a little more thoroughly. But if I can give you a piece of advice; from a modder to you. If this is a sales speech and not something your asking for help to develop then I'm afraid you won't get anyone biting. At best I would see a modder taking the idea and turning it into a quest mod but much smaller scale than a new lands project; the idea is good just the scale your requesting is huge. I've worked on a new lands for 2 years alone before I burned out on the project because it wasn't going anywhere (way too long to do everything alone); and my project was a little larger than what your requesting. My advice is to pitch it as a quest mod and not a new lands; your chances of someone deciding to make a quest (in Skyrim) from this idea is much larger than for a new lands project. Also, I would clarify if this is a project already in development or an idea you just are throwing out there since its not clear by your post. I'm not trying to dissuade you, just saying to try to be a little more reasonable with this request. I'm going to leave this post off on this note: Nephilim is a half angel/half human race mod; for the project in its entirety I've put in a good 400+ hours. Now I'm quite strict when it comes to things and how it works in a project and I'm till this day still putting time into improving upon the mod. Now if I can put 400+ hours in a race mod​ imagine how many hours are required for a fully fledged new lands project...food for thought.
  12. In my Nephilim mod I'm working in werewolf support. However instead of using the regular werewolves from Skyrim (I just felt that they didn't do it for me since the transformation is timed) I created a completely standalone werewolf form that works without a timer and the transformations are a little more animated than regular werewolves (at least as much as I could make it using vanilla animations). If you played with Supernatural (my beta test of this system when I first designed it) when it was available then this is an upgraded system derived from it. The only barrier I came across is the werewolf skill tree. Is it possible to change the settings of the tree to allow it to also appear when in my custom wolf form? Or is this one of those things that is hardcoded into the game itself. I could work around it but I want to know if I have to or if there is a settings somewhere that I could change in the CK. Thanks for any help you guys can provide.
  13. Put the horse in a custom cell like the unowned cell (duplicate said cell). Then change this part of the script: Actor Property Mharphin Auto to: ObjectReference Property Mharphin Auto then set the property to the horse from the cell (very important or the script will not grab the horse and nothing will be summoned. An actor property takes the data from the CK entry and adds it to the world while an object reference takes the existing world entry and simply moves it to where you specified. So the one horse from the custom cell will be moved where ever you summon him instead of making duplicates from the actor property. Actor properties work if your horse would dispel but since you don't want it to then you'll need to use an object reference. Hope this helps
  14. Alright so I actually found this out completely by accident but if you use ShowRaceMenu in game when your in the transformed state the detail map appears however reverting back into your regular form the detail map doesn't disappear and another ShowRaceMenu is needed to get the face back to normal. So new question: does ShowRaceMenu launch a function that generates the detail map properly? And if so is it possible to call that function alone without ShowRaceMenu?
  15. Personally I'm not sure how to fix it since I never really tried anything with the mannequins myself but this mod fixed the mannequins; maybe take a look at how it was done to see if it could help you out: h​ttp://www.nexusmods.com/skyrim/mods/10652/? There is also some information on modded mannequin making on the mod page so that itself might help you out.
  16. As far as I've seen no. Since Steam removed their upload limit; it seems that the file it creates has some stored data in it which allows the workshop to recognize the mod. The only thing I could have done was delete the old mod and re-upload as if it was new. When I did it I put a notice on the old mod with a 2 week notice that directs people to the new mod and after the time limit past I deleted the old version.
  17. Its because when you upload an item to steam it creates a file in your data folder (can't remember what since its been a while) if; like me; you deleted it because you thought it was worthless when you go to update it won't reconize the mod and will upload as a new one. You need to keep those files in your data folder to overwrite your old mod.
  18. I feel really dumb right now...not even 30 minutes after posting I got an idea and it worked. So for anyone else that needed this for whatever, here is the fragment I came up with. Essentially you need to create a dummy actor which I called MyGhost and an ActorBase which I called MyGhostBase. Remove all items from it since it always has iron armor (don't know why this is) and set its essential flag to false (its essential flag is on at the beginning for some reason) then kill it and transfer all your items to it. Done you got a corpse container duplicate of the player. This is the fragment which I added to my script which got me my body: MyGhostBase = PlayerRef.GetActorBase() MyGhost = PlayerRef.PlaceAtMe(MyGhostBase) as Actor MyGhost.SetRestrained(1) MyGhost.SetAlpha(1.0) MyGhost.RemoveAllItems() MyGhost.GetActorBase().SetEssential(false) MyGhost.Kill() PlayerRef.RemoveAllItems(akTransferTo = MyGhost)​
  19. Solved. Answer In Second Post. In my Nephilim mod I'm making my own death sequence for that specific race. Got the scripting down but since your "dead" and you soul gets sent to a limbo of sorts before you do a small quest to return to the land of the living I'm removing all loot from the characters inventory (it wouldn't make sense to me that a ghost still has the gear from his corpse somehow). However I don't want to just up and destroy everything. It might cater to more heavy rpg players but the more casual players won't enjoy the loot that they spent their time collecting just disappearing. I thought about creating a container of the player (how a regular npc dies then turns into a container for the loot) but I have no idea how I would go about making one. I recall seeing a death mod that when the player dies he turns into a ghost and then has a body duplicate of himself wherever he died and when he returns there and clicks on the corpse he returns alive again. Not exactly what I'm looking for but it might help me to make a derivative and create a container corpse (that looks like the player)...however I am drawing a blank and have no idea what that mod was called (it was quite old). If someone knows the mod I'm talking about or can point me in a direction for the script fragment I need to get a corpse for the player it would be much appreciated.
  20. You could try to make an onupdate script for the actor at every second and use the game.getplayer().isincombat() detection variable. Run the variable every second and when the game detects that the player isn't in combat have a actor.kill() command to well kill the actor. creationkit.com/IsInCombat_-_Actor creationkit.com/Kill_-_Actor creationkit.com/OnUpdate_-_Form
  21. http://www.nexusmods.com/skyrim/mods/27738/? ​ an interesting little mod that kinda sounds like it does what you want it to do; you set up which city you want to go to and it walks the character there. I didn't even know this exsisted until someone pointed me to it...you learn something everyday it seems. The least this could do is test your mod setup for you by walking your character around.
  22. Do what TheFirstEnD said; it'll remove the edit from your esp and everything will be good as new again. I'd recommend keeping TesVEdit afterwards too, when your done a mod its a good idea to just clean out things that you don't need as sometimes the ck saves stuff in the esp; blank references to name one thing. Just make backups before you save with TesVEdit encase something screws up. Sometimes when running TesVEdit and then opening a mod I'm working on in the CK, TesVEdit sometimes screwed something up and bugged out the mod; for me one time it didn't allow me to add spells to a race after cleaning. Encase anything goes screwy just load the backup and reclean it in TesVEdit and everything should work properly once again. When modding always keep a good 2 to 3 backups just encase something goes wrong. Always better to be safe then sorry :wink:
  23. I agree with Brigand231, I just released my first race mod for Skyrim about a week or so ago and I got at least 7 different races that people want me to make compatible with my mod. And its all fine now that everything is free, but if people pay for a mod like mine and then incompatibilities show up between mods; users will be complaining and maybe begin ranting because of the incompatibilities (and to an extent rightfully so, if you pay for something even I want it to work without a hitch). But as mod authors know, their will always be a conflict somewhere or maybe something doesn't work for 1 person while everyone else is fine. I've had 2 people that came and said that the mod doesn't work for them and I have no idea why since I always extensively test something before release so those lets call them 'ghost' incompatibilities will become a WAY bigger issue if money gets involved. I see the point though, where mod authors who spent months on a mod could get some compensation for all their hard work but there are so many ways that this could go wrong. In my experience people are relatively friendly to share certain assets from their mods as long as you tell them what you want to use them for and credit them for their creations; in a paid environment you'll have to strike some legal deal to split the money, most probably sign a contract and a bunch of legal legwork needs to be done. Something that was done as a hobby now is made infinitely more complicated. And what if a free mod would like to use an asset from a paid mod? Will the authors need to sign some sort of discloser agreement? Like I said complicates the entire modding scene. Also what about those mods that require other mods to run? I see a huge problem happening to mod authors because of it. What? I need mod X to run your mod? So I need to pay for 2 mods to get yours working? Naw, I'll stay away from that. Or if people actually do get both mods then their spending double or triple to get everything working. In a way modding will become like paid dlc, some mods in Skyrim require Dawnguard or Dragonborn and if you don't have it too bad you can't run the mod. And what about theft? People uploading stolen content say for 1 week, then someone finds it reports it and it takes another say 3-5 days for the content to be removed. Well that person still got paid for 12 days. There's got to be some sort of repercussions besides an account ban for that since copyright will be taken to an even greater extreme since money gets involved. Like I said earlier it has some advantages to the mod author but there are 101 ways this thing can blow up in a negative light. For games like CS:GO Battlefield, this system could work but for games like Skyrim and Fallout. I only see this going REALLY wrong and possibly crippling the communities of these types of games. So I pray that curating mods doesn't happen to games like Skyrim and Fallout since I could see gigantic problems happening. Is curating mods a good thing? In a way it could be but in other ways it could be the worst thing to happen to modding. I mean think about this; a basketball player plays the game for the love of the sport, he gets into the NBA and now all he cares about is money, he lost the love for it (I'm generalizing here but you get the picture). What was once something that was done for the love of modding; for some; will become something done for the money. Meaning that the quality of mods can decrease since I'm more worried about making a quick buck. And to those who will tell me that people vote for Curated Mods that doesn't matter, I could make the most average mod ever and go up against a top quality mod and if I have the better PR system in place then people will still pay for my product and vote it better than the other one. Look at any fast food restaurants, since they have an awesome PR system in place that is why they get all their customers; not because of their burger recipe; because they don't have the best burgers in the world. The PR gets them all the primary business, the burger is what keeps them coming back but the PR is what keeps the product at the forefront of the people's minds, but I'm getting off topic now... This sector should be something that remains free, personally I find modding relaxing; and everything I create is because I do it with a desire to do it and not because I want to make a quick buck. I see too many things going wrong with this to be able to support curating mods, the only thing I would change about modding is allowing mods on consoles; but that is a conversation for another topic. I think I went on a little rant myself...
  24. Hi, so I got a request to add in a spell to my Nephilim mod to also turn your NPC's into Nephilim. So seems simple enough...I got the spell working but any NPC that I change the race of end up with a grey face, is there a way of making the grey face disappear without the tedious process of making duplicates of all NPC's as Nephilim then having the spell swap the NPC's out? So is there a way to fix the grey face that happens with the spell?
  25. omg thanks! Finally finished the nif, time to check it in game and release the resource :)
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