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Topazanite

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  1. Tried it and no dice. After that attempt, I was hunting in the Papyrus.0 file for anything new, and noticed in the long strong of errors that the script managed to complete correctly at least once: [08/31/2013 - 11:31:04AM] Follower is facing the enemy, determining the weakest foe... [08/31/2013 - 11:31:04AM] Translated Enemy1 alias to actor. [08/31/2013 - 11:31:04AM] Weakest foe 2 targeted, going in for the kill! The quest that I have my Enemy reference aliases attached to is set to restart itself every 5 seconds, to update its aliases with current nearby hostiles. I thought that maybe I've been completely retarded this whole time, and these errors are spawning from the periods of time that the quest is down and in the middle of restarting. So, I added two lines of code so that my function would only run if my enemy alias quest was also running, and lo and behold, the code worked! There were still smaller blocks of time that produced errors (I'm assuming from where the function starts to run and the quest switches off in the middle) but it was a vasty improvement. So mystery solved. Of course I find the answer only after posting it on the forums, even though I've been working on the problem for days. :blush: Thank you for your help Ishara, I appreciate it. Maybe I can set the quest so that it won't restart if the player is already in combat, but this means that the follower won't be able to register new opponents that enter the arena mid-combat. Bah, new problems.
  2. Changed code to this: Actor Enemy1 = CombatEnemy1.GetReference() as Actor Debug.Trace("Translated Enemy1 alias to actor.") fEnemy1HP = Enemy1.GetActorValue("health") fEnemytoTargetHP = fEnemy1HP fEnemytoTarget = 1.0 And the Papyrus.0 output is this: [08/31/2013 - 09:18:26AM] Translated Enemy1 alias to actor. [08/31/2013 - 09:18:26AM] error: Cannot call GetActorValue() on a None object, aborting function call stack: [FunctionalityQUST (08011107)].followerfunctionscript.TargetPriorityTankingAI() - "FollowerFunctionScript.psc" Line 148 [alias Follower on quest FollowerAliasingQuest (08012C0F)].FollowAliasFollowingScript.OnCombatStateChanged() - "FollowAliasFollowingScript.psc" Line 51 My companion keeps drawing and sheathing her weapon, starting and stopping combat continuously. So the game is determining that CombatEnemy1 does not equal none, and is running the rest of that block of code, but for some reason isn't liking the rest of it. The problem isn't my float, because the game says it's failing at calling the GetActorValue function on the "none" object. Therefore, CombatEnemy1 is the none object, but it clearly isn't none, or that part of the script wouldn't have run in the first place. The CombatEnemy1 reference alias I'm calling belongs to a different quest than the function. Do I need to move my aliases, or would that do anything?
  3. So, I'm trying to make my follower target the weakest enemy in a fight. I made a set of 5 reference aliases that target the 5 closest hostile actors, and this part of the mod works swimmingly. I know these reference aliases are properly filled and attached, because I attached a script to them. Every time I whack once of these aliases in game, a message box pops up, and sure enough all my combat enemies are spawning pop-up boxes. Great! Then I added the below script to my mod: ReferenceAlias Property rCoreFollower Auto float Property fEnemy1HP Auto float Property fEnemy2HP Auto float Property fEnemy3HP Auto float Property fEnemy4HP Auto float Property fEnemy5HP Auto float Property fEnemytoTarget Auto float Property fEnemytoTargetHP Auto ReferenceAlias Property CombatEnemy1 Auto ReferenceAlias Property CombatEnemy2 Auto ReferenceAlias Property CombatEnemy3 Auto ReferenceAlias Property CombatEnemy4 Auto ReferenceAlias Property CombatEnemy5 Auto Function TargetPriorityTankingAI() if CombatEnemy1 != None Debug.Trace("Follower is facing the enemy, determining the weakest foe...") fEnemy1HP = (CombatEnemy1.GetActorRef()).GetActorValue("health") fEnemytoTargetHP = fEnemy1HP fEnemytoTarget = 1.0 if CombatEnemy2 != None fEnemy2HP = (CombatEnemy2.GetActorRef()).GetActorValue("health") if fEnemy2hp > fEnemytoTargetHP fEnemytoTargetHP = fEnemy2hp fEnemytoTarget = 2.0 endif endif if CombatEnemy3 != None fEnemy3HP = (CombatEnemy3.GetActorRef()).GetActorValue("health") if fEnemy3hp > fEnemytoTargetHP fEnemytoTargetHP = fEnemy3hp fEnemytoTarget = 3.0 endif endif if CombatEnemy4 != None fEnemy4HP = (CombatEnemy4.GetActorRef()).GetActorValue("health") if fEnemy4hp > fEnemytoTargetHP fEnemytoTargetHP = fEnemy4hp fEnemytoTarget = 4.0 endif endif if CombatEnemy5 != None fEnemy5HP = (CombatEnemy5.GetActorRef()).GetActorValue("health") if fEnemy5hp > fEnemytoTargetHP fEnemytoTargetHP = fEnemy5hp fEnemytoTarget = 5.0 endif endif Actor FollowerActor = rCoreFollower.GetActorRef() FollowerActor.StopCombatAlarm() FollowerActor.StopCombat() if fEnemytoTarget == 1.0 Debug.Trace("Weakest foe 1 targeted, going in for the kill!") FollowerActor.StartCombat(CombatEnemy1.GetActorRef()) elseif fEnemytoTarget == 2.0 Debug.Trace("Weakest foe 2 targeted, going in for the kill!") FollowerActor.StartCombat(CombatEnemy2.GetActorRef()) elseif fEnemytoTarget == 3.0 Debug.Trace("Weakest foe 3 targeted, going in for the kill!") FollowerActor.StartCombat(CombatEnemy3.GetActorRef()) elseif fEnemytoTarget == 4.0 Debug.Trace("Weakest foe 4 targeted, going in for the kill!") FollowerActor.StartCombat(CombatEnemy4.GetActorRef()) elseif fEnemytoTarget == 5.0 Debug.Trace("Weakest foe 5 targeted, going in for the kill!") FollowerActor.StartCombat(CombatEnemy5.GetActorRef()) endif elseif CombatEnemy1 == None ;do nothing endif EndFunction It's supposed to register all my enemy aliases' health, and force my companion to attack the lowest number. The script compiles, and obviously, the CombatEnemy referencealias properties are filled with my enemy reference aliases. The game is definitely registering the fact that they're filled because the code line "if CombatEnemy1 != None" seems to be running properly, and it's only the NEXT line of code that has issues. My Papyrus.0 file reads this: [08/30/2013 - 12:18:52PM] Follower is facing the enemy, determining the weakest foe... [08/30/2013 - 12:18:52PM] error: Cannot call GetActorValue() on a None object, aborting function call stack: [FunctionalityQUST (08011107)].followerfunctionscript.TargetPriorityTankingAI() - "FollowerFunctionScript.psc" Line 146 [alias Follower on quest FollowerAliasingQuest (08012C0F)].FollowAliasFollowingScript.OnCombatStateChanged() - "FollowAliasFollowingScript.psc" Line 51 [08/30/2013 - 12:18:52PM] warning: Assigning None to a non-object variable named "::temp36" stack: [FunctionalityQUST (08011107)].followerfunctionscript.TargetPriorityTankingAI() - "FollowerFunctionScript.psc" Line 146 [alias Follower on quest FollowerAliasingQuest (08012C0F)].FollowAliasFollowingScript.OnCombatStateChanged() - "FollowAliasFollowingScript.psc" Line 51 [08/30/2013 - 12:18:52PM] error: Cannot call GetActorValue() on a None object, aborting function call stack: [FunctionalityQUST (08011107)].followerfunctionscript.TargetPriorityTankingAI() - "FollowerFunctionScript.psc" Line 150 [alias Follower on quest FollowerAliasingQuest (08012C0F)].FollowAliasFollowingScript.OnCombatStateChanged() - "FollowAliasFollowingScript.psc" Line 51 The OnCombatStateChanged event is the separate quest script that calls the function, and isn't the issue. I have no idea whats going on. My CombatEnemy aliases are registering as none, even as I'm inundated with annoying pop-up boxes every time I smack one, proving that they ARE filled. My properties are definitely filled, and I've started over with a clean save to make sure that my test save wasn't corrupt. Does anyone have any advice?
  4. Sooo . . . Are we talking Harvest Moon, but in Skyrim?
  5. All I need is a few screenshots of the landscape in the plane of Oblivion -- the lava sea and maybe a few islands and towers in the distance. The purpose of these screenshots is to go into a mod I'm making for Skyrim. The Skyrim engine doesn't permit lava LOD, so making a lava sea (and therefore the Oblivion plane) is impossible. The alternate plan is to have the scene set indoors, with a panoramic mesh set outside each window so the player can look out and see an Oblivion landscape. I would take the screenshots myself, but I don't have Oblivion installed anymore, and even if it was this laptop can't handle the graphics on the prettiest settings. So, I'm really not looking for anything fancy or incredibly scenic (although if you have graphics mods making the landscape look better, that's way awesome); I just need someone to stand on top a Daedric tower somewhere in Oblivion and take screenshots in a circle all around themselves. I would really, REALLY appreciate it, and you'd of course get your name in the credits. :D EDIT: I don't know where the random M in my topic description came from. :(
  6. Thank you for the suggestion! It makes a much better base than the cloudy weather I was originally using. I figured out that you add color tints by making a new ImageSpace, and that's a slightly better way of making the environment and lighting red. I think I might be able to work my way through the weather settings, but I'm still having issues creating lava. There's a default LavaWater Water Type, but despite the color values looking right in the settings, it just looks like normal water in the CK render window.
  7. I'm making a mod which requires a jaunt into the Oblivion plane, but I'm having difficulties figuring out some of the nitty-gritty details involved in creating a World Space. - I can create a new WaterType and tell it to be red all I like, but when I look at it in the render window, it never actually turns red like lava (unless I turn the sky red, and then the water reflects the red sky, but that's not going to look right in game). - I can make the sky red, but the clouds don't change color at all and they just look strange against a dark backdrop. Has anyone experimented with these features in the Creation Kit? If anyone can offer any assistance, it would really help. :thumbsup:
  8. I don't know if what I'm thinking of is the same thing as you've just suggested -- making a new object to overlay the edge in Blender? -- but that is definitely a possible solution to my problem. :dance: Thank you!
  9. Big pictures since I'm too lazy to resize. http://i.imgur.com/y8nGs.jpg http://i.imgur.com/DYs47.jpg http://i.imgur.com/lH3FB.jpg Ignore the boots, gloves, pants and brown skirt, those textures are incomplete. Here's what I need advice on -- the back of the leather tunic looks a bit bland to me. I think it might look better if I extended the gold trim that you see on the front of the tunic around to bottom edge and along the arm holes. My boyfriend -- the only other person available to ask -- thinks it looks fine like it is. Normally I'd just add trim and compare, but . . . adding trim is a huge pain. The UV map edge is all zig-zaggy, and it took me nearly a whole day to get that much trim done and looking good. I'm too far along to change the UV map now, so that option is out. So, my question is: moar gold trim along all the edges, or leave it as is? Any other suggestions are appreciated too; the goal is to make an armor that will fit into Skyrim without breaking immersion/clashing with existent meshes too badly.
  10. It takes nine months to pop out a baby, and it needs to be born on November 11, so a female would theoretically need to be knocked up . . . last month.
  11. It has been confirmed that you can summon a dragon to fight for you. :devil: It's in the info thread, I believe.
  12. Oh hay, that mod didn't even register for me. :happy: I really do think that .nifs will still be used. Bethesda just doesn't have the capability to make it's own engine from scratch, and it does (probably??? I don't know for a fact) have the rights to modify the Gamebryo engine it's using. I'm not saying the engine will be recognizable as such, depending on how much they modify it, but still. Regarding uber boob size requests, keeping .nifs means for at LEAST the first few several months, no one is going to mod new armor, and they'll just transfer old skanky Oblvion armor stuff over. :wallbash: I don't usually mind the unrealistic bikini armors, but I can discern between a tasteful and a skanky uber-boob bikini armor. Guess which ones will get transferred first? :confused:
  13. Some of this has been covered on other forums, but I've not seen it covered in detail here -- Do you think Skyrim modding will rely on .nif model files or not? My speculations are below, and I've bolded the important bits if you don't feel like reading. 1. The .nif file format is specific to the NetImmerse/Gamebryo engine. If the engine is entirely new, as insinuated by Bethesda, than all of the third-party tools we use to mod Oblivion and Morrowind models are no good. I'm talking about NifTools/NIfscope, the exporters/importers for 3DSMax and Blender, etc. These are used to make new armor, weapon, and building meshes -- and let's face it, anyone who mods their game is going to add in at least one of those three. Even if you stick to OOO or MMM as your one mod to rule them all, both add new meshes. . . 2. People have been worrying that if new, proprietary model files are used, it might be several months before codes are able to make exporters and tools equal to our current ones. However, Bethesda didn't release .nif exporters and tools for Morrowind/Oblivion because they didn't own the software. Netimmerse/Gamebryo did. If the new engine uses a new model file extension, or something well-known like .obj, than tools and exporters should/might/may be released along with the Creation Kit. 3. So from what I have been able to glean from other people's speculation, people seem to believe that Bethesda's "new engine" is less of a new engine and more an overhaul of the last one. I'm fine with that, as I certainly enjoyed gameplay in Oblivion/Fallout, and whatever improvements they've made look awesome in the trailer (As food for thought, they've promised a great many things that I can't see as possible with the old engine, even with OBSE scripting, i.e., finishing moves; kung-fu knockdown move was attempted in Deadly Reflex, but it never looked/felt right). If the engine is based on the old one, than the .nif format is very likely to still be in use. 4. Looking at the available screenshots, things are looking more detailed -- but subtracting for superior modelling, this might be a mix of better in-game filters and higher resolution textures. I can discern the texture and normal mapping on the player's arm in the trailer, for example. The .nif format is fully capable of rendering Skyrim's demonstrated graphics. 5. However, Bethesda has promoted the ability of the player to edit their player's body shape. Apparently you might play a muscle-bound man, a fat one or a thin one. Armor would have to change shape to fit your chosen body. I'm not sure how the .nif file format would handle this in-game editing capability. Any thoughts? I'm eager to hear it -- to be honest, I've already started putting together some armor for my planned Skyrim character, and I want to know the likelihood of actually being able to use it. :whistling:
  14. If JimUK's post didn't make sense because it's FO3, you should know that all FO3 models/texture replacers are compatible with FO:NV. Just make sure you put them in the right spot and name them accordingly; some files have changed names.
  15. No need to get indignant, it's an intriguing and well thought out idea. Being a slaver would be a lore-friendly option no worse then some of the Legion quests. However, it would take a lot of time to code and script. A lot. No one's responded because it's too complicated. I could see a mod where, with speech/strength checks, you can place collars on a special-made, respawning NPC subset and force them to follow you, and lead them to a slaver dealer to sell them. However, the rest of the scripting you describe here would be beyond most.
  16. If you're set on making a flying vehicle, then I wholeheartedly endorse making the WWII bomber plane usable. =D
  17. I'd be willing to voice-act, but my microphone isn't that great. Basic editing in Audacity wouldn't make up for the poor sound quality. If you get desperate for a female actor, then send me a message, but otherwise I'd be a bad choice.
  18. Oblivion mods; Slof's It's a Wig is one of them. I think Growlf might have a wig mod as well, I'm too lazy to look it up right now.
  19. A rideable bighorner requires none of my skill-set, just a coder and animator for the player anims.
  20. However, the developers had to keep low-end machines in mind. Most gamers that care enough to mod also care enough to have decent macines to run the game on. This mod is very possible; I'm sure it will be made eventually.
  21. OK, so you found the armor? On the right is a list of filenames for the models. The very first one listed, farthest top right, is the bipedal female model -- this is what the female wears. Click on that, and a window will open up. Select a new .nif file. (If you don't have any .nif files in the file folder, then for expediency's sake, just download an armor from FO3 and use that.) Save, and save your GECK .esp file. There's your mod. Sorry I can't be more specific, I'm on my phone, not my pc. If it's confusing then try looking up tutorials explaining how to put new armor in the game, that will get you enough base knowledge to do the replacement. And the rest of you are silly. Maybe he has little kids, or doesn't want his wife/girlfriend to be unhappy with him looking at breasts other than hers. Whatever.
  22. I am capable of making/weighting the creature, if necessary, but I can't animate. An idle animation and a riding animation for the player are necessary, and while a horse might get by on the bighorner or dog animations, it'd look silly. Also, mounting and dismounting, and walking speed anims. So, eight animations, minimum, 5 humanoid and 3 horse, for a quality mod. Not to mention it'd take a pretty skilled coder, but finding one would be easier with assets already made. Horses are common in games. Maybe someone can take a look around the Internet and see if these animations are somewhere for grabs for free use; some people in the community aren't animators but upload converted free-use mo-cap animations all the time.
  23. This may sound completely condescending, but I totally made this mistake when I started out: are you using Blenders Save/Save As functions, or the Export function? You need to Export --> .nif (Gamebryo/NetImmerse) for Blender to make a .nif. I must have reinstalled the .nif scripts 5 times, thinking they weren't working . . .
  24. I can only tell you what I did to make a new companion. :/ This might not be helpful to you, In my esp, I completely copied the entire base, but with new IDs. Every script, all dialogue, all AI packages, and all references within. Unless you've got experience with coding, its hard to tell what you could leave out. It was a long cut-paste job for me. Then I went back and edited out any extra stuff. After looking at the GECK, looks like Fallout NV companions are much less complex than Oblivion companions.
  25. It wouldn't effect Rex at all, as long as all of your editor IDs are different. This requires you to find -> replace Rex's individual IDs with your new dog's info in all your new dog's scripts and dialogues as well.
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