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NellSpeed

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Posts posted by NellSpeed

  1. This is a really interesting idea... but you may have to learn how to work the CS and do it yourself. This kind of thing is a LOT of work, maybe several months' worth, depending on the modder's spare time.
  2. A friend pointed me to this thread. Yes, Valtierro is romanceable by either gender, and he does make distinctions in conversation based on gender. However, the mod does contain some straight and gay adult material in text format, although you can turn that on or off.
  3. I'm going to throw out a few ideas here-- I don't pretend to any intensive knowledge of scripting, but I have made a lot of mistakes!

     

    Is the "Meet me" option at the top of your list? The engine-- as far as I know-- starts at the top, and checks until it finds the first info where all conditions are true. That might be the problem.

     

    Alternately, you can make the condition getstage == 1, and in the quest script, setstage to 1 (using DoOnce to not totally screw it up). That might be the problem.

     

    It might also be that GetStage, since it checks for the highest stage completed, is confused by the 0; trying GetStageDone might help, since it checks for all stages.

     

    Also-- and you're probably already doing this-- use the console to check what stage you're at, just in case.

     

    This has me tearing my hair out in frustration. I'm missing *something*, but can't figure out what it is. I got it to work once, then modified my Quest and Scripts and have lost it.

    I know that feeling.

  4. In theory, this is pretty straightforward: Create an NPC, place it in the world, tell it to stay put. Give it a conversational topic-- "Ask if s/he needs to be escorted to somewhere"-- that gives a randomized reply ("Yes, to X location for Y gold.") and give the player the option of accepting or refusing. No == no, yes == triggers a follow AI package. On arriving at X location, a new topic is added to the NPC's menu-- "We're here!", which leads to the PC receiving payment, and the AI package being switched from follow back to no-follow.

     

    In practice, it could go very silly very quickly as the AI can be... flaky. But frankly, that might be part of the fun. For instance, the NPC might insist on stopping in mid-journey for a snack, a nap, or just to rest. Or if the player has one of the many mods installed that makes travel more dangerous... that's comedy gold, there.

     

    Heck, I'd be tempted to do something that's tailored to the 28 Days and a Bit mod, since that's one of my all-time favorites....

  5. I'm going to quote right from the CS Wiki, since they do a much better job of explaining it than I could!

     

    ...double-click the door marker (it is yellow with an arrow coming out of it). Remember you can rotate the door marker about the z axis by holding down the right mouse button and twisting it.

    It may take a bit of fiddling to get it right where you want it; I never get it right on the first try, personally. :)

  6. I don't know the slightest thing about modeling, but the design here is really interesting. It's sort of suggestive of a tail and horns at the hilt, and the jagged blade gives it a decidedly non-human-forged look to it. Very striking looks.
  7. Couldn't you use the "search-replace" function in the CS

    I think I'm about to learn something new and dramatically interesting! I haven't got the CS in front of me (using my netbook, not my gaming laptop), and the CS doesn't seem to have an entry for it (at least on a fast skim). Can I assume it isn't a text-only replacer..??

     

    reaper9111 - And hello to you. :) I'm just chugging along with the latest mods-in-progress. Hope you're doing well!

     

    (I'm also telling myself that it would NOT be at all sensible to go through & replace every one of those sunbeams with the animated ones, and add some kind of sparkly treasure in for Yet Another Treasure Hunt Mod.)

  8. If you're going to mod, you need to understand what different variables and functions do. Copy & pasting only works if you understand the basics, so it's going to be really, really important to learn about variables and how to use them. Otherwise, you're going to spend a lot of time waiting for people to explain things and/or searching for answers-- at least, that's what I ended up doing.

     

    In this script, the variable doonce works like this

     

    This line declares the variable. By default, it's set to zero.

    short DoOnce

     

    This block of script says, if doonce equals zero, then do everything between "if DoOnce == 0" and "Endif".

    if DoOnce == 0

    set Self to GetSelf

    set Distance to 200

    if Self.GetDistance Player <= Distance

    MessageBox "Welcome, I have been waiting on you. Please don't let our little friends turn you away, they only want to play."

    set hidemessage to 1

    Endif

    Endif

    End

     

    The problem is, since DoOnce is never set to anything except zero, it will always equal zero. You need to set it to 1.

     

    I don't know what "hidemessage" is supposed to do. From what you're posting, it starts out as zero, is set to 1, and isn't referred to again.

     

    This tutorial at the wiki really will help you understand things better-- it certainly will do a better job of explaining it than I can! :) -> House For Sale Tutorial.

     

    I would also strongly recommend going to TESAlliance and working through the scripting classes. Again, it will make modding much easier and much less frustrating.

  9. God knows I'm not an expert scripter, but I can see one possible problem right off the bat.

     

    Do you want both If GetStage AAitem3 == 10 and If GamedaysPassed <= 2.0 to be true at the same time?

     

    Because as it stands, I think what's happening is that the game engine is checking for the FIRST valid condition-- which is the getstage-- and then doing what you told it to do-- setstage.

     

    If yes, you may find this tutorial very helpful: What's up with If, ElseIf, Else and EndIf - TES Alliance

  10. OK I opened up the mod and did what your picture suggests. It either was very successful and worked, or it deactivated the whole mod somehow because I went into the game and I no longer get the dialogue when talking to everybody! :sweat: Yay!

    Ha! Well, we'll hope it was successful in conditioning the dialogue, not deactivating the mod! :D

  11. Adding a condition to a line of dialogue is a little complicated-- but only if you have to find the line of dialogue! If you don't, then here's all you do (ignore the comments in red):

     

    http://finalgirl.us/Oblivion/valv2_VariTkTest.png

     

    Down at the bottom, under "Conditions," you see the "GetIsID" line, highlighted in blue? That "GetIsID" is what determine who is supposed to say that line. Change that to the ID of the character who's supposed to be saying it, and... well, that's it! You can look at other lines that character says to find out what the character's ID is, or you can find the character him/herself in the Object window.

     

    And welcome to the world of mod-making!

  12. You could go into the CS and add a condition to that line of dialogue so that only the NPC who's supposed to say it, says it. If the mod author forgot to add that kind of condition, that should fix it.

     

    If the problem is FormIDs, you could move the mod higher up in your load order and see if that fixes it. (I've had the form ID problem happen to a mod I'm working on this week!)

     

    Before doing either of those, you might check the discussion thread for that mod to see if anyone else has had a similar problem.

  13. If the NPC "fell" through the cell (I've had that happen, too.)-- reloading the cell and/or saving then reloading may bring him/her back. Or, you can open the esp back up in the CS and re-position the NPC.

     

    For the other possible problem, it depends on what AI packages the NPC has.

  14. Just for the record, I've noticed that sometimes, if I activate something (either via launcher or OBMM), and then for whatever reasons I launch Oblivion instead of using, and before closing, the launcher/OBMM, the esp doesn't seem to "show" in-game. I tend to do that sometimes when I test.

     

    Some other possibilities: the NPC "fell" through the cell (I've had that happen, too.)-- reloading the cell and/or save-reload may bring him/her back.

     

    Or depending on what packages you added, the NPC may have teleported to wherever they're supposed to be at that hour. Yeah, I've had that happen, too.

     

    Everything I know about modding, I've learned by screwing up!

  15. You might try creating a custom faction for the creature that sets the disposition for the player to 100. I'm not sure how else creatures determine disposition, though. Is there any kind of dialogue attached?
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