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NellSpeed

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Everything posted by NellSpeed

  1. 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!
  2. 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.
  3. Okay-- but what are they? Do they make the companion do things at different times of the day? Is the companion supposed to wander or move around without you?
  4. 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.
  5. 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!
  6. What did you use to activate the .esp before launching the game? And where did you place the NPC in the game?
  7. ""So Many Things To Do, So Little Time !" [Me, when i'm modding]"

    Oh, man. I hear that. It's like, Fix 1 bug, find 10 others.

  8. 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?
  9. How about Corthian's Japanese Clothing? http://tesnexus.com/downloads/file.php?id=8499 and http://tesnexus.com/downloads/file.php?id=25908 Both offer hakama and kimono options.
  10. Nobody knows about Skyrim yet-- way too soon to tell. I definitely hope it'll have a decent SDK. It won't use the same engine, so the current CS won't work with it. Something to keep in mind either way: start small, not huge. If you look through the mod requests forum, you'll see dozens of topics with huge ideas that never, ever get made. Come up with something small-- 2-3 NPCs, a few locations, a single quest-- plan it out thoroughly in advance, and consider sticking to vanilla content only. You'll learn a lot in the process, you won't overwhelm yourself, and your mod will stand a much better chance of getting released. Welcome to the world of modding! It's both harder and easier than you'd think, and a lot of fun!
  11. Glad to hear it's working finally-- congratulations!
  12. Just checking in to see how you're doing with this. I have a feeling the solution is fairly straightforward, and we're all just missing something. Also, this sounds like a very interesting idea you're working on- good luck to you!
  13. Mondstein and I each released a male romance companion in the same week! Mondstein: Dairanath Avari - male romance companion. My companion: CM Valtierro. And of course, there's Emma's wonderful Vilja. All three companions also have friendship-only options, for those who just want someone to hang out with.
  14. Ha! No, no. There are unlimited ways for modders & players to kill themselves in-game... Very, very odd, but at least it's a starting point for fixing it! I've never tried to mod poisons in any way, but interestingly, the CS entry on Potions says Maybe the script effect being added to it confuses the engine...? Seriously, the CS is WEIRD.
  15. I... that is both deeply weird and kind of awesome-- like a twist in a murder-mystery quest. Who killed Sergio the Slightly Slow? On a more practical note-- did you create it from scratch? Or copy an existing poison? If you remove the script effect, do you still poison yourself?
  16. The alphanumerical won't work-- not for custom items. What you want is the reference editor ID. I haven't got the CS in front of me, but the CS will help with this. What you'll need to be doing is to find where the BoH is physically located-- you can find that under Activators > Containers. Go there, open up the properties tab from the cell, and you should see the RefID: http://cs.elderscrolls.com/constwiki/index.php/Image:Tut_img_10.jpg The RefID is what you'll use to identify the container. So you'd have something like this in your script: NPCReferenceEditorID.removeallitems ContainerReferenceID Hope this makes a bit more sense.
  17. In theory, what you could try is something the CS Wiki suggests: RemoveAllItems TargetContainerID What that means is, all the items are put into a container, rather than simply destroyed. You'd have to also create a permanent container for the items to be put into-- I'm afraid I've got no idea how you'd put them straight into your inventory-- and you'd need to work out how to specify that a specific NPC's items are the ones you want (GetSelf?). I'm sorry I can't be of more concrete help, but I'm pretty sure this CAN be done!
  18. If you know the exact text that appears when the menu appears, you can search the CS to find what script it's attached to. But when you say if that's really all you want to do, I THINK you could just add a script effect instead of (or in addition to) the actual potion's effect. You might use a variable, setstage, or something like that, to confirm that your potion has been used. It might take a bit of tweaking, but it should work reasonably efficiently.
  19. I based my Very First Companion on CM Partners. For my second, I'm writing it from scratch-- scripting included-- and could really use some help from someone who actually knows what they're doing. I am NOT asking anyone to do the work for me, however! I've managed to put together scripts by reading & re-reading tutorials & the CS wiki, and by looking at how other modders have approached various functions, and I do feel as if I learned quite a bit from the scripts I've hammered together for other mods I've released. However, I've run into a big problem: I don't have enough experience to tell when a bug is being caused by another mod in my beta-testers' games (resulting in bugs that I can't seem to duplicate), or if it's just bad work on my part. I suspect that I know just enough to put things together, but not quite enough to weed out the multiple places I could be going wrong. The two big problems seem to be: The dreaded double-face bug. I've based my approach on the UOP, but for whatever reasons, it doesn't seem to be working correctly. I have a feeling that by trying to plan for every eventuality (fast-travel, which seems to cause the most problems; regular transitions; summoning) I've actually goofed things up. The current approach: Create a spell that should fix the double-face, and have the NPC cast it in transition. This does not seem to work regularly. One possible solution: Leave it alone, and let downloaders know if they haven't got the UOP, they may want to start using it. [*]The inventory. Oh, god, the inventory. It seems to work sometimes, if it feels like it. But not always. And sometimes, it seems to aggravate the double-face / double-body / double-whatever problem. I'm reasonably sure that this IS a problem with my scripting. If anyone with some scripting chops would be willing to check out my esp-- it's bare-bones at the moment, only 14K-- and help me figure how where-- and more importantly, WHY-- I'm going wrong, I'd really appreciate it. I've made a point of commenting my scripts thoroughly, so it should be fairly obvious what I'm trying to do, and why I wrote the script the way I wrote it. (I haven't posted my scripts here because they do require correct use of reference IDs, and maybe have other issues dependent on context.) Thanks for your time!
  20. Oh, that's definitely that's the kind of project that could keep you occupied for a few years at least, what with getting the images, cropping & adjusting, and putting them into the right format. :D But there are a couple of graphics-based books on the Nexus already that may help you see how it's supposed to work, and the CS Wiki has a tutorial on making books with graphics only! http://cs.elderscrolls.com/constwiki/index.php/How_to_make_a_book_with_pictures_only Good luck to you.
  21. It's a really neat idea, but it would also count as copyright infringement-- unless you personally wrote, drew & published and had the legal right to distribute all the doujinshi that would be used in the project-- and would result in an immediate ban from the site.
  22. Creative questions aside, the technicalities are... time and space consuming. The way the CS handles dialogue, each and every single line needs to have MP3s and lipfiles done separately, and unless you edit the CS .ini file, there's a limit of 150 characters per line of dialogue. Vilja's creator Emma assigned her files-- something like 5000 lines!-- manually, and IIRC, she had to use a user-made utility AND an old version of the CS! I went the easy route & used TES4Gecko to generate silent MP3s and lipfiles for my companion mod. I only did about 650 out of 800 lines to save space, and STILL ended up with a 40MB optional file. However, I also had concerns about finding a VA who fits the idea of the character, who had time to work on the project, AND who would suit the audience; as we've seen on these forums over and over, even professional actors often don't "fit" people's expectations.
  23. Version 1 should show. As far as I've ever been able to tell, the game works from the top down, and will choose the first option with all criteria met (sort of the way that expressions are evaluated)... unless "random" is checked for both versions, in which case it just decides one-- well, randomly.
  24. Let's face it-- if you're a professional assassin, the retirement package probably isn't that awesome. It'd only be reasonable to have a contingency package in place. For full immersion, I suppose you could put a potion bottle in her inventory-- unusable, labeled "False Death" or something like that; and if the PC brings it into his/her inventory, a conversation option pops up to ask what it is. What it is, Miss A.M. would explain, "is a little, teeny, tiny sip of cleverness! It makes your breathing almost completely stop, and it makes your heart slow down so much that, even if you're rather badly wounded, it's much less likely that you'll bleed to death. And then-- and you're going to LOVE this!-- and then, it slowly lets you heal. Mind you, if whoever killed me had had the sense to burn my body, it wouldn't have helped one little bit, but as it is... here I am!"
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