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daisy8

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Everything posted by daisy8

  1. Hi, thanks. Forgot about that. One problem though. GetOwningQuest().SetStage(60) in that box does not advance the quest ?? The NPC stops trying to follow the player everywhere but the stage is not set to 60 ??
  2. Hey again I have a NPC moving to the player using an alias package. When they get close to the player I want the quest to advance to a new stage and then the NPC can run a second package on the new stage. I have tried a script on the NPC with quest stage and distance to player if statements but this isn't working. I don't think I am using the getdistance right. I really just need a simple script to set a new stage. Any hints ? Cheers Daisy
  3. Hey everyone Does anyone know how to place butterflies and moths inside a dungeon I just want some to spawn around and land sometimes on a specific object but I do not think I am using the spawner object right. Any instruction on using the spawner for them would help Cheers Daisy
  4. Hey everyone Does anyone know how to place moths and butterflies inside a dungeon, and to make them spawn all the time ? I have not been able to get the spawn markers to work properly. Most times they don't spawn any insects, and when they do they vanish nearly straight away. Any ideas ? Cheers Daisy
  5. Hi there, thanks for the reply. I will do some more testing over the next few days. Might try a new character and see what happens. "Any character that has visited the dungeon before, but is not saved within, might need to wait 10-30 days in-game to allow the dungeon to reset." I did not know that, thanks ! I will let you know.
  6. Hi everyone I have a vanilla dungeon with quest line, however, some of the triggers and activators in my game do not work with all players. When testing the game - 1. open Skyrim, 2. coc mymod - this creates a level 1 player called prisoner. For this player every part of the game works fine. If I use an existing character - a saved game for example - and try to play my mod some triggers and activators do not work as they should. One example is a round Hall of Stories door. I have one set up without the center section (for the dragon claw) and have a ring as the "required object to open" in the script. If the player gets the combination right, pulls a pull handle and has the ring, then the door opens, just as it does in the game with a dragon claw. But the game does not recognise that the player has the ring if the character they play is an already in use character. It works fine with the test "Prisoner". Why would this be the case ? How can I fix it ? This will surely be a problem if I upload my mod. There are only 3 or 4 things like this in my mod but they consistently work with "prisoner" but not with an existing player. I would be able to upload the mod if required. One screenshot below. Cheers
  7. OK cool. Thanks for the reply. I will check this out. Cheers !
  8. Hey everyone I am trying to get a NPC to force greet the player. I am not able to select Force Greet subtype in the topic dialogue ?? Anyone know a sequence of events that allows me to select this ? The only options I get are Custom and Rumors, but in another conversation, it starts as a force greet and I can still see the Force Greet option in that one. Cheers Daisy
  9. Hi Bot Thanks for the answer. I have given this a try but the warlocks still attack the player after the scene starts. I know the script on start and finish of the scene is working but the warlock faction property must not be connecting up with the warlocks I have, even with their faction set to warlock. Even if I only set them to be friends and not back to enemies on completion of the scene, they still detect the player and attack. Am I able to disable the AI of selected bad guys ? That way they wont detect the player until the scene is done. The scene is only 5 lines of conversation. Daisy
  10. Hi everyone I would like to change the way a group of warlocks behave to the player during a scene. When the scene begins, I want the warlocks to change to NOT enemies of the player, and then change back TO enemies when the scene is complete. I have been trying to put some script in the Scene Data window attached to the scene without any luck. warlock.SetPlayerEnemy(false) is not working. Says that the variable warlock is not known. Any ideas on how to fix this ? Cheers guys Daisy
  11. Hi everyone Does anyone know how to connect the conversation topic on the last phase of a scene to the first topic in a dialogue ? I have been setting a new quest stage at the end of the scene and starting dialogue on the new stage but I don't like how the player has to actually click on talk to the actor. I would like the dialogue to just carry on seamlessly. Probably just a stupid check box !!! Thanks guys Daisy
  12. Hey Plast, thanks ! This code worked great ! Also had to stop it closing when the player stands up. Unchecking respawns on the bench meant that a re-load doesn't reset the states Thanks. Scriptname ADZSitChairActivateREFScript extends ObjectReference keyword property linkKeyword auto auto State notdone Event OnActivate(ObjectReference akActionRef) debug.Notification("Get off of me you... " + akActionRef) (getLinkedRef(linkKeyword) as objectReference).activate(self) gotostate ("done") EndEvent Endstate State done Endstate
  13. Hi everybody I am attempting to activate a secret Nor door when the player sits down on a Nor Bench. I have been able to get it working with a simple trigger box but it activates the door whenever the player sits OR stands on the bench. I want to check to make sure the player is sitting on the chair before openning the door. I have been modding for a while now but am still not able to fully get a handle on Papyrus. Frustrating. Thanks guys Daisy
  14. Hey everyone I have been attempting to generate scenes in Skyrim. In some instances the scene will not begin - I have been starting the scene by advancing the quest stage and using 'scene property'.start() . Debug messages here show the quest stage progresses but that the scene just doesn't start. With other attempts the scene begins, the actors look at eachother as if they are going to speak, then they don't and the scene ends. I have followed a number of video tutorials to no avail. How can I verify an alias is being filled properly ? Does anyone have a good tutorial on scene creation ? Thanks guys Daisy
  15. Hey for anyone interested I managed to get this to work. scriptName ADZToddJournalToPlayer2 extends ObjectReference ;put on the chest Book Property ToddJournal Auto Event OnOpen(ObjectReference akActionRef) if (akActionRef == Game.GetPlayer()) Debug.Notification("Chest Openned") Self.SetActorOwner(Game.GetPlayer().GetActorBase()) Debug.Notification("Owner to Me") EndIf EndEvent Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer) if akBaseItem == ToddJournal Debug.Notification("Got Journal") Self.SetActorOwner(none) Debug.Notification("Owner to Todd") endIf endEvent Apart from the fact that now the player can steal everything in the chest it works great. The 'steal from chest' text comes up at the start and end of looking in the chest but anything removed is not stolen. Cheers
  16. Hey I have changed the book now to just an additional object in the chests inventory and both scripts (changing ownership to none and to the player) generate a debug notify but neither change the ownership. To none and the NPCs attack me, to the player and they just take the book off me again. Might try OnLoad instead. One problem is that the book is set as stolen because you 'steal from the chest' Thanks Daisy
  17. Hi there No, no errors. It just doesn't work at all. No notification no change of ownership. I can't even find an ownership dialogue box in the book's definition window. Is the only way to set ownership of a book to have it take the ownership from the cell it's in ? It's an alias generated object in the chest so might be that. Still no clue though ??
  18. Hi all I have a book inside a chest that I need the player to take. The problem is that the chest is owned by an NPC and so when the player takes the book the NPCs of the cell come and take it back because it's been stolen. I don't want to change the ownership of the chest or the cell, I just need a script to change the ownership of the book when the player picks itout of the chest. scriptName ADZToddJournalToPlayer extends ObjectReference Event OnContainerChanged(ObjectReference newContainer, ObjectReference oldContainer) if (newContainer == Game.GetPlayer()) Debug.Notification("Journal Picked Up") Self.SetActorOwner(None) EndIf EndEvent This is the scriptI have on the book. What's wrong with it ?? Thanks Daisy
  19. Hi everyone I have a fairly small cell full of clutter and furniture. In that cell I have three custom Actors with a simple sandbox AI package around the whole cell location. All three Actors do their thing and wonder the cell, sitting on chairs, using the cook pot, but occasionally they will stand up, pause and then teleport off down the cell in the direction they were facing. The cell has a complete and finalised navmesh. Any ideas on how to stop my Actors popping magically around my cell ? Thanks Daisy
  20. Ok cool, I'll check it out. I have had trouble in the past with travel packages because the NPC just magically beams into the area at the target, doesn't run through the dungeon. I'll have another look at trying to get that to work. Thanks a lot for your reply ! Daisy
  21. Hi Yeah, I have done this, however, because I want the NPC to run in from somewhere else, they do not detect that the player is under attack and never come to help. I need to tell my NPC that they must now run to a particular spot to help out when, maybe, the bad guy detects the player or the player is hit, or even if the bad guy is hit or draws his weapon. I used to be very good scripting in Fallout 3 but this new script is killing me !! Thanks for your help Daisy
  22. Hi everyone I want to make a NPC come to the aid of the player when ambushed by a specific attacker. I want to position the helping NPC out away from the area of the ambush and have them run to the aid of the player. Can this be done using an AI Package ? Do I need a script instead that forces the NPC to run to the player ? Thanks guys Daisy
  23. Just tested it again and it works fine - I was just not selecting the NPC correctly. I did this: Select Actors in the Object Window Find my NPC in the Render Window and highlight her Highlight her again in the Object Window Ctrl F4 And its done !
  24. Looks like. With any luck that means they're fixing it !!
  25. I am having the same problem. Anyone ??
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