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JPTR1

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Everything posted by JPTR1

  1. It's so unbelievable furstrating....... i created a weapon set Sword/Battleaxe/Dagger/Bow etc. all the weapons are dublicates from the originals, but i replaced the meshes with my ones with changed textures/lighning. However, the weapons were already placed in the game and everything was working, and i allready could place them in Display Cases correctly. Now i had the Problem that only the Dagger, when placing in any Display-Case, was falling out on the right side, so i newly created it, and it was working again. BUT then the Bow was invisible when i put it in a Display Case.... (was also tested before and working) i checked the settings from the original Bow and saw that a field (i never touched) was marked now, called Don't Use 1st Person IS Animations / Don't Use 3rd Person IS Animations. I don't think it should affect the visibility or positions in Display-Cases, but it was the only strange thing i could find in the settings compared to the original weapon. I tried to remove the marks from this setting, but thats not working, everytime i open the weapon settings again (at all weapons), it's marked again. When i switch from "Game Data Tab" to "Art and Sound Tab", then it is allways marking this settings too. It's unbelievable. Of course CK and Steam restartet again, no changes. Now after checking all weapons "recognizing the same problem" but without changing anything, all weapons are wrong placed in display cases.... bow still invisble........ Has anyone any knowledge about some kind of a bug there? I'm so done with all this neverending problems... :/
  2. It's possible to give them an order, maybe the ai package at the top has the most priority then. But even if this works, i would have no idea how to disable this "stay in cell"-package when the player met her then, so that she can start her cycle. This reaching a stage an clearing an alias sounds like a possible solution, but is out of my knowledge to be honest, there is no questline in my mod because i failed in creating this some time ago. :(
  3. I have created a companion with day/night cycle. (work/sleep) How can i lock this companion with these ai packages in a cell, preventing the companion to leave or beam out of the cell to follow her day/night cycle? She could start with this cycle after the cell door is opened, after the player talked to her or after the player opened her wall shackles, what ever would be the easiest way. Sorry that i'm asking a lot here atm, but i'm finishing my mod and want to solve the last problems left. Thanks a lot btw to everyone for the previous help here in this forum, made a lot of things much better!
  4. You're absolutly right, just changed all ObjectReference to Actor and it works like charm now. Thanks a lot dude!!! :smile:
  5. Hello, maybe someone with script knowldge can help me out a bit. I need a script for my Matron, if the player kills her i want the death of all remaining Spriggans. I tried to do it myself but obviously "kill()" is nor working in this case, how the warning message shows when i try to safe it. ObjectReference Property Kill01 Auto ObjectReference Property Kill02 Auto ObjectReference Property Kill03 Auto ObjectReference Property Kill04 Auto Event OnDeath(Actor killer) Kill01.kill() Kill02.kill() Kill03.kill() Kill04.kill() endevent
  6. Thank you, took a closer look into it couldn't find MaterialProperties, but found the solution in BSLightningShaderProperty, changed the color of the specular map from white to black and the shining was gone. :)
  7. Have another question, hopefully it not comes together with my question bellow, but if yes it would be good to know. :) I have retextured the MythicDawnRobes, the original has this stripes of a sun at the collar, which shows an reflection i don't want to have at the retexture, but i can't find the source of this. I changed the maintexture and removed the stripes from the _n.dds file. After that was not working i changed the textures in Nifscope too and checked the mesh for a track of the shiny effect from these stripes, but there was nothing to find. Has someone any idea where this shiny effect from this small stripes could come from?
  8. Hello, i'm actualy putting a lot of textures/meshes in my mod, but i'm not sure about the path, is it safe if i create my modfolder directly in the Texture/Meshes mainfolder for all my armors/weapons/statics? Or is it important that a new armor is placed in the meshes/armor folder for example? I'm asking because a lot of Armormods use textures/armor/MODNAME, but are placing a linked cubemap in another folder: textures/cubemaps/"..._e.dds" But i would like to have it all in (for textures) Data/Textures/EvilMansion/Armor (for meshes) Data/Meshes/EvilMansion/Armor /Weapons /Weapons etc. /Statics Could that be a problem or influence performance or something?
  9. Thank you very much! Sounds exactly like what i need. :) I will try if i can get it to work, never wrote or added a new script, till now just manipulated existing ones.
  10. Hello, even if it sounds simple i can't find a way... maybe someone could help me out. I have an clickable Activator, i want that a special gem gets removed from inventory on the first activate, and added again on the second activation,... and so on. (If the item isn't in inventory a MSG should be shown = like it works at the "HallOfStoriesKeyHole-script") Basicly its the same like a "removable torch sconce": you need a torch to activate, and then the torch gets removed/added from your inventory. I tried to manipulate this torch-script to work with my special gem, but failed. Any ideas, maybe a way to manipulate the torch script to work with a miscitem?
  11. Ok much thanks for the answers! I'll test it myself too, but even if it works for me i wouldn't be sure about it at all, so to be more safer i feel better to ask people who maybe know about it. :)
  12. I just released a Playerhouse, a lot of people are using it atm, and i am not sure about the updating of it. Is it safe to publish an update with changes on items like books/documents, light changes etc.? (no changes on containers) Or is it possible that users if they install the new file (.esp/.bsa) over the old file, that they will lose all of their items they stored in containers? Its my first Playerhouse, i just want to be sure before everybody hates me.
  13. Both points i would like to know too, already tried out some AI packages like 'holdposlinkref', but on a shackle its just working for a few seconds, then the character falls out himself. Also for dead bodies or skeletons it would be nice to know how to place themon a shackle.
  14. Thats how we learn today, with Tutorial-Videos. So much better then books. :) Thank you!
  15. Thanks starlightgirl, thats indeed new for me. And if i do so, the chosen dublictated/copied objects or the Extorior work is not getting deleted/changed in my Mansion? Just to be safe.
  16. Hello, for a while i released my Evil Mansion (http://skyrim.nexusmods.com/mods/41037//?), but obviosly some standart files seems to be changed, what i have realy no idea why, because i never changed original parts/items of Skyrim. Everything i changed was dublicated, other Files listed in the list bellow were copied out of other cells with (ctrl+c) to put it in my Mansion. Only exception is the 'RemovableTorchSconce', there i added accedently a scriptline which is not changing the functionality in any way, but i couln't remove afterwards. Exterior of Tamriel 'inclusive the close Movarths Lair' is of course changed to place my House, but without removing any actors or markers. Now the user HellLizard gave me a list out of TESEdit, with info about this. I have no clue what all that means, so hopefully if anyone has knowledge what that all means, or how to change/repair this stuff i would be very grateful. Highlited in TESEdit: Activator -Triggerbox256x128 -removable torch sconce Cell -Block 6 -Subblock 2 -01000D62 Old Mansion -Persistent -PlayerHouseMannequin -ManneuqinActivateTrigger -XMarkerHeading -WeaponRackCOARightPlayerHouse -WeaponRackCOALeftPlayerHouse -WeaponRackCOALeftACTIVATORPlayerHouse -WeaponRackCOARightACTIVATORPlayerHouse -IronGreatsword -IronGreatsword -ArmorIronShield -WeaponRackCOAMidACTIVATORPlayerHouse -WeaponRackCOAMidPlayerHouse -Temporary -FoodGourd -GlazedBowl01 -NobleCrate03 -FXcobwebCorner02 -Block 7 -Sub Block 1 -WarehouseBookshelves (light green with normal text color) (copied Bookshelfes there) -Block 9 -Sub Block 4 -RiftenHoneyside (copied Mannequins out of this cell) -Sub Block 8 -SolitudeAngelinesAromatics (maybe copied a weapon-rack there) Key -SR01Key (a key i dublicated to change) Location -MorthalLocation (note by HellLizard: "obviosly had a lot of npcs listed which are now not there") Moveable Static -DXDweSteam01Short (another file i dublicated to change) Non-Player Character (Actor) -EncSkeever WorldSpace -Tamriel -00000D74 Cell -Persistent -XMarkerHeading -SkyrimCloudDistant04_50 -INV_SkyrimCloudShapre05_O -PickaxeMiningTableMarker -Block -1, 0 -Sub Block -2, 1 -Morthal Exterior01 -RoadChunk01 -Sub Block -2, 2 (too many to list) -Sub Block -1, 2 -000092F6 POINorthernCoast09 -Temporary -Landscape -00009317 -Temporary -Landscape -Nav Mesh -00009338 MovarthsLairExterior -Temporary -Landscape -Nav Mesh -Placed Object FXMistLow01Long -00009359 -Temporary -Landscape -Nav Mesh -Nav Mesh -Nav Mesh (ITM) -Nav Mesh (ITM) -0001FAE2 -000237E2 Cell -Persistent -Placed Object FXcameraAttachEffectsACT
  17. Hello, been a while, if anyone still remembers in Resident Evil 1 and still loves Skyrim... i did a little update about this one in my first post, hopefuly i can release it very soon now, its realy time. greetings JP'TR
  18. Thanks Ishara, but i don't know what i'm doing wrong here, i added the script to the ClientChest and LinkRef'd the MasterChest but it has no effect, on activate of the client it still opens just the inventory of the ClientChest. :(
  19. Its sometimes realy confusing how simple things are if you know how.. now i learned that if i use the "ActivateLinkedChest" as a Triggerbox, i still need to add the LinkedChestTriggerScript in the Script Tab...... So i have linked all ClientChests via Triggerbox to 1 MasterChest now and that works. I blocked the static ChestModel of the Clients with a simple Colussionbox, so that these "blockactivation" of the Chests, will not basicly stop them from animate; but yes what i still need is a script to start the animation of the ClientChests, without open their inventory, do you maybe know one what can do this?
  20. At the moment i move to the finish of my Questlocation, but i could not find a solution for the following Things, and it would be absolutly necessarily for the storyline of my mod. I need basic Triggerthings for more then just one situation, they are a bit complex, so i write the examples for the different things: (1) I created a Poisen, and i would like to make it possible for the Player to use this Poisen on an Static Object. The Poisen should be deleted from inventory then, and the use of the Poisen should enable/disable other Objects. Also there should be a Textmessage in front of the StaticObject (after the standart "activate" textline of the triggerbox) so that the Player gets asked after activate: "Do you want to use the Poisen?" and is able to confirm with "Yes" or "No". Or Alternative, if he has not the Poisen in his Inventory just a textline without effect: "This seems to be the root of the plant" (my Static Object) If this is to complex it would be enough just to block the activation of course, if the poisen isn't in the players inverntory. (2) I created a Book, and i would like to make it possible for the Player to use this special Book on a Bookshelf, so that the Book gets placed in an exact Position in the Shelf and after this it should open a door, and close if the Book gets removed again. (2b) Basicly i want to do the same with a special gem, and i want to let it open an Strongbox after positioning the Gem in the eye of a tigerhead. Because of the exact position in the eye i would like to do this with an enable script and just let pop in a gem that is already placed and block it then with a collision marker, that it can't be picked up again. Anyone knows how to handle this?
  21. Oh thats realy nice, the Mod you have done is realy a perfect alternative for this, i will definitly take a look at it, to see if i understand how it works and how to put it in my Mansion. Much thanks for sharing the sourcefiles! I will also test out the script thing, basicly it would be a simpler way, but it will take some time for me propably, i know how to use the existing scripts, but never done them myself. Till now this "Block Activation" Script seems to prevent every other script what could start the animation of the chest. I'll get back when I know a bit more. greetz Paul
  22. I tried to do this, but i couldn't manage it to work that way. Maybe can you explain what exactly i have to do, or does anyone else have maybe another idea? Also it would be very important that the chest open animation for all chest-childs is working too.
  23. For my Resident Evil House i want the original Saferoom-Chest, were you have access to the same content at different location. I mean with Copy or Dublicate i have two identical Chest, but the Content between the Chests is not matched. And is it possible to make it a PlayerHouseChest (NoRespawn), if it is a respawning Location? Anyone knows how to handle that?
  24. Oh my God CK makes me crazy again. Normaly everything should be right: LinkedRef of DraugrAmbushBoss, i chose the CreatureSitMarker. It was allways working fine, but now, a lot Bytes later in my Mod, i am not able to create a working SitMarker anymore... loaded an old BackUp of my Mod and its working again, the Markers are working inGame and i still can create new of them. Then i switch back to my current File and its not possible anymore, inGame all Draugrs are just standing beside the Throne. I have no Idea whats wrong, is there any global settings to activate Furnitures or something, somebody any idea? /EDIT: solved, without knowing how...
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