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KiokothePirate

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Everything posted by KiokothePirate

  1. When you're referring to a save "before I started working on the mod", do you mean a save in which the mod wasn't present? The procedure I was using is as follows: Load the save you wish to clean. Make a new save. Quit the game. Uninstall the mods you want to remove. (not just disabling them, but removing them from the data folder) Load the recent save. Make another new save. Reinstall mod.
  2. UPDATE: I realized that I wasn't making a proper clean save before testing changes to my mod! After going through the process the children suddenly started playing when asked while they were outdoors. My horse also started appearing at its horse marker, which was another issue I was having. However, the children and my spouse were playing fast and loose with the navmesh and were climbing on tables, standing in trees, and generally going where they shouldn't. So I went in and touched up the navmesh. I added NavCut collision boxes to areas where they had been wandering and lowered some floating triangles that I had missed. Now they navigate perfectly... But now they stopped playing and my horse stopped appearing where it was supposed to! I'm sure I followed the same clean save procedure that I had previosuly, so I have no idea what broke. Does anybody have any ideas on what is going wrong? p.s. It may or may not be relevant, but when I spawned in the house key the time that the kids and horses worked, it had a different reference ID than the time it didn't. Could this be pointing at an issue somewhere?
  3. Thank you, I'm certainly happy with it, though it wasn't till after I made the thing that I realized how unoriginal the whole ivy on the walls thing is. haha
  4. If you're still interested my mod is live. You can find it here: http://www.nexusmods.com/skyrimspecialedition/mods/10106/?
  5. Are scripts/quests needed to get kids to play hide/seek & tag? I'm putting the finishing touches on an update for my player home mod to make it compatible with the Hearthfire Multiple Adoptions mod and the only thing not working is the kids. Everyone moves in just fine, they go about their business just fine, but when I ask to play with them they just stand there or wander off like nothing happened. Do I need to attach a script or quest to the house to get them to play?
  6. Ok, this thread has confused me. Could someone verify my process for making the Hearthfire Multiple Adoptions mod, the master of my player home mod? 1: Opened Wyre Bash and created an .esm of the Hearthfire mod. 2: Opened the CK with my mod set as active and the hearthfire .esm set as passive. 3: Made change to my mods .esp and saved. -When looking at my mod in the Nexus Mod Managers plug in tab, it now shows the Hearthfire .esm as a master- Where do I go from there? I'm seeing something about converting the Hearthfires .esm back to an .esp, but I fail to understand the need for this. I would then be left with 2 Hearth fire .esps and an .esm.
  7. So I've read through this thread and it seems to hold the answers to the issue I'm having with my player home. The script I've made is meant to disable some items in the home and enable others. This is meant to provide players with the ability to make the home compatible with the Hearthfire Multiple Adoptions mod if they so choose. I'm going to post my scripts below. The Top script is the script as it exists now. The bottom script is the rewrite following some of the tips given in this thread. ObjectReference Property HFOff Auto ObjectReference Property HFON Auto Event OnActivate(ObjectReference akActionRef) If akActionRef == Game.GetPlayer() HFOff.Disable() HFON.Enable() Endif Endevent ---------------------------- ObjectReference Property HFOff Auto ObjectReference Property HFON Auto Event OnActivate(ObjectReference akActionRef) If akActionRef == Game.GetPlayer() If HFON.IsDisabled() HFOff.Disable() HFON.Enable() Else HFON.Disable() HFOff.Enable() Endif Endif Endevent ---------------------------- Could someone let me know if this new script looks correct?
  8. My basement is in a totally different cell, which I figured may cause a problem. Is there some way to write a travel package that could be universally applied to any follower the player may have with them?
  9. Problem has been resolved. Apparently I wasn't paying close enough attention and a bunch of my plugins were unchecked. Don't know how it happened, but once I rechecked them everything started working again.
  10. All of the mods I'm currently using are active and properly sorted using LOOT. Some of the mods are in need of updating, but I don't see how their being out of date would be causing a missing data warning. Especially since I hadn't updated anything relating to the game recently. When I try switching my main profile in NMM over to my secondary one (that I've never used in game), I do get a message saying that the selected profile contains files from mods not currently installed and that the manager will automatically reinstall the files. Leaving these mods uninstalled could cause crashes. But since I'm trying to play a save with my main profile, I don't think the uninstalled files in my second profile would be causing issues.
  11. So I've run into a problem with Skyrim. When I load the game it tells me that the save relies on files that are no longer present. This is odd as I haven't removed any mods from the game. When I go in game I get CTDs whenever I try to fast travel, save, or go through doors. Now since I haven't removed any files from the game, as far as I can recall, I went to validate the games files through steam. Doing so came back saying one file failed to validate and would be reacquired. I've run that validation several times and each time it says its missing one file. Could these two issues be related and if so, how do I fix it?
  12. What extention does the image have? Is it .JPG, .PNG or something different? I think .JPG should workd, but haven't tried adding images myself. If it has a different extention, you may load it in paint (or another image editing program) and save it as JPG from there. That's the weird part. It's rejected every image file I've created. I've tried .jpgs, Gifs, PNGs, and .bmps.
  13. So I'm working on an update for my player home mod to make it compatible with the Hearthfire multiple adoptions mod. This has forced me to banish the followers quarters to the basement that I've created. What I want to know, is if I tell a follower to relax in the home, will the followers sandbox into the basement through the load door? Since this is going to be used by people with all sorts of companions, editing companion behavior is out of the question.
  14. I've created a location and pointed that location to the xmarker that I'd previously created, but it's still not working. I think I'm missing something. Maybe I have the world reference pointed to the wrong object? It's set to the map marker I have for my player home. I'm trying to link a picture, but it keeps telling me the file extension isn't supported.
  15. I get this same issue and I'm not even using an ENB. I should also point out that I'm having this issue with Skyrim SE. Oddly enough it only seems to happen when exiting one specific door in my modded player home. Waiting for an hour corrects the issue, but it happens too consistently for it to be a random event.
  16. Could anyone re-explain the solution to the original question? The linked images in the explanation no longer work (at least for me) and the explanation itself is not clear enough. I've got the XMarker down where I want it to be, but that's about it. I have a Map Marker down for my player home, but this hasn't "created a cell" like krisjay mentioned. So I have no idea what he means by assign the marker to the cell. Any assistance would be greatly appreciated.
  17. Ok, so I was having many of the problems that have been discussed in this post. The log for my quest was blank, there were no quest markers, and an initially disabled NPC that was supposed to appear at the start of the quest was no where to be seen. I've made the aliases for my quest optional and it corrected the blank log entry problem. However, there are still no quest icons and the npc refuses to appear. Has anybody found solutions to the missing quest marker issue? Edit: Not sure if changing the aliases to optional was the cause, but my game suddenly started crashing not long after beginning my quest. And I mean crashing hard, like have to cut power to the pc hard. But, the reason I'm not sure if the aliases was the cause is after removing the optional bit from the aliases, the crashes continued. And of course the log is now back to being broken.
  18. So I just have one quick little question. I'm trying to post these notes around Skyrim. I want to have them pinned to posts and walls so they can easily be seen by the player, but I can't get them to stay where I put them. I've tried checking "Don't Havok Settle", but they're still on the ground when I find them. So is there a trick getting notes to stay pinned/nailed to a surface and not have them fall off until the player interacts with them?
  19. Got it. Now I have moved onto setting the objectives and once again, the differences between the tutorial quest and mine are throwing me off. This quest is so simple yet for some reason I can't figure out how to put it together, haha. So I'm setting the quest stages. I currently have things set up as follows: 0 10: The player has read the note and is directed to head towards Ilinalta's Deep. SetObjectiveDisplayed(10) 20: The player has retrieved the key from the NPCs body. SetObjectiveCompleted(10) SetObjectiveDisplayed(20) 30: The player visits the house. SetObjectiveCompleted(20) SetObjectiveDisplayed(30) 40: Player has entered the house. SetObjectiveCompleted(30) Would this be correct? By the way, thanks again for all the help! I really appreciate it!
  20. I got the script working! I'm putting together the aliases now and I think I missed one detail when describing the quest. The key is located in the inventory of a dead NPC. So I would need an alias for the NPC, correct? Secondly, when making the alias for the trigger box, would that be a new location alias or just a reference alias?
  21. I assume your breakdown is the essential of this quest? This works fine without any scripting. Simply place the notes, write down the needed information into the notes that direct the player to the key and into the house. If you need a starting point that informs the player about where to search for information, create a start enabled quest with a log entry, that informs the player. But there are more possibilities to get information to the player: You could create a courier or another npc that has a force greet package and delivers the information with dialog. Look into other mods that do the same. It's the best way to learn. That is true. I could just use the notes to direct them to the location, but I also want to use this mod as a learning experience, both for building structures and quests.
  22. Exactly the sort of help I was hoping for! Thank you, Sparky! I'll give her a go and see how it goes. Edit: Ok, I've set up the scripts for the key and the notes, but I'm having trouble getting the script for the trigger box to work right. I have it entered as follows: Quest Property ISMQuest Auto Int Property QuestStage = 30 Auto Event OnTriggerEnter(ObjectReference akActionRef) If ( akActionRef == Game.GetPlayer()) 001ISMQuest.SetObjectiveDisplayed(30) 001ISMQuest.SetStage(30) Endif EndEvent I originally entered the script exactly as you had listed, but it did not compile correctly. So I entered some extra pieces that some of the tutorial scripts had to try and fix it. I failed. Can anyone else spot the problem?
  23. If you're talking about the tutorial quest with Bendu Olo, that's what I've been using to try and figure out what to do, but its left me confused in a few places.
  24. So I'm putting together a very simple quest to go along with a player home I've made. The quest is as simple as retrieve the key to the house and then visit the house. I've read through the ck tutorials for setting up the quest, but I'm a little confused on how I should apply the tutorial to my own quest. The breakdown of the quest is as follows: 1.The player finds and reads one of several notes scattered around the world space. 2.After reading the note, the player is directed towards the location of the key. 3.The player finds the key and retrieves it. 4.The player is then told to visit the house. 5.Upon entering the house, the quest is complete. I know I need scripts and aliases, but I'm not sure to which objects they should be applied to. Do I add a script to the notes, key, and house? And would these also be the aliases? I'm pretty sure the tutorial has a script I can use for when the player adds the key to their inventory, but I have no idea what the other scripts would be. Any help would be appreciated, but if you could provide the scripts to make this quest work, that would be amazing. Thanks!
  25. So I've got a problem that I'm hoping has a simple solution. I made a bunch of mannequins and they all work perfectly, expect for when I place a shield on them in game. The shield seems to begin vibrating at a very high rate. So much so that it looks like the resolutions on the shield's textures drop, but when you interact with the mannequin, you see it stop and look just fine. It only happens with shields, no matter what direction the mannequin is facing. Any ideas what may be causing the issue? -KiokothePirate
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