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Marova

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Everything posted by Marova

  1. Darn :/ Oh well, just have to figure out how to extract the files from the CK so that I can make a folder in Meshes and hope that it will show up in the Object Window :)
  2. I'm looking for a working Ingredient Rack with Jars, shelves with jars that work as containers for ingredients, so that when you put your ingredients in them they will automatically be filled. If I fill a jar with bear claws it will look like it is filled with bear claws! I have tried to make my own but the CK keeps crashing when I try to make a jar container... If anyone knows of an existing mod with this, I will take a look at it but I havn't found one myself :/
  3. Yeah, I have seen new folders popping up when installing mods and I guessed that it was the new mod meshes that was put there, but some items that I create, I create directly from the ObjectWindow and they don't fall in that category. Is there anyway to move those into a new folder?
  4. Is there any way to create new tabs in the Object Window? As an example, I want to create a new tab under WorldObjects\Static where I can put the new statics that I've created for a mod so that they will be easy to find. This way I can create all the statics I need, put them in the new map and then when I need them, I can just draw them from that map :) Anyone who knows if this is possible and how I would do it?
  5. Is it possible to see meshes that isn't from mods but from the actual game with nifscope, and if so, how? And a follow up question, if I want to create dummy items, can I just remove the textures or do I have to do something more? Sorry if it seem like I'm trying to hijack the thread but I thought that these where questions that could fit in under this topic :)
  6. I would like more dummy items, like the dummy potion. I have only seen one mod with new dummy items but there were only four items and three of those I didn't even need... :/ Dummy item requests: - Flasks (Wine/mead bottles) - Unique Weapons (Wuuthrad, Ebonymail etc.) - Paragons - Amulets - Rings - Skulls - Soulgems - Generic clutter (dining sets, statues, maps) Would do them myself if only I knew how! :)
  7. Anyone who knows how to create placeholder items, like the DummyPotion or the DefeaultPoison/Potion? Specifically I want to be able to take an existing object (like the bug jars or dragon claws) and create a dummyversion that can be used as a placeholder for the real thing. :)
  8. As I didn't get any answer on my "wine rack" (potion rack) question, I moved on to the General Displays mod see how that worked. After a few hours of trying to make things work I decided to try and see how the Collector's Box was working and when I tested it I noticed that only some of the displays actually worked. Looking at it in the CK I noticed that the displays that worked all had a triggerbox attached to it, so I attached said triggerbox and tested it again. It didn't work as well as I had hoped (or as well as in the Collectors Box room). When activating the triggerbox it took the items that it should but didn't display them at all... Anyone who has the General Displays mod and have gotten it to work? In that case, could you share the knowledge with me? Please? :)
  9. Hi! So I was testing making a potion rack (to be implemented later in some of my mods) by using the Potion Rack Tutorial on the CK-wiki. I followed every step by the letter and got it working. So I decided to try and make others like it but instead of Potions I thought of making a winecellar, so I used a rack model from the Modders Resource Pack (which is awsome btw) and tested to make special "wineracks". But when I tested it however, the flasks didn't stay in place, but rather wobbled and jumped out the rack (through the top of the rack I might add. As I had made two different "winerack" (the first one for sujammas and the second for mead (the one I just explained about)) I tested the second one (for Sujamma) and the Sujammas wobbled also but didn't jump through the model. So I went back to the potion rack and discovered that even though I had followed the instructions thoroughly, when I removed a potion from the stand, it didn't disappear from the container, so if I triggered the Trigger it showed the inventory (with all twelve potions in it) and then when I exited the screen the potions on the rack updated itself with twelve new potions, and although this is a great way to have infinite potions this isn't really what I'm after...And once again I looked at the tutorial and saw that I had missed one small thing (a keyword) and after I had implemented the keyword I couldn't access the rack at all... *sigh* So my question is, is there something wrong with the scripts (I copy/pasted the ones that are linked in the tutorial and didn't change them anyway)? Secondly, why can't I access my potion rack even though all Triggerboxes are facing the right way and are linked properly? And third, why does the wine/mead/spiritsbottles wobble and jump around (and even out of) my other racks (They are lying horizontally on the ground)? Bonus question! I tried to make one of my wineracks to specifically only accept one type of bottles, do I need to make specific LItem markers for that or can I just make a new property in the ClickTriggerScript that makes it only accepting one type of beverage/potion? (The scripts I've used are the ones that is linked i the tutorial that I linked to above. I havn't changed them in any way except for when I wanted to create the wineracks and then I only exchanged the word Potion to match the items that I wanted to be able to but in the rack) Edit: Nwm the potion rack. I've got it to work. The person who made the Tutorial had just copy/pasted the Book Shelf Tutorial and when he was editing it so that it said Potion instead of Book, he wrote PlayerPotionRackClickTrigger when he should have writen PlayerPotionRackTrigger (under Adding The Triggers) which is the Trigger that correctly uppdates the container on removal... I still need help with the wobbling flasks though! :smile:
  10. It seems that I am not ment to create this mod... My CK keeps crashing when I try to create a quest :( Thanks anyways guys!
  11. Thanks for the tip :smile: Just one question, where do I find the story manager? 0o nm... CK search is my friend ^^
  12. Ah, I see, unintentional side effects could be a problem of course, but I will never modify scripts on my own without help from you guys first! That way I will know for sure that I'm doing it right ^^ However isn't it possible to make a scrip that returns a true value if a quest is completed and a false one if it's not, and then depending on the value you get back it will enable the XMarker or not, and put that script into the XMarker? That way I wouldn't have to modify the quest, just the XMarker, which checks if the quest is complete or not? A quest that starts (and ends) when "Served Cold" is finished is not a bad idea either. It doesn't even have to be visible in the questlog (or in-game), as long as it activates the script I want. Any suggestions on how to do that?
  13. Do I understand you correctly if I say that this will allow me to click on clutter to remove it in-game? It's a cool idea, but not really what I want... I have read a thread with a similar question and where they also told the OP that modding a vanilla quest could be hazardous, but a small scrip that Enables a XMarker when the queststage is reached shouldn't be that destructive? I don't have many mods, and don't plan to get many either as I want to make my own mods so there shouldn't be any mods that could potentially destroy anything (but I'm new to this so I don't really know :tongue: ) My idea of how the script could work is: 1. Check if the quest is completed 2. If the quest is completed, enable the XMarker, else don't looks very simple but I guess the code won't be... I don't necesseraly have to edit it in the quest, if I can put the script into the XMarker to have it check if the quest Served Cold is done and thereby activating the XMarker, then that's fine to :)
  14. Ok, so I think I've found the quest in question. It should be DLC2RR02 as the topic DLC2RR02MorvaynBranchTopic02 is where Councilor Morvayn takes the Severin Manor from the Severin Family (who is dead) and gives it to the player. Now I wonder how to write the script that enables my XMarker. Hoamaii: The house is not upgradeable but there should be some way to make a script that will enable the XMarker once the quest Served Cold is done. I have been looking at the other houses (Honeyside, Breezehome, etc.) and from what I can see there is a small blackbox over the XMarker in the CK and I guess it is that one that enables the XMarkers in the house, but I can't find any scripts or anything when I click on the XMarker and the black box is unclickable (when I click on it i click on the XMarker so they have to be connected somehow) And yes, I want the clutter to be enabled until the time I gain possession of the house. :smile: Edit. So I have finally found the quest I was looking for in the CK (by searching for DLC2RR02 in the All category) and under Quest Stages there is the log entries that I get during quests, so if I have a script that would activate my XMarker I should put it under index 200 as that is the final queststage and is where I get Severin Manor. Anyone know what type of script I should use to enable my XMarker from here?
  15. Hi! I'm very new to this modding business and a total noob. Thus far I have made one mod, which puts some new mannequins in the existing houses of Skyrim (and Solstheim) and am now working on my second mod. This mod however is giving me a headache. The first mod I made I managed to build with a little help from google, the CK wiki and by looking at existing content to get everything to work, but this time I can't seem to find the connections I need to get it to work. In short, I want to erase unnecessary clutter from Severin Manor, but I only want it to disappear when I get the ownership of the house. I have figured out (by looking at existing content in the CK) that I need to connect all of the clutter that I want to remove to a XMarker (which I've already done), check the box "Initially Disabled" in the XMarker and check the box "Set Enable State to Opposite of Parent" in the clutter that I linked to the XMarker. In theory this should remove all the clutter once the XMarker is enabled in the game. However, I can't find HOW to make the XMarker enabled once a quest is finished... I have been googling and checked the forum for answers and I have found several who have said that you should write a script in the XMarker or write a script in the quest that the XMarker should be linked to, but I can't find the quest in question (when I look in the CK) and even if I would find it I wouldn't know how to write it... Can anyone help me with this? ^^ PS. Yes I could probably download an existing mod but what would be the fun of that? And I like things to be my way when I mod it, so downloading someone elses mod wouldn't really do me any good as I would still need to reconfigure it to my standards and I wouldn't have learned anything new doing that! DS.
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