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kekechi

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Everything posted by kekechi

  1. Oh how the issues continue... Ok, I'm not sure what I installed for this to happen, but I'm probably an idiot for doing so. No matter what I do, every single female npc I create has this forehead issue: http://i.imgur.com/WCcQoGx.png I don't know what mod is doing this, as I haven't noticed it until now when I tried to create a female in the CK. But it looks like some sort of face mask is applied over every female npc. I can fix it by setting all interpolation values on the head to 0.00, but that makes the npc look odd to others. It's odd. All female races have their forehead messed up in the CK. Females in the game don't have this problem. Just ones I create. BUT, it seems female vampires in the game are messed up. I didn't notice this at first, but after a couple vampire encounters I did. They are messed up in the CK too. They just look like normal female humans. What did I install to make this problem occur, and how do I get rid of it? I can give a list of mods that effect females that I know I have: SG Female Textures Renewal -This might be it, but I haven't seen anybody else have issues with it so I'm not 100% sure. SG Female Eyebrows -Also might be it Thanks in advance. You probably want a list of my mods, of course! Silly me. Here you go: http://pastebin.com/bXKtBADZ
  2. Fixed it. I guess maybe you can't have too many lines of dialogue in a single branch or something. I made another branch and linked an invisible continue to it. Worked like a charm.
  3. Just when you think your issues are over... :dry: So this has pretty much halted all progress on my mod and I've tried everything to fix it. When I was adding dialogue in the dialogue views tab for a character in my mod. I was in the responses window, finished, so I closed it. The CK randomly crashed, costing me a fair amount of work. So I bucked it up and re-booted the CK. I got to the EXACT part I was working on. I closed the responses window, and the CK crashes. It crashes EVERY TIME when I get up to that exact point! In the same place. This can't be a coincidence. Why does the Creation Kit not like me adding this particular part?
  4. Yes! That worked perfectly! I knew there was an easier way. Thanks for the link as well. I was looking for something like that but couldn't find it with a mere google search for some reason. Thankyou! Now I can finally get some real headway on my mod.
  5. Alright! Everything's almost working great! The only issue now is that instead of jumping right into his "greeting" he says Hello and to get to his greeting you have to choose a dialogue option of "..." I want him to jump straight to his "greeting" dialogue when you first talk to him. Is there a way to do this within Dialogue Views or would I just need to make this dialogue a "Hello" in Misc and make it so that all the other hellos are stage-dependent, which would probably work. Just trying to find the easier way.
  6. You can make a global that normally == 0 and then check that in the introduction, and set it to 1 when done, with the other convos conditioned to == 1. Or, if you're not using stages for something else in the quest, set a stage after first convo and use GetStageDone thatStage == 1.0 on all other convos and == 0.0 on the first convo. I tried doing the stage thing since the quest I was working in was just for npc dialogue and nothing else. I created two stages, 0 and 1. 0 being the startup stage. I created one branch, without a topic and set the condition for it GetStageDone (MyQuesthere) Stage 0 == 0.0. This branch linked to another branch that has the topic "What are you talking about (What the player will ask)" and once this branch completes I had a script that reads: GetOwningQuest().SetCurrentStageID(1) so that the quest will be set to stage 1, making stage 0 over. Then there was a seperate branch (Topic "You're a lunatic"), not linked to anything that had the condition GetStageDone (MyQuesthere) Stage 0 == 1.0 like you said. The issue is when I went to test ingame the first branch never ran and "What are you talking about" and "You're a Lunatic" were both available. My thoughts on the issue: I have some Hellos the npc says when you talk to him. Maybe I need to make those only show up if the stage is 1? Might be what I need to do. Maybe. Or perhaps you know? Thanks for the help in advance.
  7. Just a quick question. How do I make an introductory conversation that an npc will go through once when you meet them? I swear I thought I knew, but I can't seem to replicate what I did.
  8. Well I tried going through and redoing everything and still didn't work. If I could just figure out how to do this once I can do it indefinitely. Pretty much the same for everything in the CK so far. :confused:
  9. Nope never played. If you would like I could give you the .esp as it is only a testing .esp for this one thing. I'm not the most intellectual person when it comes to the Creation Kit, so I may have missed something that was right infront of me without me knowing it. Here's the .esp I hope mega link is ok. https://mega.co.nz/#!LQtzXTaL!R9NBtpx3M-H0CNst-oT5Qyj5YIETEShgQCmGgqaNams
  10. http://imgur.com/a/9wdHe I have no idea what the issue is.
  11. Ok went into the Hadring and Balil Aliases and ticked reusable and tested ingame but no dice.
  12. Ok still don't see anywhere I went wrong... It all still follows the guide...
  13. Yeah I used SM. Here's those pics: http://imgur.com/a/rKjR0 They look just like the guide shows. With Begin on quest start and end on quest end ticked.
  14. I've already done that. Still nothing. At first I thought it was because Hadring's AI package didn't allow for random conversations, but it does.
  15. So I'm trying to make one of my ncps I made for my mod randomly initiate conversations with one of the vanilla ncps, Hadring of Nightgate Inn. If you want to know, or if it helps, I used this guide: http://skyrimmw.weebly.com/skyrim-modding/making-dialogue-scenes-skyrim-modding-tutorial-by-jac It didn't work though. I went back and quadruple checked I followed it correctly, and I did. But ingame the two ncps never talk to eachother. I've tried saving and reloading, waiting for the scene, and various other thing I thought could be the issue like my Ncp's AI package. Nothing worked. Can anyone help me get this mess working? It'd be great if anyone could. Thanks.
  16. Looking for some voice actors myself. For now it's just one npc I need. Looking for an stern grouchy older man voice. He wasn't planned to have much dialogue as the VA I had originally wasn't in for much, but if you're up for a little more than I planned I can easily make the npc more fleshed out. Example Lines for audition: -------------------------------------------------------------------- Sit down and shut up. Get out of here fool. I'm in no mood to celebrate anything. This damned world has been dragged into madness. -------------------------------------------------------------------- Some info on the mod for those that care to know: The mod is going to add npcs and events to the skyrim world. For now it's focusing on just one follower the mod is going to add. That follower already has 700 and counting voiced lines of dialogue. He comments on areas he's in and even sings and tells jokes.
  17. Thank you so much! That worked immediately :smile: Though I find it strange since I didn't update at all. The CK can be a real mysterious pain sometimes. Whatever, it's fixed. Thanks a lot man. Also I like your camdoon follower. Correct me with I'm wrong but I think you used the same guide I'm looking off of correct?
  18. I'm having a huge problem with the Creation Kit. I'm currently making a mod that adds npc's, quests, followers, and a town to the game. I'm making a voiced follower for the mod at the moment. I'm using this guide as a guideline, which has sucessfully helped me make a custom voiced follower in the past: http://deck16.net/post/23596438875/making-a-unique-voiced-follower-in-skyrim-part-5 Step 5 is where my problem lays. This problem just suddenly appeared out of nowhere. I've made 3 followers before I've even had this problem. The issue is at the guide, Part 5 of it, where we are going into the Generic Quest, DialogueFavorGeneric Step 12 is the issue area. We copy Mjoll's follow me dialogue and piggy back off it's script for our voiced follower. I've done this before without issues, as I've said. Now, when I copy the dialogue, I get an error about how a backup can't be made or something along those lines, which I chalked aside at first because the CK gives me errors all the time, even when you first load it up and don't do anything, it's just what it does. Now when I go into the copied dialogue that has an asterisk * next to it, and edit this to fit my follower (or leave it alone), the npc it applies to will follow and do everything that it should. However the original dialogue that we copied off of, Mjoll's dialogue, is messed up. If I edited the copy and put my follower in there, and left the original copy as Mjoll, then ingame my follower follows me fine, but Mjoll won't follow me! Upon further inspection of Mjoll's original dialogue, her script tied to the dialogue is somehow missing after the copy! This happens no matter what dialogue I copy. J'zargos, Mjoll's, Onmund, even just a voicetypexxxx line from the DialogueFavorGeneric quest. I've tried everything to fix this. Reloading a backup before I messed with this quest, uninstalling and reinstalling the CK, trying to copy copies of working dialogue to get other working dialogue. None of it works. No matter what I always get one dialogue that will work, and the other one(s) will be missing a script. Can someone please help me?!
  19. I'm having a huge problem with the Creation Kit. I'm currently making a mod that adds npc's, quests, followers, and a town to the game. I'm making a voiced follower for the mod at the moment. I'm using this guide as a guideline, which has sucessfully helped me make a custom voiced follower in the past: http://deck16.net/post/23596438875/making-a-unique-voiced-follower-in-skyrim-part-5 Step 5 is where my problem lays. This problem just suddenly appeared out of nowhere. I've made 3 followers before I've even had this problem. The issue is at the guide, Part 5 of it, where we are going into the Generic Quest, DialogueFavorGeneric Step 12 is the issue area. We copy Mjoll's follow me dialogue and piggy back off it's script for our voiced follower. I've done this before without issues, as I've said. Now, when I copy the dialogue, I get an error about how a backup can't be made or something along those lines, which I chalked aside at first because the CK gives me errors all the time, even when you first load it up and don't do anything, it's just what it does. Now when I go into the copied dialogue that has an asterisk * next to it, and edit this to fit my follower (or leave it alone), the npc it applies to will follow and do everything that it should. However the original dialogue that we copied off of, Mjoll's dialogue, is messed up. If I edited the copy and put my follower in there, and left the original copy as Mjoll, then ingame my follower follows me fine, but Mjoll won't follow me! Upon further inspection of Mjoll's original dialogue, her script tied to the dialogue is somehow missing after the copy! This happens no matter what dialogue I copy. J'zargos, Mjoll's, Onmund, even just a voicetypexxxx line from the DialogueFavorGeneric quest. I've tried everything to fix this. Reloading a backup before I messed with this quest, uninstalling and reinstalling the CK, trying to copy copies of working dialogue to get other working dialogue. None of it works. No matter what I always get one dialogue that will work, and the other one(s) will be missing a script. Can someone please help me?!
  20. I'm having a huge problem with the Creation Kit. I'm currently making a mod that adds npc's, quests, followers, and a town to the game. I'm making a voiced follower for the mod at the moment. I'm using this guide as a guideline, which has sucessfully helped me make a custom voiced follower in the past: http://deck16.net/post/23596438875/making-a-unique-voiced-follower-in-skyrim-part-5 Step 5 is where my problem lays. This problem just suddenly appeared out of nowhere. I've made 3 followers before I've even had this problem. The issue is at the guide, Part 5 of it, where we are going into the Generic Quest, DialogueFavorGeneric Step 12 is the issue area. We copy Mjoll's follow me dialogue and piggy back off it's script for our voiced follower. I've done this before without issues, as I've said. Now, when I copy the dialogue, I get an error about how a backup can't be made or something along those lines, which I chalked aside at first because the CK gives me errors all the time, even when you first load it up and don't do anything, it's just what it does. Now when I go into the copied dialogue that has an asterisk * next to it, and edit this to fit my follower (or leave it alone), the npc it applies to will follow and do everything that it should. However the original dialogue that we copied off of, Mjoll's dialogue, is messed up. If I edited the copy and put my follower in there, and left the original copy as Mjoll, then ingame my follower follows me fine, but Mjoll won't follow me! Upon further inspection of Mjoll's original dialogue, her script tied to the dialogue is somehow missing after the copy! This happens no matter what dialogue I copy. J'zargos, Mjoll's, Onmund, even just a voicetypexxxx line from the DialogueFavorGeneric quest. I've tried everything to fix this. Reloading a backup before I messed with this quest, uninstalling and reinstalling the CK, trying to copy copies of working dialogue to get other working dialogue. None of it works. No matter what I always get one dialogue that will work, and the other one(s) will be missing a script. Can someone please help me?!
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