Jump to content

caracal5

Members
  • Posts

    14
  • Joined

  • Last visited

Nexus Mods Profile

About caracal5

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

caracal5's Achievements

Apprentice

Apprentice (3/14)

0

Reputation

  1. These debugging things are very useful, thanks! I have an issue with debugging my quest where I do not know if it is connected to an alias failure, because the storymanager log appears to not show anything (or I do not know what to look for in the log) When attempting to run startquest or setstage commands on 2 of my quests (one real quest and a test quest I made for testing things) it says "item not found for parameter quest" The 3rd console command appears to accept a quest because it is a base game quest. My quest will still start normally in the normal way by player stepping on a trigger. However I would like to use a setstage command to test something late in the quest. I also used the command with a test quest in the same esp file which has no aliases at all, and it fails too to accept any setstage commands. So it appears it is not an unfilled alias error
  2. I started wondering exactly about this, why not just make everything optional? I got so scared of alias errors I just use object reference in properties to avoid any alias errors. Is there even any type of log that shows what alias fails? For example when starting the creation kit I get various errros like "alias 8" failing in a quest. However that quest works and I do not know what alias 8 is
  3. I noticed my quest sometimes failing to work at random. Then I figured out it is caused by an alias failing to fill. I would like to access some way to debug what alias is causing it. I have: 1. set warn on alias failure to on in the quest's main tab. 2. I set show trace on the first trigger that sets a quest stage (which starts the quest) however I am not sure what the tooltip means: 3. I have looked at all available log files and there is no trace of anything from my quest (likely because the faulty alias is causing nothing from the quest to load. 4. I know the quest works and that it was only recently not working because of aliases I added. I would like to find a way to debug this without deleting the aliases.
  4. I don't understand entirely. For example in my quest I have a furniture and a xmarkerheading, both are specific reference alias as fill type, however in the script I had to turn the furniture into an object reference property for it to work, however the xmarkerheading works as a reference alias property. And I do not understand why. Aren't both objects that are placed in the gameworld?
  5. I want to teleport an actor to a marker that is not a specific marker on a ship. It is a marker that exists on every ship. When I try to call this via: Man.GetActorRef().moveto(ShipPassengerMarker) It causes a compile erro: type mismatch on parameter 1 - cannot pass a referencealias to a objectreference How would I fix that?
  6. When creating npcs or ships I have seen this problem. Certain dropdown menus remain grayed out. In this case I duplicated this ship from an existing template ship. 1. What is the logic behind certain things being like this? 2. How to change the voicetype in a script if its grayed out? I have looked at some existing quest scripts however I could not find anything.
  7. I want to delete world spaces I do not use anymore (not all worldspaces in my mod). The same for ship cells because the option to generate ship interiors appears to be not working, it leaves out parts of the ship.
  8. How to delete worldspaces? When right clicking on a worldspace it shows the delete option as grayed out. Can I just delete a world space in the files or would that cause problems with the mod?
  9. Is there also a command for checking if a specific stage is set?
  10. How do quest stages work? Are they sequential, as in, if I set stage 100, will it make every stage before that set? Or is it more like a checklist where I can set stages in any order I want? Like 100, then 50 then 60? Because the way it is sorted it implies a chronological order. However many larger quests have stages that do not appear to work if they would follow the index numbering.
  11. I would like to start a scene inside my quest. When using: SceneName.Start() it fails saying it is undefined. However the base game calls scenes by: DialogueGagarin_GG_IntroScene_TakeTwo.Start() Is there something necessary for the script to recognize the scene name? If there is something I can not find it.
  12. How to create a LOD so that structures appear in the distance and on the local map? I noticed that each world appears to have a LOD layer, so I thought at first that it automatically generates a LOD from for anything in the layer. However some locations have LOD layer names that do not match the world name. Is there something in the editor one has to use to create LOD?
×
×
  • Create New...