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Sovrath

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Everything posted by Sovrath

  1. If you are using a custom mesh then I'll assume there is something you need to do in order to add collision. What you could do as sort of a "dirty hack" is to take a small floor piece and put it right up against the walls so that the camera hits into that as opposed to going through. I had to do that with my mod a I have an area that has black planes as walls. I had originally put collision planes against it but learned that didn't stop the camera, just the player. Having said that, I'm sure someone who knows something about modeling/meshes, etc will come along with a better answer.
  2. So you can't load both Skyrim AND Enderal? If that's the case why don't you make a new mod, copy the exterior assets from the Skyrim Exterior into an indoor cell (copy/paste) save it and the load the new mod with Enderal and copy from your indoor cell to some exterior. the only thing I can't address would be landscaping but surely you can do your own landscaping? ; ) I'll add that if the exterior is a custom mesh with custom textures you might have to point the various bits within the creation kit to the appropriate folders. Since you might not want to keep the original folders you could make new ones.
  3. Hey Arenkael, "shooting from the hip" I would try loading the player house mod and Enderal and make Enderal the active file. I would then go down to the cell view, find the interior(s) right click and "duplicate cell." I would then go into the house mod, find the exterior bits, possibly control click each one, and then copy them. Go back to a spot in Enderal that you want and paste it. Y should then spend time altering the terrain to meet the bottom parts of the house or perhaps even lowering them. If you don't know how to do that you should go to youtube and search around for creation kit landscape editing or editing terrain, etc. As far as the custom assets you should note where they are saved in the house mod as you might have to go in game afterward and point the meshes toward their textures. I would then save. Then, load up the enderal mod and you should see your changes including a lot of issues with assets that don't have textures. In truth, if you don't know anything about scripting you should check out a few tutorials on how to add simple scripts (again, dark fox has a few) and then try to repeat the steps to add your scripts. I've added a few simple scripts by watching some of his tutorials so if I could do it I'm sure you could. I would start slowly and back up your work. Now, someone might have a better idea for making the esp a separate mod that is dependent on Enderal (or something like that) but I don't have experience with that. Maybe start small, learn how to copy over a simple house and then start again with something more complex. I'm sure others might have more experience with this but I wanted to at least chime in to see if I could get you started. Good luck.
  4. Don't have the creation kit in front of me but check under misc dialogue and choose "hello." you would then add the dialogue you want on the right. When the player comes into proximity they will say the dialogue. You can also make that dialogue dependent on a quest stage or enabled disabled item or even if the player has something in their inventory. For the 2nd question, you can make another branch of the dialogue and put a condition on it. I believe it's "isdead" Then if that character is dead the other choice will be there. You can do this below the listed dialogue in player dialogue condition options. Thank you for the first one, But for the second he's not dead. In fact, he's nonexistent. He's just part of the story. You can still do it. For example, if you start at stage 0 and say the first thing, you can then, at the end of that bit of dialogue move to a stage 1. The 2nd part of the dialogue would only be available at stage 1. I know that people use 0, 10, 20, etc but you can use any number if you had your heart on using stage 10 for something else. Am I understanding the problem correctly? I dont see a isdead prompt. I see a GetDead one though. is that it? Also I'm still kinda new to the more "advanced" side of SCK. I don't really know how to set stages. apologies for the late response. GetDead is it! Like i said, didn't have the creation kit in front of me so couldn't really summon the correct one.
  5. I feel like that's a brilliant solution,. Bravo! Don't you find that there are peculiarities in Skyrim (don't get me started on the Creation Kit) that sometimes push you over the edge to solve it yourself? The only Oblvion mod I ever made was a special spell, I called it "Hero's Aegis." I made it because I really wanted to do the battle at Bruam at a high level. However, when you do that, the Daedra that come out of the portals are high level and they tend to decimate all of Bruma! I wanted a few more living so I gave them more armor and HP and made the radius very large. Worked like a charm. I recently had a problem in Skyrim where I made a new playthroug using the Bethesda survival mod. However, this mod cuts down on how much you can carry. No biggie until I rented a room in the bannered mare and dropped some of my extra armor and weapons. A guard, through the floor, scolded me for leaving dangerous things around (in my rented room) and I got dinged for a minor crime. Thought this was ridiculous so I made a chest in the room called "guests hold" or "guests storage" or something like that. Now I can have a proper storage until I get a place and not be scolded by guards. Sometimes you have to take matters into your own hands!
  6. Don't have the creation kit in front of me but check under misc dialogue and choose "hello." you would then add the dialogue you want on the right. When the player comes into proximity they will say the dialogue. You can also make that dialogue dependent on a quest stage or enabled disabled item or even if the player has something in their inventory. For the 2nd question, you can make another branch of the dialogue and put a condition on it. I believe it's "isdead" Then if that character is dead the other choice will be there. You can do this below the listed dialogue in player dialogue condition options. Thank you for the first one, But for the second he's not dead. In fact, he's nonexistent. He's just part of the story. You can still do it. For example, if you start at stage 0 and say the first thing, you can then, at the end of that bit of dialogue move to a stage 1. The 2nd part of the dialogue would only be available at stage 1. I know that people use 0, 10, 20, etc but you can use any number if you had your heart on using stage 10 for something else. Am I understanding the problem correctly?
  7. Don't have the creation kit in front of me but check under misc dialogue and choose "hello." you would then add the dialogue you want on the right. When the player comes into proximity they will say the dialogue. You can also make that dialogue dependent on a quest stage or enabled disabled item or even if the player has something in their inventory. For the 2nd question, you can make another branch of the dialogue and put a condition on it. I believe it's "isdead" Then if that character is dead the other choice will be there. You can do this below the listed dialogue in player dialogue condition options.
  8. I don't have the Creation Kit in front of me but I suspect if you open up the quest that has the dialogue you can check out one of the tabs to the far right. There might be a Misc tab or some such thing, but check the options when you try to create a "new" dialogue choice. So, for example, I have a character with multiple responses under "hello.." All that really does is that whenever I approach, or even click on them, they come back with some sort of retort. It's always random because I clicked on random. My thought is that maybe you can find an option that will trigger your character to speak and then create a few lines and tick the box for random. One of the options I know of are seeing a dead body. Perhaps there is one for witnessing a shout.
  9. Are you sure you were hidden? It could be one of your many mods that's affecting the cell but Skyrim does have some buggy things going on with it at times. If you were hidden it shouldn't have been a problem. There is a mod that is called "Search and Destroy" or something like that and I had problems with it so decided not to use it. You could try with a vanilla game to test it.
  10. Glad I could be of some help. If you find a generic line such as the hammer line I mentioned, there is no reason why you could't use that. Heck, you can easily just add the EXACT same stuff and just point to your custom weapon and try it out in game. Good luck!
  11. hmmm This would require you to add dialogue to many npc's. Or at least a certain amount who share a specific voice type. At least that's my understanding on how to do this. Which means they aren't going to have "sound" or you they will have a different voice. Unless there is a generic "whoa, that's a cool weapon" quip. You could also just add a custom npc and not worry aobut the others. So, shooting from the hip here, you could ... on the Quest that handles dialogue, go to the "Hello" and make the response you want. Then in the conditions you could make sure the npc only says the appropriate thing using "getitemcount" for your sword and have it = 1 and have it run on player. There could be other ways to do this but that's what I would try first. If you look at "dialogueguardgeneral" quest there are about 50 separate things they can say under "hello" and the condidtions that manage them. Though, looking at one of the Guard's lines, one of them is "that's one big hammer" and it's run on "target" the condition is "getequipped" and the parameter is volundrung. Well, hopefully you get the point. I hope that was at least a little help or at least will put you on the right track.
  12. I think there are several things to consider. You want them to cast a spell to summon a bow correct? It's my experience that not all spells or shouts can be automatically used by npc's. Or at least, I've had the same experience you've had. As Sphered mentions, can you just use the nif of the bow, create a new weapon, and you'll have the look? Also I don't think you have to have 99 arrows. There is a tickbox in the construction set that determines if the npc uses arrows from inventory. Otherwise they seem to just use an infinite amount of arrows from whatever type is in their inventory. You can test this but I've put 10 arrows in an inventory only to have the npc shoot many more. Back to the npc, maybe make his combat type something like Draugr missile or Thalmor Missile or something like that.
  13. Can't help on the first two but I have a character who forcegreets you through a gate and I just use a regular ol' force greet.
  14. I don't know anything about scripting but I do know that when npc's get into combat they tend to be very "focused on combat." If I'm understanding you correctly, you want to turn toward your follower and have a discussion during combat, correct? Shooting from the hip, you would need the follower to drop out of combat, have a conversation, and then go back into combat. That's if I'm understanding what you want. I know for some of my npc's that needed to address the player during combat, I would play around with factions as well as aggression. Not the same as what you probably want but could you write a script where, when the player tries to address the follower they change aggression or go into a faction that doesn't dislike the enemy and then when you are out of it make them aggressive again? Otherwise I've had npc's spout customer battle dialogue during a fight but that's not what I think you are looking for.
  15. I've wrested with this and it doesn't work. The problem is that you cannot shut havok off from a body with what is supplied in the creation kit (tickbox and that havok script) I've tried! What you could do (and this is what I did) is use the static skeleton parts. It's not great if you want to have a recent body with weapons impaling them but it does work fine and you only have to use the havok script on the weapon. It's not idea as you really have only a few poses with these "bones" but you won't get the player removing the bones and having the weapon or arrow stick in mid-air.
  16. I realized that and disabled the 3 I didn't want, then I disabled all four and still got constant CTD's. I ended up uninstalling about 20 mods in frustration, and now the crashes are gone and the game runs smoothly. I'll probably never know what was causing the conflict, and now half of my most exciting mods are gone. But oh well, what are ya gonna do? just slowly enable the mods you disabled and you'll eventually find the culprit. You could even do it by "5's" Enable 5 of the mods. If there is a crash then it's one of the 5. If not then enable 5 more, rinse and repeat. I would personally just do it one by one. It's only 20 mods.
  17. Is this done in conjunction with dialogue or with a quest just moving to a specific stage? You need to make the item an alias. In the alias tab you will have several ways of pointing out the object you want. If this is something in the world I'd just use the one that allows you to click on it. There is also a tickbox for allow disabled/enabled (or something like that.) In the tab where the quest stages are you will see an area under "log entry." Right Click and choose new. This will "ungray" the box where you can put thisscript fragment in. It will be under "Papyrus Fragment." Alias_MyAlias.TrytoDisable() The "MyAlias" is the name of the alias you made. You can substitute "Disable" for "Enable" if you want the item to appear. Just make sure you "tick" the initial disable box that Kevek mentioned. If you are doing this in conjunction with dialogue then you can use this to set the stage in the appropriate dialogue area in a box that says "end" GetOwningQuest().setStage(#) where "#" is the number for the stage to move to. You will of course want to put the trytoenable/disable script fragment (as above) in this stage of the quest. This is all thanks to Cumbrianlad on this site who helped me with this as I have a lot of this in my mod.
  18. Do you have the shout where you become "ethereal?" if so try using that and see if your transparency goes away after its effect wears off. I had changed some a character using the console only to find out that I seemed to have a permanent transparency. I discovered that using the "become ethereal" shout would fix the issue after it wore off. See if that helps.
  19. I hate to just give you videos but "I'm going to give you some videos" which might help. DarkFox has some great navmesh tutorials and even if you have done navmesh before you could pick up something new. one of the tutorials talks about cutting navmesh when you are placing, say, a hut outside. Remember to finalize navmesh whenever you change or create new navmesh.. What that will also do is highlight a triangle by a load door which will allow npc's to use it. As far as what happens to npc's when they come across multiple layers of navmesh, they will most likely get confused. If I was use I would make a test mod and mess around with navmesh, placing items, cutting it, etc and see what happens. Then get rid of that mod (or continue to use for tests) and incorporate them into your mod. Lastly, find a favorite mod that has outside items like a lighthouse or new house or player house and look at what they did and how they solved their problems.
  20. Try linking the centurion to an "xmarkerheading." Also, if you do this again, you can use an enable parent where you have the static's parent be the disabled working centurion but make the static "opposite of parent." Then enable the working centurion which will disable the static as it will be "opposite of parent." I hope I'm explaining that correctly. Also, have you looked in "warehouseambushes" in the "worldspace interiors?" There is a dwemer centurion ambush there. Have you looked at how that works? Your method seems to be a great workaround but maybe the existing ambush would be more seamless. Good Luck!
  21. You could just find that very example in the creation kit in one of the towns and then go then click on the door's (for lack of a better word) yellow marker which will bring you to the inside and you can then see what they use. Or, go in the creation kit and right click on farmhouse01. A popup will appear. Go to "use info" and you will see all the examples of that used in the game. Double click on one of them and you will be taken to its exterior. Then you can double click on the door marker and see what's inside. So, for your example the FarmIntDoorway01 piece is used. As well as FarmIntEnd01. You'll see. Good luck!
  22. How do you go about doing that? Remember, it's not going to be the full suit but more like how a cuirass appears if you drop it in game. There are two ways you could do it. Or at least two that I know. The first is that you drop the armor asset into the game, position it where you would like and then double click to bring up the properties. Tick the "do not havok settle" box in the lower right. I do this as a "just in case" but in truth the next step seems to be the most importnat. scroll the tabs to the right until you get to scripts and do a search for havok. You'll see a script. Double click on that to add it. Set the properties how you want them. I would also add a collision cube around the item. You can find this in the ribbon at the top it will have a "C" on the button. One adds a two dimensional collision item and one adds a cube. Hit "2" to get the arrows and manipulate the cube around the armor. This way no one can take it or if they hover over it you won't (or shouldn't) see "take armor." The other way to do this is to find a static item in game, duplicate it and save as AAAARmor1 (or whatever). Then find the armor asset you want, copy the path to its mesh, open up the static object, click on the button for its mesh and just paste the path in the box that come up. You should now have a static armor object you can put up. I did it this way with swords as I have a large "sword" bridge as well as a few static sword pieces. Not sitting in front of the creation kit but hopefully that will set you on your path. This might help ...
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