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Everything posted by Sovrath
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[LE] Initially disabled things
Sovrath replied to TheDarkWearoner75's topic in Skyrim's Creation Kit and Modders
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. -
I have a weird type of invisibility effect permanently?
Sovrath replied to XxPh3oni1xW0lfxX's topic in Skyrim's Skyrim SE
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. -
[LE] How to navmesh external location efficiently?
Sovrath replied to Russia2012's topic in Skyrim's Creation Kit and Modders
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. -
[LE] Lever, Static, Custom Centurion...
Sovrath replied to ReverendFelix's topic in Skyrim's Creation Kit and Modders
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! -
[LE] find interiors to match exterior
Sovrath replied to gerg357's topic in Skyrim's Creation Kit and Modders
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! -
[LE] Suits of armor resources
Sovrath replied to wilwhitt56's topic in Skyrim's Creation Kit and Modders
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 ... -
[LE] How can i create health regeneration ability?
Sovrath replied to VulcanTR's topic in Skyrim's Creation Kit and Modders
W But they have an ability as Race. Plus it is not flat. It is percentage based. I just want to create something like this RegenerationAbility = Regenerates 2 hit points per seconds. And I want to create variations of this ability and add to separately for anyone i want. Tonight i will check once the stamina one as you mentioned. "Well" I was wrong. I checked the Trolls and they don't have it as an effect. Having said that, Apparently I used it on my troll so ... so when you create your new spell, right click on "effects" then scroll down to "ABfortifystaminarate." I checked and you can use a decimal such as ".05." So perhaps experiment with the numbers a bit. Sorry I couldn't be more help but hopefully that sets you on some sort of path. -
[LE] How can i create health regeneration ability?
Sovrath replied to VulcanTR's topic in Skyrim's Creation Kit and Modders
So I don't have the creation kit in front of me but you could create a birhtsign and assign it a stamina regen ability. Go in the creation kit and under magic find the birth signs. they will have AB in front of the description. example: ABVampire something something or "something" like that. If you look at several of them you will find that they have different affects and I believe you should find one of them that has a stamina regen already so you can see which one it is. This is very possible as I have created regeneration affects for a number of my npc's. Sorry to be so vague but hope that can point you in the right direction. Thank you for your assist but sadly still i don't get it. It seems confusing. I have to update my mod and i have to add regeneration ability for creatures. I was tried to copy it from necklaces which gives regeneration but it is not worked. Edit: I found something within Class tab and it is working but i have a huge problem, it is NOT flat. It is percentage based. And sidenote: It would be far better add it as Perk or Active Effect. Edit2: After many attempt still i cannot succeed. Is it requires advanced scripting system? I really don't think it requires scripting. Then then again I'm not a coder. Find a troll in the creation kit. Trolls have health regen. See what ability is giving them health regen. There will be a stamina and magicka equivalent in the creation kit. Use the stamina one. Sorry, I didn't have a chance to look at this last night but will do so tonight. -
[LE] How can i create health regeneration ability?
Sovrath replied to VulcanTR's topic in Skyrim's Creation Kit and Modders
So I don't have the creation kit in front of me but you could create a birhtsign and assign it a stamina regen ability. Go in the creation kit and under magic find the birth signs. they will have AB in front of the description. example: ABVampire something something or "something" like that. If you look at several of them you will find that they have different affects and I believe you should find one of them that has a stamina regen already so you can see which one it is. This is very possible as I have created regeneration affects for a number of my npc's. Sorry to be so vague but hope that can point you in the right direction. -
[LE] Problems porting my Skryim mod
Sovrath replied to Sovrath's topic in Skyrim's Creation Kit and Modders
Thanks Agerweb. I didn't change any of the directories from the original game but I think you might be on to something. Will look into those suggestions and thank you. Appreciate you taking the time! -
[LE] CK render window percentage value & MB ?
Sovrath replied to maxarturo's topic in Skyrim's Creation Kit and Modders
What do you mean by ?... "As for effecting performance I'm sure it could if not put together properly" I have, for my mod, an area that is quite large though the percentage is probably just 108% (I think the Castle in Dawnguard is 114%) and I was getting a bit of lag when I turned my character toward different areas. Now, (and this is a learning moment for me) some of the halls and rooms don't work well with room bounds as they are too close together, have stuff going through the walls, etc. I ended up using Occlusion planes and that solved the problem extremely well. I use them in several maps. Additionally, I loaded up my mod on a low end computer and actually tested off it. I discovered some things would cause the game to crash so I had to change some things around and that ended up solving the crashing. Mostly a lot of sound and enable/disable objects. -
So I've finished my mod which was originally done for the original skyrim. I'd like to port it to special edition but I'm running into a problem where none of the voice tracks sound and it seems the quests don't work. I've listened to a few tutorials but none of them mention anything about this issue (that I can find.) Has anyone run into this issue and if so what am I missing? Thanks!
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I imagine you have the talking activator tied to a quest correct? You should be able to do idle chatter in that quest. It would be one of the tabs more to the right, maybe misc dialogue. I think if you use "hello" or some such thing an npc will say the dialogue you've listed. CAn't imagine it's different. I'd be more specific but I'm not at my computer to check. You can also check npc quests, like the one used by the guards, to see what triggers them to say things.
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So I don't write scripts therefore I can't help with a new script. However, you could use the default script that's in the Creation Kit for the shrines. It bestows a blessing. What you would do is create your own "blessing" and choose it as the magical effect. You could also create a new message which is part of the blessing. Not sure if you have to have a message but you could make it something like "your body feels infused with energy" or something like that. Since it appears in the upper left corner as opposed to a text box, don't make it too long or else the font will become very small. Hope that helps. I should add, you would want to use an activator for the static object. You could take one of the shrines and just use a different mesh. Be careful to name it something different and not overwrite the original.
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What you could do is have the end of one of the first dialogue branches set the quest stage to, say 10. The 2nd option to 20, etc. Then on the other dialogue with the the other npc use the "getstage" condition so that it will check the stage of the first quest and then offer the appropriate dialogue choices. So, off the top of my head, the player would have a "hello" with the 2nd npc and then two branches off that, one that checks for each stage of the initial quest. erm you might offer a 3rd option if the player hasn't discussed with the first npc and the their quest is still at stage 0, the 2nd npc might say something else.
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[LE] Custom Follower weird dialogue
Sovrath replied to Holzey's topic in Skyrim's Creation Kit and Modders
did you make a custom voice type for this follower or did you use some other voice type? The only way your follower can comment like this (when not being addressed) is if you recorded that dialogue and added it to the quest assigned to the follower's dialogue. If you used another voice then I'm guessing that's where it's from. -
So discovered the issue and here it is for anyone who has a similar problem. the default message box script is from Dragonborn. The test computer has that expansion "unticked" so it became an issue that I didn't even know was an issue. I found a messagebox script that DarkFox created (and was actually able to alter the one he has for download which was surprising to me) so if someone needs a messagebox and you aren't making Dragonborn a "must have" keep this in mind. This is probably more of an issue for a "non-scripting person."
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Hello! I'm hoping someone might have some insight into a problem I just discovered with my mod. I duplicated the inscription tablets that are used on the pilgrimage stops to High Hrothgar and have used the "defaultshowmessageonactivate" script to show my messages. This has worked fine. I've used that default script on other objects as well such as a pull-chain, and again all works fine, Now that I'm testing the mod on a lesser computer I discovered that when I click on the tablets they no longer show the messages. Same with the pullchain message. However, they work fine on the original computer. I reinstalled the entire data folder on the original computer only using the mod's esp and bsa and it works fine. but when I do this on the test computer they do not work. I reinstalled skyrim on the test computer and it didn't fix the issue. There must be something that the original computer has that is not transfering over to the test computer with the bsa or esp but I can't seem to find it. Any thoughts? And thanks!
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[LE] Force Greet through quest alias
Sovrath replied to screencap's topic in Skyrim's Creation Kit and Modders
While I can't help you with that I wonder why you are trying to do it this way? What are you really trying to do? Maybe there's another way to accomplish it. -
[LE] TESVEdit Create Seq File Noob Question
Sovrath replied to Praecox420's topic in Skyrim's Creation Kit and Modders
Doing a quick test I tried to create a seq file on skyrim.esm and tesV edit created "nothing." As shown So are you sure you actually created a seq file with skyrim.esm? I then loaded both Skryim and my mod and created a seq file then deleted it from the folder and just created one from my mod and a new seq file appeared. Meaning, if you feel you messed up, I think just deleting it and making a seq file "just" on your mod should put you in a good place. It doesn't seem like TESV edit includeds Skryim given that it didn't generate one from the original test. I hope that helps. Maybe someone else has more insight. -
What happens if you put a condition at the start (one of the first tabs let's you put conditions for the quest - quest data I belive) "getisvoice" (I think that's what it's called) and put that voice for that quest/character. Does that clear it up?
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Hey MidMist, I would definitely start out "small." Also, don't let the idea of "the process" scare you. Without scripting or making your own textures/3d items you can do quite a bit. I've just finished a very large mod (which has taken me years) and I don't script (though I've added two scripts per DarkFox's tutorials - and some he wrote) but my approach to modding was "given what I know and given what I know I don't want to do, what CAN i do." And just by using what is in the Creation Kit you can do quite a lot. Also back up everything you do. Everything. Also (another also) be careful what you tinker with when it comes to the main game, such as scripts/triggers for Ralof to unbind you. What I would advise is to go to the room where Ralof unbinds you and look to see if there is a trigger that starts that part of the quest. You might be able to move that earlier in the game but then it's possible that will mess up him running through the keep for the rest of it. Start small, learn how these mods/expansion are put together and then build up from there. Good luck.
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[LE] How do I make unlockable dialogue options
Sovrath replied to SeriousLunch's topic in Skyrim's Skyrim LE
You could use a condition where, a You could use a condition. Once the first bit of dialogue is done, have the stage change to 10. The 2nd one will have a condition that the quest must be = to 10. This is if I am correctly understanding what you need. -
[LE] Help understanding BSA/ESP relationship
Sovrath replied to Sovrath's topic in Skyrim's Skyrim LE
Thank you again, that was very helpful!