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Sovrath

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Everything posted by Sovrath

  1. So here's an odd one ... I have an "outside cell" (or set of cells, however that works) that is essentially a very long bridge over water. It reuses the Windhelm bridge meshes. It's all navmeshed, I even verified the navmesh "just in case" but if I make a summons using a scroll the summons appears alllll the way in the distance and then runs back to me. I cannot for the life of me figure out "why." At first I used the new summons scroll I made but even using the scrolls already in game yields the same result. I even generated "max height data" to see if that could be it. Any thoughts would be appreciated. Thanks!
  2. There is another warehouse that has a wisp mother. I've used it several times. I think it's warehouse premades. I should add, I always do navmesh by hand if I can. I've found there has been too much "cleanup" when I automatically do it.
  3. I think you should test this with fewer conditions first off to make sure it's yoru conditions. Having said that, and others can chime in if they have more experience, conditions seem to work where once the first And is not met it sort of stops. Here is a link to a reddit thread that sort of goes into it. Let's just say I was trying to implement a (a+b) or (C+D) set of conditions and had it all wrong as how the creation kit looks at conditions. https://www.reddit.com/r/skyrimmods/comments/27cdgk/help_a_better_understanding_of_and_or_conditions/ hope this is of some help.
  4. I think what you are looking for is doordeadbolt01. Just place it on the back of the door and link the door to it as you would a pull chain or lever. Is it possible to get a message that the door is barred when you click on it? What greyday said. I'll just add, you can make your own message and put it on the door as well.
  5. I would just put the condition on the force greet. When you make the force greet package there is a tab with conditions. I would add your conditions there. IUse "getisdead" ( believe that is the bit) and use "reference" and click on each npc that has to be dead. Make sure you use "And" and not "or" Done! I have dialogue that doesn't appear unless certain npc's are dead so I can't see why the force greet wouldn't work.
  6. T That could just be a force greet. Which, is actually an option for him/her.
  7. If I am understanding you, you want the npc to have the hello topic but never say it until the player first initiates dialogue and Then "thereafter" say it? If that is the case I would add a condition to the hello topic to only speak on a certain stage. So the player initiates dialogue, eventually that discussion moves to a certain stage. That is the stage I would use. I do this for one of my npc's and it works. For the condition, I believe it's "getstage" then use the quest name and then you would put either "=" or >= or whatever you choose. So if I'm understanding you try this, set the "hello" for quest stage 0 Stage0 Player walks in close range of Captain Grenaw.. 'Greeting' - Grenaw: "You made it back, you did it!" still Stage0 Player initiates dialogue with Grenaw: 'Hello' - Grenaw: "Somehow I knew you'd make it back alive" now set the stage to 10 Stage 10 And then the normal topics in the dialog session kick in... Player: "I barely survived the ritual." Grenaw: "I know, I didn't tell you everything.." (Etc, etc) How about that? So essentially the "hello" and initial dialog are at a low stage. Everything else is higher. You can even include additional "hello" dialog that can only sound off at those higher stages. I do a similar thing in my mod. Player gets close to a prisoner and the prisoner says bug off. But then I have a trigger later on that changes the quest to a later stage. Now the npc only "hellos" the later stage "hello" which is "get me out of here. As soon as the player opens the door the quest stage is set later and regular dialogue ensues. Not exactly the same but you can see that the quest stages can be utilized in a similar fashion. Another example, same mod, player is looking for some evidence. He forgets what he is looking for so he goes close to the ghost, ghost says its "hello" dialogue and then his dialogue is what the player should look for. Once the player has the items, one of them, on activation/player has it will up the stage so that when the player returns to the ghost he continues the dialogue. Does this work for you?
  8. If I am understanding you, you want the npc to have the hello topic but never say it until the player first initiates dialogue and Then "thereafter" say it? If that is the case I would add a condition to the hello topic to only speak on a certain stage. So the player initiates dialogue, eventually that discussion moves to a certain stage. That is the stage I would use. I do this for one of my npc's and it works. For the condition, I believe it's "getstage" then use the quest name and then you would put either "=" or >= or whatever you choose.
  9. It is a lighting issue. Whether the ENB is causing it or not I have no idea. is this a mod of your own making? Check to see what "lights" are on the water. You might have too many lights/lights with shadows OR if the water extends to an area that has a light on it (not the same tunnel but adjacent) then another light might be causing the issue.
  10. I realize that this is an old topic but for anyone else, sticking the "M" creature inside the sarcophagus, with appropriate nav mesh was a huge help and essentially fixed my map.
  11. oops ... are you making a mod and the voice doesn't work? I was assuming when I saw this come up but didnt' realize it was in technical help. You could check under your sound options and see if you have something turned down. Seems easy enough but maybe it was done by accident.
  12. I think we would need more information. Have you made a "voice" type and assigned it to the NPC? I don't have the creation kit in front of me but on the left browse down until you find something with Voice. could be under character. right click, select new and give it a name. Now into your NPC and under traits you will see a drop-down for voice. Select the voice you made. Now, in your quest, you can right click in the first tab under conditions and select "getvoice" and find the voice type you created. You can also just assign the NPC. I believe it's "getisID" something like that. Another issue could be that you haven't created a SEQ file and the game isn't recognizing that there is a quest there. If you have not done that then you will need to use TESVEdit. If you haven't let us know and we can walk you through it.
  13. Thank you for the example. It works fine. I'll definitely check out that quest just to make sure I didn't miss anything or "do" anything weird that might cause issues, but it works! The Actors are unique. I did think the "trytodisable", at first glance, seemed odd (there is no "try" just "do!") but as I said, I don't script so what do I know.
  14. I will try this tonight. Thank you so much. If I'll be back and report if I was successful or not. Very much appreciate it. Stay tuned. Update: Ok, I was too excited so decided to try it and THEN rush to work. Works like a charm! Always awesome to implement something and have it work on the first try! I posted your solution on the Bethesda forum where I also asked the question, in case someone was looking for the same thing. I attributed the solution to you and mentioned the Nexus forums (that site didn't like the link I posted). If that's not ok I'll happily remove it. Thank you so much! If you are comfortable with messaging me your e-mail I'll throw a gift card your way as a way to say "Thanks!"
  15. I put this on the Bethesda forums but as of yet have not been able to receive the help I require. One person is trying but I don't think he understand what I need. I can't script but need a script fragment. I found one on a similar forum as these that allowed me to have the npc attack after dialogue was finished. What I need is a script fragment, original dialogue, that disables the npc after dialogue (it's a ghost) Here is my original post on the Bethesda forums. It's my hope that someone who scripts (remember I'm not a scriptor/progammer) can post something I can use ... (thank you for your help!) I have been working on a a mod for the past few years (started out a birthday present for a friend and yadda, yadda, yadda, the scope got much larger) and it seems I will finish it in the next month or so. I am not a scripter but have had some luck following tutorial instructions for adding the few scripts that people have made available (DarkFox has been one of the invaluable contributors to this game) and I find I might be in the need of a script fragment. I had found on another forum a small script fragment for when an npc finishes dialogue and then attacks. I was hoping to find one where the npc finishes dialogue and then "disables" or disappears. However, I have not been able to find such a thing. The way I've been doing this is to have the player enter a trigger box that starts a countdown while the npc talks and then when the npc is done I've timed the "disable" trigger box to disable the npc. However, when testing last night, I dawdled a few seconds and the npc disabled just as they were finishing. I "could" just add a few seconds to the trigger box but it feels a bit clunky. I'm wondering if there are any scripters out there who would be able to post a script fragment that I can place on the dialogue that would disable the npc after they are finished. I presume this would be on "goodbye?" Thank you so much! As a side note, I'll upload the mod to nexus forums and anywhere else that people can upload mods once it's done as I'd like someone else to enjoy it (hopefully) other than my friend. Again, thanks!
  16. I realize this is old but I just found it because I had the exact same problem. Someone in this thread said "follower". Since I didn't have a follower it took me a bit to realize that I have shadowmere following me around (never wanted this horse). I went outside "fast travelled" to the redwater den (which of course only moved me a few feet) and shadowmere was there. I used the console to kill him (bring up console, click on shadowmere and type kill). This solved the problem and I could do the quest in this way. From what I understand he resurrects at some point a few days later by the sanctuary.
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