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Everything posted by ZeroCore
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Return the ID's of Container Contents - is it possible?
ZeroCore replied to ZeroCore's topic in Skyrim's Skyrim LE
Alright, but my question is this; how does it know to locate the container? Is "ContainerRef" how it locates the container that I've given the Reference Editor ID of Replicator? And if so, how does it do it? I really don't understand how to make it add an item directly to a specific container. I'm sorry, but it's not making sense to me. If the Reference Editor ID isn't the thing that's used anymore as a script target, then what is? -
Return the ID's of Container Contents - is it possible?
ZeroCore replied to ZeroCore's topic in Skyrim's Skyrim LE
The script is the same one you wrote above. I tried using it just to see how things would work, but it didn't work at all, at least the lever script didn't. As goes how to reference something by base and by instance, how do you do that? I don't know how to do that. Papyrus is really badly made, IMO. -
Return the ID's of Container Contents - is it possible?
ZeroCore replied to ZeroCore's topic in Skyrim's Skyrim LE
Ok. I'll walk thru the first one. Perhaps that will give an idea on how it works. Descriptions are in the comments. i.e after the semi-colons This didn't quite work. The container script worked just fine, but when I tried to compile the lever script, it gave me errors: c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\YourLeverScript.psc(4,27): required (...)+ loop did not match anything at input 'Auto' c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\YourLeverScript.psc(4,31): mismatched input '\\r\\n' expecting STATE No output generated for YourLeverScript, compilation failed. Also, I have no idea how to set up a reference now. In the past (in other words before the chaotic mess that is papyrus came around), setting up an object reference was as easy as placing a name in the thing's reference ID section at the top of its object window. Now, I have no idea how to set up an item as a reference, none at all, and there doesn't seem to be a single tutorial on the whole of the internet on how to do it that I can understand. -
Return the ID's of Container Contents - is it possible?
ZeroCore replied to ZeroCore's topic in Skyrim's Skyrim LE
Regarding your attemptYou named your script Replicator and then used an undefined variable called Replicator to run the AddItem function. You would need to add an ObjectReference property for your container and give it a variable name that is not the same as a script. FYI -- before you get going too far into your mod. Strongly suggest you use a script prefix so that you'll have an easier time of recognizing which scripts belong to your mods. Well, actually I'd already named the container that the new items would be deposited in "Replicator".... but it does conflict with the script name. I'll change the name of the script and see if that works, but I don't know what will happen. Nevermind. Tried changing the name, and got the same error. Also, I'm curious as to how the script you wrote above works. I can understand some of it (I know other coding languages, but not this one). I'd like to know, step by step, what everything means and how it does what it does. Also, how does this thing know what form list to use, and what form list is referenced, if the name of the form list never appears? I have a lot of questions about this scripting language, I admit, but there seems to be no good tutorials anywhere to learn from. The wiki is two inches away from being useless since it doesn't tell me exactly what means what and how things fit together, and there aren't a lot of user-made in-depth tutorials out there on the web. I really don't know where to start, and there seems to be little to no resources available to learn from. -
Return the ID's of Container Contents - is it possible?
ZeroCore replied to ZeroCore's topic in Skyrim's Skyrim LE
Probably a good idea. Unfortunately I have no idea how to use forms, form lists, or anything related to them, and I couldn't find any good tutorials on how to use them to accomplish what I'm trying to do. I also ran into a problem with the work-around that I thought up. The work-around was essentially to have two containers. The one container is a recepticle where you place the item. It uses the "OnItemAdded" event to run a script which is supposed to send the ID of the item that was put into it to an "AddItem" command, which would then add the item to the replicator chest. I keep running into the following error when I try to compile the script: "cannot call the member function additem alone or on a type, must call it on a variable" the script I've come up with looks like this: Scriptname Replicator extends ObjectReference Event OnItemAdd (Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) Replicator.additem (akBaseItem, 2, true) endEvent I have no idea what I'm doing wrong. -
I'm trying to essentially make a replicator mod. The idea is this: you put an item in a chest, flip a lever, and the chest gives itself a copy of the item inside it. I'm not sure if it's possible though, as I don't know of any way to get the item ID's of anything stored inside a container. I'm still very inexperienced with the Papyrus scripting language, and the Wiki for the creation kit doesn't seem to help much (it doesn't give enough practical examples, and the descriptions given there are rather hard to figure out at times. The tutorials don't have anything similar to what I'm out to find, and the descriptions they give in these tutorials of what to do, how, and why are woefully limited as well). Any help on this would be much appreciated.
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Going by what I've read in here so far, I have a few questions: 1: If you could, please post a few more of your pc specs, namely processor speed (gigahertz), type of processor (brand), and the amount of ram. 2: what are your game's current specs? (how many mods, which ones, and the version number of any addons that you have. Just saying "latest" isn't really saying the version, since it might not be the latest anymore and some don't know what the latest version is. It'd be much more helpful to say the number of the version).
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Patch install error "PLEASE HELP"
ZeroCore replied to shayden117's topic in Oblivion's Mod troubleshooting
Well the best thing to do first is this: DON'T PANIC. If you get stressed over it, you might overlook something that you might have otherwise noticed (I get that you're mad over this, I would be too, but the best first step to solving any problems is to approach it with a cool head). Now then... First off, are you sure that you've tried all the patches? Secondly, do you know what version your game is already at? Third, do you have the Shivering Isles/Knights of the Nine/any other DLC's installed? Worst comes to worse, you could try this; copy your save files and paste them into another folder on your computer. Then do the same for any mods that you've downloaded. Uninstall your game and then reinstall it, place the saves and your mod files (the ones I told you to copy before) into the right folders once you've reinstalled, and then try the patch again. I know it's sort of a last-ditch thing, but it might work; if the patch didn't work correctly before (and you've followed all other advice and still have gotten nothing but the same bad result again and again) perhaps something didn't install right the first time you installed the game, and now isn't letting the patcher run correctly. Also, although this is probably unrelated, it seems to always be a good idea to run things like patchers in admin mode (to do that, right click on the patch's file and hit "run as administrator"). Sometimes things don't work right (due to firewall settings) and running patches might conflict with one or two firewall settings. This is probably not the cause of your issue, but it's just a general good idea to do if you're trying to install something that won't quite work correctly. -
I'd appreciate any help I can get for this issue I'm having; I'm trying to edit an oblivion save file (edit the face of my character). I've tried the tricks, wrye bash, oblivion face exchange lite, and an odd trick where you create a new save with a new character, quit, load an old save, and then save with that face over your character. Nothing seems to work permanently. What happens is this; I SOMETIMES manage to get a new face on my character, but whenever I quit and load the game again the old face I got rid of before comes back, and won't go away. I'd like and would appreciate any help I can get in fixing this issue so I can edit my character's face successfully and permanently. Also, for some reason, Wrye Bash won't change anything at all (even while I'm running it as administrator), nor will Oblivion Face Exchange Lite (also run in admin mode). The only success I've had is using the showracemenu command and editing it that way (and even still when I leave the game and come back later the old face I tried to get rid of returns).
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I've seen many Halo mods over time; mods for the SPARTAN MJOLNIR armor, the ODST armor, many guns and weapons, Covenant mods (Elites, Grunts, Jackals, ect), and even UNSC, Covenant, and Forerunner architecture mods, but I still see a lack of what is quite possibly one of my favorite Sci-Fi alien species; Inferi Redivivus, LF.Xx.3273, or more simply, The Flood. I haven't seen any flood mods floating around, and I think that it would be interesting to see one made. Personally, I already know how to make a custom race, do minor skeleton edits, skin and rig a mesh, but what I don't know are complex animations and the animation tutorials I've seen so far either didn't make much sense to me, were in a language I didn't speak (in other words, anything outside of English, although I do speak some German), or didn't go into enough detail. In short, the main request that I have is that if someone could please help with animations, or better yet, tell me how to make them, I'd definitely appreciate it. I'll worry about skinning and rigging the flood to a skeleton myself; I have drawings and screenshots from all three of the main Halo games of the various forms of the flood, so I have my reference images already (the only real thing that I need is a lot of time, and the animations). I'll probably either use the default NPC skeleton with a few tweaks, the feral ghoul skeleton, or possibly a trog skeleton if I feel like using the skeletons from The Pitt DLC. But yeah, the main part of the request is for animations or better yet for a means of teaching me how to make them.
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What will make Skyrim better? The Creation Kit, of course. XD Puns aside, Dwemer. I'd like to see more done with their lore/history/ect. A possible return from the dead/visitation to wherever they went would be great.
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I'd say either New York City, Tokyo, or London. New York would be iconic enough, and it could have some underlying plot points to once again show how a nation like the United States of America could have fallen (time square in ruins, empire state building half fallen over... big landmarks/symbols of American might/industry/economics in disrepair/total destruction). Tokyo would be interesting just to see how the city would have fallen apart; Earthquakes, floods, tsunamis... 200 + years on that city without any maintenance would be an interesting ruin to navigate through. London would be interesting for many similar reasons; Britain's rainy climate along with floods and lack of maintenance would certainly take a toll on the city, let alone nuclear war. In short, those would be my first choices for the next Fallout setting.
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Thanks for the tip. ^^ Thing is though, I don't own 3DS Max, and I don't have the cash to buy 3DS Max either... Anyway, the file converter is a good thing though. Thanks for the details on that.
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I recently found out that Skyrim doesn't use the old .KF files that Bethesda's games before it used (I.E. Oblivion, Fallout 3, ect.). I know that I can use Blender (the only modeling program that I have) to make .KF files, but I have no clue on how to make the new animation files types. I know that there are those who have made their own custom animations for skyrim, but I have no idea how they made them in this new file type. Can someone please tell me just how you make a new animation for skyrim, please? Any help would be much appreciated.
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Just what it says in the description. I've finished the forsworn conspiracy quest and yet the guards of markarth keep attacking me. Whenever I manage to call a yield, they say the whole quest line of "you've committed conspiracy against Markarth" and give you the option to go to jail/fight/ect... No matter what I hit, nothing happens and then it just goes back to fighting. I've already tried typing "setstage ms02 100" into the consol, going in and out of the Talos shrine, and still it persists. Please help.
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I used to think that this meme got old, and then I took an arrow to the knee... XD But seriously, it is funny even now.
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I put this in the spoilers section because I'm not terribly sure by now if everyone who has played Skyrim has met Sheogorath in it yet. All I can say is that I'm glad that he is in it. Sheogorath was one of my favorite characters in Oblivion, and for a multitude of reasons: 1: he was funny to talk to, and always seemed in an upbeat mood. 2: HE. WAS. BRILLIANT. He kept the Shivering Isles working, albeit chaotically, but working none the less. He seemed happy to talk to his subjects and those whom he employed and generally seemed to have a good sense of humor, a trait that in real-world leaders is valued. His statements, however crazy or random they may have seemed, always had a bit of a poetic edge to them; you could put them in a poetic sense and have it make, well... sense. 3: Well... he just seemed like a like-able character and a good ruler (not to mention a powerful immortal being). I was sad when I found out you had to replace/fight him at the end of the Shivering Isles in Oblivion. It really did make me laugh when I saw Sheogorath again in Skyrim. Of course, we all think now it's not the original Sheogorath; IT'S YOUR CHARACTER FROM OBLIVION WHO TRULY BECAME THE MAD GOD, or so the general lore says these days (which is probably the case). Some say that it IS the original Sheogorath once again and that Jyggylag turned back into Sheogorath again, but I find this a bit sketchy to be honest, or that it's just a memory of Sheogorath in Pelagius' mind (which wouldn't explain how you got the Wabbajack in Skyrim if it WAS just a hallucinating ghost). Either way, it was certainly good to see the Daedric prince of madness again. Sheogorath seemed to be a personification of the phrase "the difference between madness and genius is degrees of success". Sheogorath seemed like a very successful ruler to me, he statements seemed poetic if not a bit weird, and his personality seemed like someone who was easy to get along with and always in a good mood. On top of that, in Skyrim Sheogorath's tasks inside of Pelagius' mind HAD A MORAL TO THEM, or at least one that I could see (spoilers here for those who haven't done that quest) : 1: When you go to Pelagius overseeing a battle of two Daedra, you have an option of using the Wabbajack to change the Daedra, or change the guards next to Pelagius into Daedra. Here's the moral behind it; don't get so focused on one thing that you forget about something else that's very important. 2: When you deal with Pelagius' bad dreams and memories. You use the Wabbajack on the personifications of Pelagius' bad dreams and change it into a celebration around a lively bonfire. In short, when you have a bad dream, thought, or see something scary, just put it in your mind and twist it into something funny (giggle at the ghostly, if you want to take the advice of a certain pink equine). 3: When you deal with Pelagius' lack of self-esteem and his self-hate dominating his personality. When you go to offer support to someone, you can't just try to bolster their self-confidence, you need to ALSO chip away, or give them reason to chip away, at their self-doubt. Don't just tell them to get over it; you need to show them why they're better than their self-doubt. Sheogorath taught a few morals behind this quest in a very indirect way. It seems that Sheogorath isn't just a bit weird, he's wise, friendly, and somewhat helpful, if not a bit chaotic. In short, the prince of madness might be unpredictable, but he's a lot more intelligent than he seems, and a better ruler than most would take him for. It's just good to see that daedra again. ^^
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Put this in the spoilers section because I wasn't sure if those new to the game knew this or not. Okay, Shadowmere, the demonic, immortal horse makes a return in Skyrim. We first get Shadowmere in Oblivion from Lucien Lachance of the Dark Brotherhood. When we get Shadowmere then, Shadowmere is referred to as a female, as Lucien refers to Shadowmere as "she". In Skyrim however, when we get Shadowmere, it's referred to as a male, a "he". This is confusing. Which is this horse; male or female? For one, there's the horse's name; Shadowmere. The last syllable of the name sounds like the word "mare", a female horse. This, from my perspective, is enough to bring about suspicion that this horse is indeed female, and this makes me question why the Dark Brotherhood in Skyrim thought/observed it to be male. I've heard the theory that it might be a different Shadowmere; a twin, sibling, relative, or child of the original, but this theory is defeated because you eventually get a power that lets you summon the ghost of Lucien Lachance, and if I'm not mistaken if Shadowmere is around when you summon him, Lucien greets the horse and refers to it as an "old friend". So the theory that it's a different horse appears to be out the window at this point. Did the Skyrim team accidentally stick in a typo, does no one really know the horse's true gender, or is this horse able to swap genders at will or something?
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Try giving this a shot: http://www.fallout3nexus.com/downloads/file.php?id=30 It's right here on the Nexus and posted by the people who made blender in the first place (if I'm right). This will walk you through how to install it, and provide the files you need for installation of the program AND its PyFFI AND its NifTools. EDIT by LHammonds: Correction, I did not make Blender. I just uploaded it and provided the instructions on how to make it work for whatever Windows version you are running.
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Okay, this is a bit of a big idea, but here's how it goes: As we know, Fallout 3 and Fallout New Vegas allow players to interact and have conversations with some creatures, be they robot, animal or other. Most of them have facial expressions such as mouth movements (for the obvious pronunciation of words), and eye movements (for expressing emotion) however some don't (not necessarily because they lack a face either). What I aim to do is to make facial animations for these creatures that lack them. Does anyone have any advice for how to do this, or any links to any tutorials anywhere that tell how to do this for Fallout 3 or Fallout New Vegas? A step-by-step walkthrough on how to do this would be very much appreciated.
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As the title says, I'm working on a gun mod, but it won't work; when I try to load the model into Geck, Geck crashes. I think it's the textures. I know that textures, when viewed in NifSkope should read out "Textures\ <insertnamehere>.dds" but when I try to load a texture in Nifskope, it reads out "C:\programfiles(x86)\steam\ ... ect..." How do I fix this texture location problem?
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Just what it says in the title. I'm trying to make a weapon or an armor mesh with an animated part (similar to how the fan on the Enclave Advanced Power Armor Mk1 rotates in Fallout New Vegas). Any help on that please?
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Pardon me for being noobish. XD I'm stuck with something regarding hand guns in fallout, specifically Fallout New Vegas. I'm trying to make a break-action (top break) revolver handgun. The actual cylinder of the revolver doesn't need to rotate, as there's a guard on the back of the cylinder that prevents the player from seeing the bullets in the cylinder in the first place. The hammer doesn't need to move either since I'm not that concerned about the detail of the hammer. What I am stuck on is the break-action reload. I know for a fact that, in Fallout New Vegas, there ARE break-action shotguns that work quite well. I'm wondering how I can rig this gun so that the correct animation will play. Also, I've never really been able to successfully rig up a gun for use in Fallout before, so if I could have a walkthrough on how to make a gun for Fallout in blender, it'd be much appreciated (I can't find a tutorial that goes over gun making for Fallout; I just can't find one).
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Thanks again. ^^ I'll look forward to it.
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There isn't a right size for bones. At least not in this context, and you shouldn't even scale your bones with the transform gizmo and never reset their transforms, there are special tools for modifying them. Just create them and move them to the right place and rotate them accordingly. You should unlink everything, then reset the xforms on the mesh objects, collapse the stack, then link everything up. If you have done anything like scale your bones or mirrored them, just delete them and drop a new one back into the scene. .... Alright, I have another idea. Unfortunately, I've tried everything you've told me so far, and yet I keep coming up with more and more errors instead of results. I don't know what I'm doing wrong, and I just think I need to start over. That said, could you please tell me, step by step, how you made your weapons, in GMax (or blender, I have both of them) for Fallout 3? I'm sorry, but I'm very, very confused now, and I'm even worse off than when I started. I don't know what settings to have checked when I go to export the .Nif from GMax, I don't know if I'm getting the bone architecture right, I don't know if I'm texturing it right, and all the tutorials that I've seen on the internet haven't helped at all; the people who made all of them either sped through it and made no sense, spoke a different language, or didn't make a tutorial on what I want to make (that said, what I'm out to make is a 1-handed pistol for Fallout 3). I know it's asking much, but right now I'm desperate and all the tutorials out there make no sense to me. So if it's possible, could you please tell me how you would do it, step by step?