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Well that pretty much explaines it all. No worries, like I said: not meaning to argue anything here. I am personally simply against all this licensing-nonesence, that is why I decided to throw a slightly critical question in here. As iWilliBlecha correctly said before imo, without these restrictions, the modding community probably would be even more powerful in creating and recreating content.
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And now a potentially stupid question from the unexperienced fellow that I am: Legally speaking, where exactly lies the problem in, say, taking resources from Oblivion and using them for Skyrim - and I'm not talking about anything special like whoe quests or stuff like that, but, idk for instance furniture, building parts, things like that, taken from a game that is now what, nine years old? There's no profit they might lose from that whatsoever, is there? Plus the fact that Oblivion is and has always been completely opened to the modding community, meaning we have the permission to mod that game as well. But when we start porting resources between two games within the same franchise, suddenly we might get in trouble? Where's the logical explanation for that? Not meaning to provoke anyone here, rules are rules after all - just me being curious :smile:
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make NPC play multiple animations during conversation
Maylle replied to Maylle's topic in Skyrim's Skyrim LE
Thank you all so much for your help - what I don't understand is why is it so hard to find a decent list of the animations that are available? Even the CK-Wiki describes everything about the sendAnimationEvent() and playAnimation / playIdle() functions...except a list of the animations we can use. How is one supposed to learn anything in this matter if we already have to spend hours to even find any resources to learn from? http://static.zenimax.com/forums.bethsoft.com/public/style_emoticons/default/biggrin.png Anyway, I now went through the list in the "animations" tab of the NPC-window to see which ones I wanted, wrote down their names and after a quite some guesswork (many of the Idles in the NPC's animation list are called differently in the list when you define the Idle properties *facepalm*) I now call the animations with playIdle() calls and wait() calls in between if I want to use multiple animations in a row. Now the only issue left is that, at the beginning of the conversation the NPC is leaned against the wall (via the wallLeanMarker) and this seems to be preventing him from playing my animations. @Hoamaii's suggestions sounds good...will look into using some kind of trigger + travel-procedure setup. The FNIS-way sounds very interesting too, but, frankly, I still feel like I'm too fresh at all this and that approach seems rather complicated. "Getting it to work" over "doing it right" for now, will definitely look into this in the next days since it does sound powerful. Thanks again! - Maylle -
Hi again, So how could I go about letting a custom NPC play multiple animations during conversations? I have an NPC attached to a wallLeanMarker, so he is leaned against the wall with arms crossed during the whole conversation. Is there a way to let him go through several animations (e.g. making gestures, stand up straight, lean back again etc.) during conversations ? Just point me in the right direction and I'm already happy :] Thanks, - Maylle
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NPC dialogue drops after the first of multiple lines - why ?
Maylle replied to Maylle's topic in Skyrim's Skyrim LE
@djjohnjarvisYou're right of course - came to me like five minutes after I submitted this thread (facepalm) Works like a charm now, thank you. -
So I have a probably small but nasty issue here: I set up a custom NPC, with custom voice type and dialogue. This dialogue starts with a ForceGreet (activated by the appropriate forceGreet AI-package), then goes into a topic consisting of multiple infos. If I remember correctly, the Creation Kit Wiki states that if a topic contains multiple Infos, then these infos should be said sequentially. However, it doesn't do that. The ForceGreet works fine, then, when I enter the topic with its multiple infos, the first info is said and then the conversation ends ("ends" as if the Goodbye flag is set, which is _not_ the case). Pretty confusing to me. Any ideas as to what could be causing this behavior? FYI: There are no scripts involved that might block the next info from playing and the only condition that is set for each info is the standard "GetIsID" for the speaking actor. Thanks in advance for your help, - Maylle
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First off, please show the script you're working on :) Then, afaik know, the onInit() and onLoad() events can't be fired by the spell, but rather the first one is fired when the script, along w/ all its properties, is initialized, while the second should fire once all objects (including their 3d) within the parent cell are loaded. Also, onDeath() does not fire at the start, but rather at the end of an actor's dying sequence. For the start of the dying sequence you might want to use onDying(). Are you using the reanimate spell because you need some kind of effect to show or just to revive the actor? In the latter case, you could also just call resurrect() within the actor's script and save yourself all the hassle with casting a spell etc.
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Alright, for anyone out there who might look to do the same thing, figured it out myself: At first I laid our several patrolIdleMarkers, linked them together and set their ownership to the skeleton. Then I added a custom patrol AI-package, with a condition that checks for the right quest stage and a schedule of "Day/Month/Date: Any, Time of Day: Any, Duration: 5 hrs". That's the patrol part. Now, I wanted to handle the actor dying during his patrol by disabling it and re-spawning it regularly. First, I tried doing this via Papyrus fragments in the Begin/End/Change section of the AI package...that did no work since I learned that AI-Packages do _not_ run on disabled and / or dead actors. So I ended up with this script: What this script does: Whenever the Cell is attached (further explanation here): - check whether the actor is dead - if so, then disable it - regardless of the actor being dead or alive, check whether it's disabled - if so, register to be notified of updated game time every 15 ingame-minutes (time spent in menus and wait/sleep/fast travek does not count) Whenever the onUpdateGameTime() event is fired: - check for both the right quest stage and for the actor to be disabled - then check if it is (either Monday or Wednesday) and if the current time is somewhere between 00:00 AM and 01:00 AM...if both are true, then: - enable the actor - check qhether the actor is dead - if so, then resurrect it - in any case, unregister from receiving the onUpdateGameTime() event Whenever the actor switches away from their current AI-Package: - check whether the package they switched away from was our patrolPackage - if so, disable the actor since that means their patrol is over and we don't want them standing around or sandboxing where they stand for two days :smile: The two functions at the bottom: getCurrentDay() returns an integer representing the number of the current day in a week, ranging from 0 (=Sunday) to 6 (=Saturday) getCurrentHourOfDay() returns a float value representing the current time (I get the rounded hour by casting that value to an integer within my if-statement) And that was basically it. What one could also do is to replace the two hard-coded days within the if-statement above with two Math.random() calls so that the actor randomly spawns to times a week - the same could be done for the time of day of course. Another option might be to never really unregister from the onUpdateGameTime() event so that the spawning cycle is started regardless of whether the player just entered the cell the actor was last disabled in. However, these are just options - I'm using the script as is atm. If you have any questions or feedback, just out with it :] - Maylle
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how do i tell which game is causing CTD?
Maylle replied to ArabWarFighter's topic in Skyrim's Skyrim LE
First, check whether your game is launching + running OK without any mods active. If not, then you should reinstall the whole thing since it's likely one of the previously installed mods corrupted your files somehow. Second, if your game does run without mods, then follow what has already been said above: Activa one mod after another and in between start your game, see if it works. Also don't forget to use BOSS in between these steps to make sure you have a somewhat correct load order. Also, just to remind you: make sure both the game and your mods are up to date, same goes for your video drivers. Good luck, Maylle -
Hi there, So I'm wondering how I could go about creating an enemy that visits the player's house on a regular interval. Scenario: I have a small mod in the works where you find a cave beneith Breezehome. In the cave, you encounter an enemy (the skeleton of the previous owner of the house), that you have to kill. When you get back up into the house, I ask the player whether the entrance to the cve should be sealed or kept open. In the latter case, the empty cave can be used as storage area, but I want the skeleton to return every few days or weeks. Any ideas on how this could be done ? Thank you in advance, Maylle
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Nevermind - the problem with what I'm trying to do here seems to be what I guess can be called a flaw in the design of the game's physics: no matter what you do, the book markers only define the _initial_ position of the books you put into the container. However, there doesn't seem to be any way of controlling the behavior of the books themselves once they are placed on the shelf. So you can't just make the books stay on top of each other like they'd do in a pile....so what I wanted to do, namely to create a sort of "dynamic" pile, doesn't seem to work. Just in case anyone else is trying this or will be: I sort of solved this issue by taking the "static" versions of the books and plaing them in the shape of a pile...which was pretty tedious since you cannot use the havok-sim on statics in order to get them to fall in a natural way, but oh well. Then I just took the usual PlayerBookShelfTrigger and PlayerBookShelfClickTrigger (I think the former one can actually be omitted here), surrounded the book pile with them and referenced them with a PlayerBookShelfContainer (With the only difference that I created custom forms from each of them for the sake of using names like "Book Pile" etc.). This way it works just fine, with the only downside being that now the book pile will always look the same of course, no matter what books you put in there.
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Hi there, So I've been playing around a little with the idea to create a book-container made out of several book markers, which are stacked onto each other on the floor. From functionality's point of view this works fine - I can use it like any other book shelf. HOWEVER since the books have no shelf beneith them and are basically floatin in the air they all drop to the floor "into" each other when placed in the book stack. So the question is: how can one make the books rest onto each other? I've already tried adding the "defaultDisableHavokOnLoad"-script to each marker (parameter "havokonHit" set to FALSE), but to no avail. If anyone has any suggestions for how to solve this, that would be much appreciated. Thanks in advance, Maylle
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Hi there, So I'm trying to find my way into Creation Kit and I'm currently having this issue with setting up a skeleton ambush: I want a sitting skeleton on a chair to _remain_ seated until the player approaches it up to a certain distance. Now, referring to a similar setup in the cells Ustengrav02 and WarehouseAmbushes, I managed to create a fixed-level-skeleton (EncSkeleton01AmbushMelee1HShield) and everything works fine. Using the defaultActivateSelfTRIG-trigger, the skeleton remains idle until the trigger activates it, causing it to fight. However, I would like to create a _leveled_ skeleton, an actor, as the Draugr in WarehouseAmbushes. The problem is that I can only find LvlSkeletonMeleeMixed (and some missile-variants), but apparently these can _not_ be used in conjunction with defaultActivateSelfTRIG since it doesn't wait for its activation through the trigger. The creature just behaves as normal, activating as soon as it "hears / sees" the player. What is it that the lvlAmbush-actors have that makes them usable with said trigger? And is it maybe possible to still use a leveled actor as a skeleton with this trigger, maybe by manipulating its template data? Thank you in advance for your help :) Regards, Maylle