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Everything posted by Sparky88101
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[LE] Help with and/or conditions
Sparky88101 replied to Sparky88101's topic in Skyrim's Creation Kit and Modders
That is helpful! The thing about the kids in the house is that there is a period before the quest is finished where new children added by the mod are not yet ready to listen to you. Like one of them comes up to you and says "Your guards killed my parents!" and it would be awkward if next to your response there was an option to make her change into a different dress. That's the reason for the HouseQuest == 800 condition. -
[LE] how do i create a buyable recipe?
Sparky88101 replied to max10121's topic in Skyrim's Creation Kit and Modders
If you're willing to do scripting, you could do this with a series of global variables. This might require SKSE. (1) For each recipe. create a global variable (such as AAAGlobalRecipe1) and set the initial value to 0. (2) Next, create a book. In the "scripts" section of the book add a new script by selecting the [new script] option at the top. Title your script something like "AAAScriptChangeGlobalOnRead" and hit OK. (3) In your script, add a new property. Your property is a global type and name it "GlobalToChange". (4) Fill the new property with the AAAGlobalRecipe1 that you just made. (5) Your script would be: Event OnRead() If AAAGlobalRecipe1.GetValue() == 0 AAAGlobalRecipe1.SetValue(1) Debug.Trace("You learned a new recipe from this book.") EndIfendEvent (6) Now in your recipe, you just need to make one of the conditions that the global variable be 1. You can make a global variable that controls each recipe, add the script to each book and fill in the property with the new globals. If that requires SKSE and you don't want to deal with that you can effectively do the same thing by making an empty cell with a series of XMarkers that enable when you read the book. I can walk you through that if you'd like. -
Hello friends! I am working on a mod that allows you to give your children new clothes and gifts from a variety of resource packs. To maximize compatibility, this is done using a separate dialogue system than the standard Hearthfire gift menu. Under normal circumstances, the dialogue is only available in the house added by the mod. However, I added an MCM menu that allows you to open the dialogue to any child and set their clothing. Because of that, I have two sets of scenarios that I want the dialogue to open under. The different conditions are as follows: Scenario 1: The kid is one of your adopted children inside your house. A) Subject IsChild ==1 B) Subject GetFactionRank DisallowChangeClothesFaction != 1 C) Subject GetStage HouseQuest == 800 D) Player GetInCurrentLoc, HouseInterior == 1 Scenario 2: You toggled the option to allow it for any child in the MCM A) Subject IsChild == 1 F) Subject GetGlobalValue, ChangeClothesMCMAllow == 1 What I would like is for the dialogue to open under: (A and B and C and D) OR (A and F) For the life of me I cannot figure out how to do it. I have looked at the discussions online and cannot seem to get them in the right order. Can anyone help me with this?
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Darkfox127 has a tutorial on Youtube that explains the gist of AI packages in more detail than I ever could. https://www.youtube.com/watch?v=E3Nd8LXYRA0 My guess is that you will need to use a mix of travel and forcegreet package templates. For my mod when I need a scene like this I generally have the NPC forcegreet the player first. That stops player motion and is less complicated to create than a full scripted scene.
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My mod Perkapalooza works like this. Thereâs a lot of other stuff with it, like expansions of the perk trees, but one of the core themes of the mod is that you need to kill bandits, draugr, and dragons to get enough perk points to keep up with the leveling potential. Hereâs the link: https://www.nexusmods.com/skyrim/mods/84962 If thatâs more than what you were looking for, I can dig up the script I used to make perk point potions for you or someone else whoâs interested.
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I'm also interested in this. There must be a way to do it because something similar happens with the bone dragon.
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[LE] AI Packages not working
Sparky88101 replied to gameraid01's topic in Skyrim's Creation Kit and Modders
For me some AI packages just don't work if you edit them while they are active in an NPC. If you remove it from the NPC, then edit it, then put it back in the NPC sometimes that fixes it. If not creating a new package that's identical then adding it to the NPC after you've completely finished editing it also works. -
You want to attach a script to the container that activates when it closes and detects if the player has the three pieces of armor in their inventory. I'm just free-handing this, but it would probably look like: [Have your three item properties as ArmorProperty, GlovesProperty, and BootsProperty, and your quest as QuestProperty, or whatever you want them as. Change the SetStage to the stage it goes to] Event OnClose(ObjectReference akActionRef) if (akActionRef == Game.GetPlayer()) if (Game.GetPlayer().GetItemCount(ArmorProperty) == 1) if (Game.GetPlayer().GetItemCount(GlovesProperty) == 1) if (Game.GetPlayer().GetItemCount(BootsProperty) == 1) QuestProperty.SetStage(50) endIf endIf endIf endIf endEvent The other option is a little more complicated because (I'm assuming) you can kill the four NPCs out of order. You could attach the script to all four of the NPCs that detects whether or not all four of them are dead. So something like. Event OnDeath(Actor akKiller) if (NPC1.GetDead == 1) if (NPC2.GetDead == 1) if (NPC3.GetDead == 1) if (NPC4.GetDead == 1) QuestProperty.SetStage(50) endIf endIf endIf endIf endEvent You can give that a try and see if either of those work. Hopefully they shouldn't create any issues.
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[LE] Containers spawn items conditionally
Sparky88101 replied to vikigenius's topic in Skyrim's Creation Kit and Modders
Sweet! I wasn't sure so I gave the alternative just to be safe. -
[LE] Containers spawn items conditionally
Sparky88101 replied to vikigenius's topic in Skyrim's Creation Kit and Modders
One issue is probably that OnActivate tends to be finicky with containers. You would be a lot better off using the OnOpen event. From there you should set a global variable with an OnClose event that detects the first time the chest is closed. I suspect that part of the issue with your script is that it is going to DoNothingState out of order. So your script could look something like this: Properties: Global1 (whatever you make it) Race1 (NordRace) (Other Race Properties) Item1 (What to add if your a Nord) Event OnOpen(ObjectReference akActionRef) if (akActionRef == Game.GetPlayer()) if (Global1 == 0) if Game.GetPlayer().GetRace() == Race1 Self.Additem(Item1) EndIf (Other race add item scenarios) EndIf EndIf EndEvent Then add a second script for the OnClose Event Event OnClose(ObjectReference akActionRef) if (akActionRef == Game.GetPlayer()) Global1.SetValue(1) EndIf EndEvent (I think this requires SKSE for changing a global variable, but you can accomplish the same thing by using the second script to enable/disable a marker instead and using IsEnabled and IsDisabled rather than if Global1 == 0) -
[LE] Needing help making a ship player home
Sparky88101 replied to Bersark93's topic in Skyrim's Creation Kit and Modders
Yep. They worked stacked on top of each other as long as they're invisible (like the door markers and xmarkers are). As long as you only have one door active at a time you should always go to the ship that's enabled.- 3 replies
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- ships
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That's a good idea! Thank you. I'll look into that and let you know if I can make it work.
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- perk points
- legendary
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[LE] Needing help making a ship player home
Sparky88101 replied to Bersark93's topic in Skyrim's Creation Kit and Modders
This is a cool idea! If the ship is just one piece, you could put a map in one of the interior rooms with flags above the cities you mentioned as activators. From there you would use the activators to enable/disable the different exterior ships in the different ports. Your interior would have four doors the exterior would have four different locations. You could just stick the four doors right on top of each other and only enable the one that's at the location you want. If the ship is more than one piece (I'm assuming it is) then you would link all of the exterior pieces to and x-marker as their enable parent. The script for each of the flags would look like this, with each of the doors and ships being an object reference property in the script: (Travelling to Dawnstar) Event OnActivate(ObjectReference akActionRef) Debug.Notification("Ship is sailing to Dawnstar") XmarkerDawnstarShipExt.Enable() DawnStarShipDoor.Enable() XmarkerWindhelmShipExt.Disable() WindhelmShipDoor.Disable() XmarkerSolitudeShipExt.Disable() SolitudeShipDoor.Disable() RavenRockDawnstarShipExt.Disable() RavenRockShipDoor.Disable() EndEvent Does that look like what you're going for? You wouldn't be sailing the ship necessarily but it would only be active in the area that you want it to be. For the other three flags you would just switch out which properties are enabled and disabled. You would only need to copy and paste the exterior in the locations you want it, which doesn't seem too bad. The four exterior doors could all go to markers that are stacked on top of each other as well without any issues.- 3 replies
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You can open up the source if you unpack the .bsa with an unpacking program (BSAOpt is probably the easiest http://www.nexusmods.com/skyrim/mods/247/? ). You just unpack the folder and move the scripts into your scripts folder, then you can look at them in the CK. I'm not sure how he did it but that you give you some insight.
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I'm looking into making a mod that disables the returning of perk points upon making a skill legendary. I want to have to go re-obtain the perk points through game mechanics (Deadly Dragon soul conversion, perk point potions, etc). I generally end a game with hundreds of available points that I don't want to spend and I want that process to remain something I have to work for instead of a given. I am aware of the Skill Increase Story Node, the WISkillIncrease01, and the WISkillIncrease02. What I am hoping to do is create a script that detects the number of available perk points upon making a skill legendary, saves it as a global variable, then returns the number of available perk points to that number after everything else has happened. What I know I can do so far: (Note: This Requires SKSE) Create a Global Variable (PerkPointReturnNumber) Script1: float NumberPerkPoints = Game.GetPerkPoints() PerkPointReturnValue.SetValue(NumberPerkPoints) (Rest of Skill Increase Things Happen) Script2: Game.SetPerkPoints(PerkPointReturnValue) So what I'm concerned about is that I'm unfamiliar with how the Story Nodes actually work and where I should place the scripts. If anyone is familiar with how to do this I would appreciate insight into if this is feasible and if I'm on the right track.
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[LE] Shops Close for Repairs - Help Please
Sparky88101 replied to plunket's topic in Skyrim's Creation Kit and Modders
I was trying to do something similar to this and experienced the same problem. One workaround for this is to create a triggerbox instead of using the perch itself. You can place the triggerbox around the perch area and have it activate whenever an actor with the keyword for dragons enters the triggerbox. From there your script would basically be the same, the only difference being the method of activation. The perch idles are finicky for some reason an I think it's easier to just make a triggerbox. -
[LE] Two Basic Questions About NPCs
Sparky88101 replied to Kagedomo's topic in Skyrim's Creation Kit and Modders
As far as making NPCs hostile there is the quest with the Old Orc who wants to die an honorable death. I don't remember the name, but that may be helpful for you. I've been able to force it by creating a custom faction that is hostile to the NPC and adding the player to that faction at the end of the dialog. That method is hit-and-miss though. As for #2 I'm not sure how to help you. You can check the use info and make sure that the NPC is actually being used by the quest in question and no other quests. It's possible that your attempt to enable him is being interfered with somehow. If all of that doesn't work, you can create an x marker and use the x marker as the enable parent for the NPC. Enable the x marker instead of the NPC in your quest and that make work around whatever issue you are having. You can probably just change the alias reference to the x marker. -
There are a lot of mods out there that do this. If you type in "daedric light armor" to the search bar you'll find a lot of options to pick from.
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I understand that this can be frustrating, but a lot of mods require the DLCs because the DLCs offer resources, bug fixes, and CK assets that are not present in vanilla Skyrim. Most modders are also creating mods largely for their own playthroughs and aren't particularly catering to anyone. They are doing it for fun in their free time. Demanding that they do something to cater to a very small portion of the community is unreasonable and off putting. If you are refusing to download the DLCs because you have an objection to some aspect of them then that's a choice you are making. Nearly everyone has all three DLCs at this point and it saves us a lot of time to just work as if everyone has them. I personally try not to include them if I don't need to, but I also don't really avoid them if there's any small aspect I think will improve the mod. From a management perspective, you really shouldn't demand that volunteers do anything unless it's essential. That's how you lose productivity and interest. You should be grateful for what they do accomplish. Calling out a particular mod creator for not catering to you is also something you should avoid. It doesn't make others think highly of your personality and is unlikely to help you case.
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The easiest way is a lot like what VanKrill said. If you're new to scripting and creating quests I would highly recommend the relevant YouTube videos by BestInSlot and DarkFox127. You can go to the dialog you've created and find the script fragment box that triggers at the end of the dialog. In the script fragment you need to create a property and specify that property as a weapon type property. You can name it SkyforgeSteelMaceProperty. Then from the property menu you can select SkyforgeSteelMace as the object of that weapon property. Your actual script fragment would just need to be Game.GetPlayer().AddItem(SkyforgeSteelMaceProperty,1) You don't need to specify parts of the fragment that are the same as the default. But other than that you're on the right track. Good luck!
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Legendary Uncapped Perks has this feature and it goes up to 10 ranks. The perk is called Knife Combat. There's people that hate LegendUP but I've never had a problem with it. If you don't want the whole mod you can always download it and just check to see how they did knife combat in the CK.
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[LE] Basic Scripts No Longer Working In-Game
Sparky88101 replied to Sparky88101's topic in Skyrim's Creation Kit and Modders
Alright, it's working now. I still don't know what happened. When I re-installed the CK and tried a version of the mod from over a week ago things were working properly. My best guess is that either the CK or the esp fle got corrupted somehow. Anyways, that's how to fix it if anyone else has this issue. I lost about a week of work but that's better than losing everything. Thank you both for trying to help. -
[LE] Basic Scripts No Longer Working In-Game
Sparky88101 replied to Sparky88101's topic in Skyrim's Creation Kit and Modders
Yes, It's clean. Re-created the SEQ file and everything. -
[LE] Basic Scripts No Longer Working In-Game
Sparky88101 replied to Sparky88101's topic in Skyrim's Creation Kit and Modders
It's DBK2. DBK1 is the initial actor that you talk to. Once the conversation is over the actor (DBK1) is disabled and a new actor (DBK2) is enabled across the room with effects that make it look like the actor teleported. This was necessary because the first actor is invulnerable to prevent people from ruining the quest script. I'm currently just going to re-install the entire creation kit and see if that works. -
I've been working on a quest mod for over a year. Yesterday for reasons I do not understand all scripts that I add through the CK have stopped working in game. Basic scripts like enable and placeatme have just stopped working. I went back in and reloaded a backup from yesterday, and now scripts that copy and pasted from before into the mod (and worked perfectly) no longer work. It really is simple things. Like I am scripting an event where an at the end of a conversation the actor is disabled and a new actor with different traits is enabled elsewhere in the room. When the quest is set to stage 20: Alias_DBK1.GetReference().PlaceAtMe(AltExpLarge,1)Alias_DBK1.GetReference().Disable()Utility.Wait(0.5)Alias_Platform1.GetReference().PlaceAtMe(AltExpLarge,1)Alias_FXPlat1.GetReference().Enable()Utility.Wait(1) Works fine but Alias_DBK1.GetReference().PlaceAtMe(AltExpLarge,1)Alias_DBK1.GetReference().Disable()Utility.Wait(0.5)Alias_Platform1.GetReference().PlaceAtMe(AltExpLarge,1)Alias_FXPlat1.GetReference().Enable()Alias_DBK2.GetReference().Enable()Utility.Wait(1) Doesn't work and the new actor never appears. When I tried re-loading a backup and copy/pasting the first one it didn't even work in-game. The exact same code compiled perfectly but failed to work in-game. Other weird things are happening too. Like I can place and duplicate statics and they appear in-game but not actors or activators. I'm just at a loss for solutions and would really appreciate some help.