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Posts posted by kingtitan
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Please delete this thread (or move it so that it does not take up space for other people). I meant to put it into the Mod Talk section and just realized my mistake!
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Well the "use item at" command for the package technically works, but that leads to the NPC spamming the lever. I found that using the find package on the lever and then having a travel package to, say, a "xmarkerheading," works but they won't travel to a chair... Maybe naively assumed, but I figured if they were both persistent then the NPC could travel to either. Apparently I was mistaken! Oh well, I have it set up in an acceptable format now so I am not too worried.
However, I do have another question about vanilla animations (that ties in to packages). Did the game ever include a "writing" animation? I moved on to a different portion of my project, but since we are still talking about packaging, I thought it would be an apt time to discuss it. If not, then is there any mod out there that includes it? It may be a shot in the dark, but for the life of me I can't remember if there was or not.
Actually, literally as I sit here typing this I just thought of SI. How do I make a package that is similar to the one used by Relmyna Verenim when she takes notes about her victims? To be honest, I'll probably figure that out here in just a second, but would it be possible for that to be done while sitting for an NPC? Sorry for the scatterbrained response!
EDIT: Well, I looked through the CS to find any sort of leads, and I gotta say, it's a lot more complicated than telling the NPC to use a piece of bread! Any help would be greatly appreciated!
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Will do, thanks again for your longtime support on this mod!
You never know, maybe I can get some "good" ideas for developing this one on my own!! ;)
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Has to look like this
<IMG src="Book/MS12AkaviriDiary02.dds" width=490 height=650>
Convert your pictures into a dds file with DXT1 compression and no mipmaps.
I hate to necro a rather aged thread, but I felt the need to post this to clarify these posts (if someone ever needs them as reference). I HIGHLY suggest that when you are making the textures (.dds) files from pictures, DO NOT compress the file! I tried the above instructions and my pictures were completely distorted. What worked for me was to do no compression at all and save it with the default format. .DDS files saved in this way will appear correctly in game. Also, these links are great ref's if you are confused at all!
http://cs.elderscrol...h_pictures_only
http://cs.elderscrol...Book_Formatting
Again sorry for bringing back an old thread, but at least it is for a good cause!
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Striker, your last two posts really helped me kinda figure out what I needed to construct for the schedule. If I hadn't already given you kudos, I would have!
Everything now works fine, except I do have somewhat of a question out of curiosity:
The specific NPC can use a "find" package to activate a lever with 0 duration and immediately after have a travel package that tells them to go to a marker or such and the packages fire fine.
However, when I tried the exact same scenario with the exception of substituting the marker in the travel package with a chair reference, the NPC just stood by the activator after using the find package. Is this just some sort of engine bug or did I set it up incorrectly?
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This mod will no longer be publicly developed. It has become too time consuming for me to develop it on a public basis with little additional help. Thanks to everyone that has helped out over this rather large updating process.
If you do run across this thread and are interested in this mod at all, feel free to send me a message or post a comment, I'll still keep up with that.
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Well, in all honesty, I would be honored to be a part of that, however I have not yet purchased Skyrim for my PC simply because I don't think my computer can handle it. I am going to buy it once I decide to get a new computer but as for right now I am sticking with Oblivion. Please keep me informed however, once I have the ability to mod Skyrim I would love to help out in any way I can.
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Ha ... I'm Mr Advice Without Ever Using. I'm also Mr. Links-a-lot ... TES4Edit Cleaning Guide and Wrye Bash Pictorial Guide.
On a side note, I really really wish I could get wrye bash up and running again on my comp :( I have no doubt I have some dirty edits hiding in the shadows myself!
Wrye quit working for me about a month ago (standalone version, worked fine for quite awhile). I pulled out way too much hair trying to get it to work again!
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Well, in that case, get ready to get pretty familiar ;)
Let's start with TES4Edit. Have you found it on the Nexus yet? Pretty simple find, if you for some reason can't then I can provide you with a link if necessary.
Although I have never had to use this program for cleaning dirty mods, that is one of it's many functions. Perhaps someone following this thread can provide a bit more proper insight into cleaning dirty mods (such as striker)
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I am definently going to try the last reply (or at least a variation of it). I honestly couldn't get anything to work prior to your last post striker; the most annoying thing is knowing that it is possible but simply not working in my game! But let me set up the stage once again real quick:
So, I ended up having about 5 activators linked together- a lever, gate, drawbridge, and a couple others; basically the lever activates all of them in turn by the parent/child tree (bear in mind this project has all been one big practice/ learning exercise more of less for me, so I have no doubt some of the stuff i've put together sounds downright crazy). Anyway,the reasoning behind this was mainly so that I could have only one lever as opposed to operating two (one for the gate and one for the bridge). This allowed the Operator NPC to only use a single lever instead of forcing me to come up with a complicated packaging scheme that actually worked together! So, needless to say, my need is still there, however, I have not yet tried out your suggestion yet striker.
I did read about the "24 hr" glitch, but I just assumed that it wouldn't be an issue for me since none of the packages technically spanned the gap. However, i can see how putting them close to the time change could certainly cause issues.
Side question: I haven't yet looked into drink packages, what does the NPC need in their inventory for it to work?
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@ kingtitan ... I use Kaspersky Internet Security, have game mode turned on and yet it still does updates while I'm playing. Sometimes it causes problems, sometimes not so bad (depending on what is happening in the game at the time). I guess the only alternative would be disconnect from the internet and disable it completely. Or live with it. Now to fully hijack the thread, how'd you make out on the NPC packages?
So that we don't hijack the thread unintentionally, I'll post a more in-depth response on the thread!
@keitarou- Are you familiar with TES4Edit?
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Ok, thanks a lot for the help guys, I was more than sold, i dowloaded Wyre bash and BOSS, ill just have to look into how to use Wyre bash, as for BOSS it threw me several dirty edits and one warning, now my question is, can dirty edits cause CTDs that often?
Sorry for posting in quick succession, but for this response I wanted to quote this specific post
Simple answer: Yes. Best to have the cleanest mods possible. Lag, crashes, you name it- all can be due to a single dirty mod.
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That's the best thing to hear, it is much more frustrating to work with people that install multiple huge mods at once and then come back with "WTF OBLIVION WONT WORK!!!" (Nooo, you think?!) Anyway, aside from my rantings, I really think it has to do with your gigantic amount of mods loading at once. I'm not sure if it is one of those times you can recover from and go back to a semi-stable state or not. I know what I'm suggesting is practically heresy, but you may have to do bben's reinstall procedure and then get mods brand new (trying to cut down on the clutter from the old install). That would certainly help with your issues, but, needless to say, it is a last resort plan.
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Is there any way you could go into a higher level of detail about the replacements you did? Replacing creatures is more tricky than you might think!
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Just out of curiosity sake, would anyone still following this thread be interested in helping me release a new update? I've added quite a few new things to it (more for personal use than not) but if there is interest, I can certainly try to round up all the new resources on my computer!
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I don't know about the knock unconscious part, but what about mine and AlexTed's AT Dungeon mod? Don't let the BETA fool you, it has been updated well past beta stage. Just send me a PM if you want the link to the most recent version, or you can read about progress here.
Edit: Forgot to include this, but this mod meets every qualification you listed above. Happy Hunting.
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One thins that I have often seen that can cause seemingly random CTD is a background program stealing focus from the game. Most of the time, if the stealing is very short, or if the game is not doing something intensive it can recover with just a little visual hiccup. But if you are engaged in a battle, changing cells or something else that is CPU intensive, OR the focus is stolen for too long - Crash.
The programs that could possibly do this are anything that does a background update, - Be sure to disable any automatic updating programs. An instant messaging program checking to see if there are any new messages, a VOIP type program, including Skype or Google voice, MS indexing deciding to index at an inopportune time, and an antivirus set to scan every read and every write to/from the Hard drive. Some antiviruses have what is called game mode or something similar that allows you to define certain programs of files to NOT check every time.
If you can, disable any background programs.
Just a quick question, so as to not detract from the thread itself, but does this include Kaspersky?
Anyway, I did want to just clarify something: did you install all of those "new" mods you mentioned at one time? Some people tend to install a bunch of mods at one time without playtesting through each one to check and make sure it works for them. Also, (and don't quote me on this), there could be issues with the amount of master files you are having the game load. I suggest going through again and really checking to see if you use that specific mod. If you don't really use it anymore, just disable it (and if possible uninstall it too). While this may not fix the crashes you are experiencing, it will certainly be beneficial to you in the future for game stability.
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Ok, I think I understand...
Here is how I have it set up (mind you, the NPC still stands around doing nothing after activating the lever):
First package in the list is the "Find" package, the package that tells the NPC to lower the bridge. I have the flags "Once per day" and "skip fallout behavior" marked. Time is set to 23 and duration is 0.
The sit package (travel) follows in the list. The point of this package is to have the NPC sitting unless he gets up to lower the bridge. I have the flags "must complete" (per your suggestion) and "skip fallout behavior" marked. The time is set for 23 with a duration of 23.
I thought this would work out, but apparently my logic and the game's logic are not coinciding! I basically just want him to be able to go right from one activity to the next since all the first package is telling him to do is activate a lever.
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Yes that is probably what you need. When the girls use the altar they move right on to their next package (a wander package if memory serves).
Just for the sake of clarification, in that respect what should the times be set at? For instance, you might have your girls go worship at say 8 a.m., how did you set up the next package so that they are not standing by the altar aimlessly after worshiping?
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Well that's just the problem, I did set duration to 0 thinking it would solve the spam issues. But, basically once the package started it wouldn't stop. I guess i could provide two packages for sitting, so that the NPC goes back to sitting right after? That way (in theory) the package that has him pulling the lever would fire and just right after the sitting package would fire.
EDIT: I found that changing the package type to "Find" instead of "Use Item At" made the NPC activate it only once. That problem solved! However, is it possible to make him go do something directly after instead of having him stand around for an hour doing nothing?
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Ok, new question, but still on packages. I have created a new NPC that I would like to use as a drawbridge operator. What I would like is to have him use the drawbridge lever ONCE at say 2300 hours. Right now he only has two packages (that unfortunately are not working together very well): One that has him sit in a chair for the entire day and the other is to use the lever to let down the drawbridge. Here is the issue tho: The NPC gets up to hit the lever and continually tries to activate it without ever going back to the "sit" package. Basically, the drawbridge just keeps going up and down because the NPC keeps activating it.
Like I said, I would like to set it up so that the lever is only activated once at the given time, and then the NPC reverts back to sitting in his chair. After that I would like to insert another package that has the NPC raise the drawbridge once the other NPC has crossed (give him a time interval to raise the bridge basically). How is the best way to go about doing this?
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I noticed that is exactly what my NPC is doing. Not that it is a big deal (the packages still work fine), but it is of course a bit annoying. I noticed that the NPC keeps on clothing, plus his boots, gauntlets, AND anything taking up the amulet slot. It would have been nice if someone had worked out a fix for this by now, but then again, it is a very minor issue!
I had another problem (and devised a workaround). When the NPC was done "working" and the #2 "eat" package started two things would happen:
1) Instead of walking to the location provided them they would disappear and reappear a second later by the stool
2) Also, although I had the flag checked, the NPC would not unequip his armor, just his weapon when he started eating.
I thought the second one was particularly strange. But, I devised a simple workaround to fix it by giving the NPC a wander package after "working" so that he would don his clothing and not armor. That way, when the eat package started, he would already be wearing clothing instead of armor.
I really hope I run across a fix for the boots/gauntlets equipped while sleeping issue!
EDIT: After I re-read the last bit of your last post striker, I do have one question. I set up NPC to have five packages instead of three now; the extra two are basic wander packages, one after "work" the other after the "eat" package. Therefore, since the second wander package is between eating and sleeping, would that count as a "relaxing" package? If so, from my end, the NPC wears his clothing while wandering, but puts the boots, gauntlets, and amulet back on right before going to sleep.
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Well, for instance, I gave him shoes but he kept his iron boot on anyway... its confusing to me!
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I wanted to wait until someone replied so I didn't look like a total fool, but I read up on the "continue while pc near" flag on the wiki page right after posting that and automatically discovered that to be the problem! Thanks for the reply striker.
However, I do have one more question. For the sleep package, I have the "armor unequiped" flag checked. However, the miner only unequips some of his armor and leaves the rest on. Do I have to put a full set of clothing in his inventory for the flag to take effect?

please help (problem with the land in game)
in Mod troubleshooting
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