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icecreamassassin

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Everything posted by icecreamassassin

  1. So nobody have any idea how to fix this? why is the spell effect not working if I circumvent the "find player" AI pack and just jump into range of him initiating conversation? I think I'll play with the conditionals again and see if maybe the priorities are screwed up or something
  2. I guess I'm trying to figure out how to essentially trigger him the same was that guards respond to a bounty by setting the bounty before the fight, but I am not sure what route to take to get him in "guard attack" mode where bystanders will either aid him or do nothing, or run away, etc any thoughts there? I think I'll go look at the AI packages for guards hunting down players with bounties and go from there
  3. alrighty so I'm pretty confused here. what I have is an NPC who has an AI package that essentially makes him sit and ponder. He has a second package that tells him to find the player if the player is within 500 units of him, and to always run at him. I have the NPC set at aggression 5, 100 energy 100 confidence and 0 responsibility. He's a member of the necromancer faction, the necromancer dungeon and the undead faction. His script below governs what happens when he dies, triggers a conversation if the player gets within 200 units of him (only once) and checks for conditions in order to tell him to cast a certain script spell (conditions are set true by the conversation). He casts the spell which basically places 3 skeleton soldiers who are scaled to character level. He stands back and fights from afar and eventually rushes in and joins the fray... Here's my problem: If you walk in and stand within 500 units (but outside of 200), it sometimes takes a few seconds and then he gets up, rushes you, yells at you, then ends the conversation himself and casts the spell which places 3 skeletons who are friendly to him. All fine and good. However, if you rush him before the package for him to rush you executes, then he starts conversation when in range and then stands up and casts the spell, but nothing appears as a result. In the code below you will see I commented out one segment which is the "placeatme" option which if left in the code, will cause 6 skeletons to summon if you allow the NPC to approach you before rushing him. So what is causing this? Why doesn't the code work when you approach him before he starts to approach you? Begin OnDeath CRMOSbookref.enable crmosbookfire.enable crmosbookfire2.enable end Begin GameMode If Talkstate == 0 if CRdrakeburnREF.getdistance player < 200 StartConversation player set talkstate to 1 endif endif If caststate == 0 If CRdrakeburnREF.getdisposition player == 0 && CRdrakeburnREF.getav aggression == 50 ; these are set at the shown values by the conversation CRdrakeburnREF.cast CRdrakeburnsummon CRdrakeburnref ;CRdrakeburnREF.placeatme CRCreatureSkeleton2 3, -200, 1 set caststate to 1 endif endif end
  4. Well honestly your best bet would be to delete the doors on the exterior of the buildings you want to use and replace them with ones that link to a new cell entirely. Then you can go to the original interior, copy the renders of everything BUT the NPC's/Markers, etc and then copy it to your new cell and tweak it a bit. Weeding out the original references is time consuming and obviously is causing your CS issues. This way when you go to the building in game it will link to your new interior. the only issue I think you may have is the NPC who escorts you into the house, but I think he only appears outside the house when the quest is underway, so it may not be an issue. On a "player note" have you ever done the dark brotherhood quest line? it's one of the best in the game and that house with the murder mystery is actually a pretty fun quest that always stands out to me :) just my little commentary. Good luck
  5. Thanks for the reply. I think it was more of a saved game glitch than an AI package or pathing issue. I went back and tested it from before the quest even began and he worked fine. I also think at one point I had the marker inside a subspace field which he was not seeing the mark because of it. So it's all good now
  6. I am having an issue with NPC combat. I have an NPC set up to enable and hunt me down. He runs up and talk to me and gives me the option to pay back what I owe, go to jail or fight to the death. The fight option works and the script starts combat but if I'm in a town when he does, everyone around us attacks him as well. I don't want anyone else to participate in the combat and flee instead. Any ideas what I need to fix for this?
  7. Again I have solved my own problem, I always miss some stupid mundane detail :P I forgot to assign the quest script in the drop down menu for the quest itself dhhuuurrrrr
  8. So I have this script I'm trying to get to work and it just won't seem to function. ScriptName CRboatfixedscript Short StartDay Short state Begin GameMode If ( GetStage crboat == 45 ) If state == 0 Set StartDay to GameDaysPassed Set state to 1 ElseIf state == 1 If GameDaysPassed >= ( StartDay +1 ) Setstage CRboat 50 set state to 2 EndIf EndIf Endif End When stage 45 of the quest is triggered, the NPC qualifies for an AI package he has that sends him to a location where he does an idle animation until the quest advances to stage 50 (24 hours if the script would function correctly) I can't seem to figure out why the script doesn't work. It is set as a quest script and is not attached to anything specific. Should I slap it on the NPC or what?
  9. if I do use a separate quest to handle all my new NPC generic greetings it works to just set the quest with no stages and to flag it as active at the start of the game and have repeat conversation topics? I never really thought about that. Yeah that might work to keep it cleaner. So far I haven't had any issues with conflicts (other than that inadvertent mistake on my part) so I think I may leave it be for now until some other folks beta test the mod and see if it has any issues with other mods they commonly use. Thanks for the suggestion though I'll keep it in mind moving forward
  10. I have an NPC who has 1 AI package currently which is to travel to a specific location marker REF. No specific schedule, no flags, just the condition that a specific quest stage be true. The quest triggers in conversation with him and when the conversation is done, off he goes to his destination. However he walks in the general direction of the mapmarker but then starts to weave through the buildings of Bravil and heads out of the city and walks along the road like an NPC does when you accidentally forget to change the target from "abandoned mine" which I did not fail to change. I also made sure to check the pathing nodes would give a nice clear blue path to the target, but he STILL just wanders off. What am I forgetting?
  11. Oh nevermind I figured it out. somehow I must have stuck the NPC requirement condition on the base generic quest instead of just in the individual topics :P all fixed
  12. Ok... so I have been creating custom greetings in the "generic" quest topic GREETING category which are spoken by specific NPC's under various conditions. I then removed the generic random greetings by adding a condition to the GREETING random greeting text options as "GetIsID" and setting it to the NPC and returning as false (so as long as it's not that NPC< the random option is possible for the character) problem is now, and I just noticed this, other NPC's are returning I HAVE NO GREETING errors in game and I can't figure out where the problem is. I've even removed the conditions from the generic greetings to test it, but they still don't show under the NPC's filtyered dialog options. What else should I check?
  13. Firstly I would search around because there are specific tutorials for doing two handed weapons in several places online and it is a more intermediate process, so I would honestly get familiar first or maybe even find a mod that does it and alter the meshes and textures or replace them with the kind of weapon you want, but it involves animation files and some other stuff which I myself am not that familiar with -There is only an ESM file for oblivion which you must open in the CS -Meshes are located in the Oblivion/data/meshes folder and textures for those meshes in the oblivion/data/textures folder. You will need to use a BSA unpacker program (also easily found on the nexus) and unpack the oblivion meshes BSA and textures BSA files into the folders I just mentioned. This allows you to easily access the models and textures in the CS and also to open them in NifScope and edit them (though I'd recommend making sure to save a new copy rather than altering the base version) -To create a new object (assuming you've unpacked the meshes and textures already) you go to the object pane on the left, and under your correct section (i.e. misc items) right click on the list and choose "new" then click on the mesh button and select the mesh you want to use, and then the icon button to select the icon you want to use. textures for the mesh chosen will automatically be associated with the mesh if they have the same base file name and are in the textures folder (they'll just end in .dds instead of .nif) The alternative is to just double click on the item you want to make that is similar (i.e a steel dagger) and just rename the editor ID and make a new object based on it. -to add the item to a leveled list go to the leveleditem list which is in the items list just below keys you are looking for LL0NPC as the start of the entries, these are the leveled NPC gear which bandits, mauraders, etc use. Just double click the entry you want and drag your item to the list from the object pane and assign the level requirement for it any questions, just ask and I'll clarify
  14. I have run the script with the begin blocks reversed, but it doesn't solve the problem. I did find a work around though. I set up the bones of the quest journal and merely had the quest stage for finding the item trigger one stage, then have the stage after that be triggered by a conversation topic which will be put in place and that stage will execute the enabling of the new equipment of which the activator to relocate the boat will basically enable the new destination refs and the quest will be progressed which will disable the old originals. I tested it out and it all works flawlessly now. so basically you buy the boat (quest start) find info on who to talk to (quest stage +1) talk to the person (quest stage +2) find the parts needed (quest stage +3) return the parts to the NPC which sets up the new equipment (quest stage +4) go and hit the switch on the boat which enables the new REF out in the river outside bravil and disables the old REF in town (quest stage +5) then you just hit the switch and tell the menu where you wanna go and it basically enables the new one, disables the old one and moves you to the new ref, just like the boat were moving (this of course toggles the boat interior doors to lead you to the correct ref location of where the boat currently is docked.
  15. ok... So I have this script, for some reason it was working in one form I tried but in changing some other things around I somehow forgot in which state it worked and now I;m trying to figure it all out. Basically I have an object that you pick up in game, it disables some REFs and displays a message (which will eventually be a quest progression) and you go to a certain interior cell and it runs the code again, checking the condition that you are in the cell and have the item, and if it's true on both, it disables some REFs and enables some others and displays a messagebox again. BUT whenever I walk into the cell the game removes the item and them immediately CTD. I thought that it was because it's an object script and that to remove the object from your inventory during the script causes the script to bomb out because the object running it no longer exists in play... BUT I use an almost identical script elsewhere in my mod which does the same check for item and incell conditions called from the object which is then removed during the script. So I am at a loss. ScriptName CRsteampartsscript begin GameMode if player.getincell bravilhouseboat == 1 if player.getitemcount CRsteamparts5 == 1 CRboatboilerfire.enable CRboatboiler.enable crboatsmoke2.enable crboatengine.enable crboatsmoke1.enable crboatlever.enable CRboatwheel1.enable crboatwheel2.enable messagebox "You install the parts needed to restore the boat house to working order. The controls on deck will allow you to pilot the boat" player.removeitem CRsteamparts5 1 endif endif end Begin OnAdd Player messagebox "These are the parts needed to get the boat house in Bravil back up and running." CRsteamparts1.disable CRsteamparts2.disable CRsteamparts3.disable end
  16. FG is right. This will add copies of the items into your desired container (using their own ID encase the original item is affected in any way by outside scripts, etc) but what hickory is talking about is that the solution FG suggested only puts references and does not truly create an independent mod, ie it will still require the original mods in order to function properly. If you want to basically replace the old mods with your own new "centralized" mod which has the items from it all in one place you basically have to do what FG suggested and then ensure that when you pack up the mod all the meshes and textures are packed up along with the mod file before uninstalling the other mods. This way you get the items from the mod but without the quests, NPC's etc. So you basically just need to create a cell with a door that links somewhere and some storage, create new copies of each item and drag them to the container list, save the mod, make sure you keep the meshes and textures if you uninstall the original mods and you're done
  17. Yeah I was aware of the mod and the ini file change but I really don't want to remove the borders entirely, just redefine part of it if possible. The folks to have the hammerfell mods and such do they just disable the border entirely? I would have thought that they adjusted (if possible) to make the border encompass their working area instead of breaking down the borders and allowing players to walk off into the void :)
  18. So I figured it out. I had an extra elseis return terminator in the onactivate portion which didn't need to be there. Thanks evenstargw for your help with the ordering, that fixed it all and it works perfectly, now on to changing the region borders a little... :)
  19. button is a short variable which is assigned to the "Getbuttonpressed" call, the value of which is determined by the message box selections. The first item is 0, the second is 1, the third is 2, etc. it's just faster to write "button" in the script instead of using "getbuttonpressed" every time
  20. Ok well it looks like that fixed the enable/disable problem but the activator is still not working the second time around
  21. Ok, I'm annoyed, hence why I'm now posting :) I have 10 separate references of a small house boat in various places around Cyrodiil. I have the doors of each reference lead inside a common interior cell (the inside of the boat) The boat starts parked and enabled in one spot. When you go to drive the ship, a menu asks where you wanna go, and you select where to go. The script then enables the destination parent ref (including the doors inside the boat which lead to the correct exterior) and moves the player to the destination ship helm and then disables all the other ship parent references and resets the overall state of the script. problem is that the script doesn't seem to be RE-disabling or enabling the parent refs and their child objects. Here's the code: ScriptName CRboatscript Short button Short controlvar Begin OnActivate if Controlvar == 0 Messagebox "Where would you like to travel?" "Leyawiin" "Draklowe farm" "Imperial City" "Bravil river" "Anvil Bay" "Firid river" "Jerral Mountains" "Lake Arrius" "Fort Rayles" "cancel" set controlvar to 1 else return endif end Begin GameMode if controlvar == 1 set button to getbuttonpressed if button == 0 ;Leyawiin CRB01.enable player.moveto CRleyawiinhelm CRB02.disable CRB03.disable CRB04.disable CRB05.disable CRB06.disable CRB07.disable CRB08.disable CRB09.disable set controlvar to 0 elseif button == 1 ;Draklowe CRB02.enable player.moveto CRdraklowehelm CRB01.disable CRB03.disable CRB04.disable CRB05.disable CRB06.disable CRB07.disable CRB08.disable CRB09.disable set controlvar to 0 elseif button == 2 ;Imperial city CRB03.enable player.moveto CRICwaterfronthelm CRB01.disable CRB02.disable CRB04.disable CRB05.disable CRB06.disable CRB07.disable CRB08.disable CRB09.disable set controlvar to 0 elseif button == 3 ;Bravil river CRB04.enable player.moveto CRbravilhelm CRB01.disable CRB02.disable CRB03.disable CRB05.disable CRB06.disable CRB07.disable CRB08.disable CRB09.disable set controlvar to 0 elseif button == 4 ;Anvil CRB05.enable player.moveto CRanvilhelm CRB01.disable CRB02.disable CRB03.disable CRB04.disable CRB06.disable CRB07.disable CRB08.disable CRB09.disable set controlvar to 0 elseif button == 5 ;Skingrad firid river CRB06.enable player.moveto CRskingradhelm CRB01.disable CRB02.disable CRB03.disable CRB04.disable CRB05.disable CRB07.disable CRB08.disable CRB09.disable set controlvar to 0 elseif button == 6 ;Jerral mts - cloud ruler CRB07.enable player.moveto CRCRThelm CRB01.disable CRB02.disable CRB03.disable CRB04.disable CRB05.disable CRB06.disable CRB08.disable CRB09.disable set controlvar to 0 elseif button == 7 ;lake arrius - cheydenhal area CRB08.enable player.moveto CRarriushelm CRB01.disable CRB02.disable CRB03.disable CRB04.disable CRB05.disable CRB06.disable CRB07.disable CRB09.disable set controlvar to 0 elseif button == 8 ;Fort Rayles - chorral area CRB09.enable player.moveto CRrayleshelm CRB01.disable CRB02.disable CRB03.disable CRB04.disable CRB05.disable CRB06.disable CRB07.disable CRB08.disable set controlvar to 0 elseif button == 9 ;cancel return endif endif end -All child objects are persistent and not initially disabled (though their parent object is which is fine). -The child objects do not have REF ID's other than the doors inside the boat (which are children to the parent objects which are being controlled directly... is it an issue to have child objects with REF ID's?). -Once I use the activator, the new reference items appear but the old ones do not disable again like they should -If I fast travel back to the old REF which SHOULD have been disabled, the boat is still there (but shouldn't be) but the activator no longer functions but the doors still link properly into the interior space -The doors inside the interior continue to spawn, but old doors also remain which really screws things up I am assuming that it is possible to enable and disable a parent ref and it's children multiple times back and forth right? I mean I know it works with direct REF ID control as I have another part of my mod control interchangeable references but it uses REF ID's for ALL objects being controlled. So any clues?
  22. Ok, once again, something that I know people know how to do but I can't seem to find. I want to know how to expand the borders of cyrodiil slightly. Directly south of Skingrad castle is a ravine on the border which has a river and at the end a nice little waterfall and rock cluster. I've added a cave behind the waterfall (cleche I know) which connects to the Bloodcrust cavern. I have something which gets you down to the water but there is a border there which prevents me from doing what I need to, so how can I push the border south onto the other high point of the ravine?
  23. Yeah that would make sense, I hadn't thought of the fact that the script might be running on the NPC itself. but yeah I like how you added the "added" variable, this will basically add the spell for him to use when he's at half health and take it away from him if he is above half. Which is useful if there's a chance that he can heal himself or someone else can heal him and you don't want him to have the spell when he has the much health. Good call
  24. well your first problem here is that the Short variable needs to be before the Begin gamemode also what does the use of "getactorvalue health" do for you in this script? Another issue I see here is that there is no actor ref for the "getactorvalue health" shouldn't it be "player.getactorvalue health" or "[NPCNAME].getactorvalue health" ?? also using the getactorvalue function is usually something you do as an IF check rather than an IF/ELSE result function. Can you explain what you are specifically trying to get the script to do, and maybe I can suggest something else
  25. Another work around is to relocated your entire oblivion program into the root C:\ drive. Windows has special restrictions on the program files and program files x86 folders which causes the UAC thing to come into play. I run Windows 7 and have had no issues with mods or windows trying to get in the way :P of course I actually copied my oblivion install from a windows XP system and dropped it onto my windows 7 system without installing :D
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