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expired6978

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Everything posted by expired6978

  1. A race will most commonly crash in the menu if it is missing mesh links or the mesh is broken. Missing or broken mesh links would include a race that only has one sex worth of meshes, the race menu tries to load both sexes. If it is the case you could try duplicating the mesh links for both sexes.
  2. If you mean your message shows up twice this could be why.
  3. http://www.creationkit.com/INI_files Says they are only meant to override Skyrim ini configs. They aren't meant to be used as scripting configs, only game preference overrides.
  4. When you load a plugin with other plugins their resources are available to use, but the editor is incapable of saving a plugin with masters as other plugins, their references will remain with the correct order, but you will need to update the master listing. I'm not sure why it doesn't just let you save other plugins as masters, but I know it will save master files correctly and you have nothing to worry about, with the exception that we can now only load 2 masters for some stupid reason. Plugins work like this, if I were to create a plugin and load the following plugins as resources 00 Skyrim.esm 01 Extended Colors.esm 02 Hairpack.esp I would have access to the hairpack resources and they would be saved accordingly... For example, my hairpack contains 01000D63 as my first hair Now if I add that hair to an NPC in my new plugin it will be saved as 02000D63 as 02 is the index in which I loaded that hair. Except because its a plugin, the editor is too retarded to link it unless it is a master so my plugin masters will end up like this when saving 00 Skyrim.esm 01 Extended Colors.esm I need to add a new master manually by editing the TES4 record 00 Skyrim.esm 01 Extended Colors.esm 02 Hairpack.esp This is how you would get around the 2 master limit, because the editor is capable of loading and saving plugins as if they are masters, but for some dumb reason doesn't include them as masters in your plugin so the game doesn't know where to link them.
  5. I found the part where item text is set in SkyUI and changed it from setText to setHtmlText so it would process the tags. But I wasn't able to test it, I can compile my changes but they seem to just crash immediately when testing and I'm not sure why.
  6. Sounds like he needs to pick up another skill. Modelling is a lot harder than scripting so I'd go for scripting at least.
  7. You're using SkyUI, you could modify that to process the tags for you. Try it with vanilla UI and see if it processes it. Although it does happen on the damage box as well, I'm not entirely sure if that part of it is part of SkyUI, it might be, in which case you could process as well. SkyUI is opensource. http://code.google.com/p/skyrimui/source/browse/#git%2Fsrc
  8. Tried it, still not happening Only other thing I can think of would be you set a condition on that topic that isn't being fulfilled, meaning that topic does not show up. I also don't know what happens if you have no condition on your topic (Logically it would apply to anything you can have dialogue with, but alternatively it could not activate at all)
  9. Not sure why the CK does this, its awfully annoying. Although it only seems to do it when I have more than two masters, it doesn't seem to complain if you have them linked as plugins. It will load properly, you just have to make sure when you save you use TESVSnip or another low level editor to re-add the master entry as it gets deleted. I have many plugins using both Skyrim.esm and my Extended Colors.esm it doesn't complain then, but once I get beyond that FFFFUUUU JUST LOAD IT ALREADY.
  10. This language is really not all that difficult, you just have to understand the types you are using, and the functions that are available to the types you use. The Creation Kit wiki has every class laid out for you and tells you what it extends. If you want to use global variables you use the GlobalVariable type, although I'm not sure for what purpose Gomu needs his variable to be global at all as it is entirely possible to have a Quest variable and reference that instead. It is also recommended when working with literals that you put them in functions to ensure they are thread safe (I'm not sure if you would be externally editing your variable from another thread but it is good practice) The "conditional" keyword used after auto will make the variable available to the VM, allowing it to be accessed from conditional functions such as GetVMQuestVariable
  11. If you followed the tutorial exactly you should already HAVE topics, the dialogue view editor creates them in convenience. Wait 24 hours ingame, give your save time to register the quest you created.
  12. I think the best way if we simply cannot decode the behaviors would be to have SKSE hotswap in our own animations copied from an existing animation event in both the editor and game... But honestly I see that as less likely than just decoding the behaviors. There seems to be a little term confusion, we CAN create IDLE's It's the Animation Event's that we cannot as they are in the behaviors. The IDLE's link to the animation events, which are linked to the actual animation files. I mucked around with a behavior file and duplicated one and changed the name and animation link, the editor could load the behavior file and the animation event just fine, I could also reference this new IDLE I created but I never had the idle actually play (Probably because I copied the Stagger behavior, and the behavior file has conditions which would likely not be fulfilled while casting due to "isStaggering") Heres what I did staggerbehavior.hkx -> naughtybehavior.hkx Hex edited -> WardBreak -> Naughty00 Any following animation I changed the link to my own animations Loaded the CK, Inserted sibling, asks for HKX (Behavior file) the behavior file loads, I can now create a child, this child will for now be an action because for whatever reason I cant choose LOOSE yet, so I choose ActionIdle, then add a child to this and name it IdleNaughty... This is creating an IDLE, I can now choose from my animation event list in which case Naughty00 will appear in that list, meaning its now linked to that animation event that I modified (Only the problem is this particular animation has a condition I likely wont fulfill and result in this not working at all) now if I go create a spell that has an onEffectStart, add in an IDLE property, I can now link to "IdleNaughty" NOT "Naughty00" meaning I am linking to the IDLE I created in the editor.
  13. I've made a mod that transforms my follower into a dragon... Never tried it for my player because I really have no idea how it would handle in terms of animations and controls... There are very few animations for dragons. Not really sure where I would start in making my character move on three axis and staying there without gravity.
  14. http://www.creationkit.com/Tutorial_Creating_a_Playable_Race All of the stats and abilities are in the popup window when you edit/create a race.
  15. Depends if you care if they are random or the same one over and over. If you make a Magic Effect with Concentration type and have it scripted... Scriptname SpawnScript extends ActiveMagicEffect ACTORBASE property Spawn auto ACTOR property Caster auto EVENT onEffectStart(ACTOR akTarget, ACTOR akCaster) Caster = akCaster registerForUpdate(0.5) ENDEVENT EVENT OnUpdate() Caster.placeAtMe(Spawn) ; OnUpdate is automatically unregistered on effect finish ENDEVENT I actually tried to make a dog launcher out of this lol. Apparently the game doesn't like it when I apply a HavokImpulse or a PushActor at load time... I attached an OnLoad to the Actor I was throwing, thats actually when I called the impulse/pushactor, game just crashes immediately unfortunately :( guess it really isn't ready for manipulation like it says.
  16. If you want to apply your follower to the current system its rather simple. If your looking to have them as well as vanilla companion thats another story and will require you script quite a bit (Or if you have created a quest for your companion duplicate the follower script and alter it to use your quest reference rather than the vanilla and provide the dialogue) Vanilla System Requirements: PotentialFollowerFaction Relationship rank of 3 The DialogueFollower quest handles vanilla followers, the reason you cannot have multiple is because ReferenceAliases can only point to one object at a time, even if you modified the dialogue to allow you to initiate the "Follow me I need your help" without getting "It looks like you already have someone." it will override your current follower and they will re-evaluate their packages lacking the appropriate follower package. The ReferenceAlias contains both that god awful bow and all of the required follower packages and factions to prevent hostility. The packages are what handle the actual AI in the duration they are your follower, and those packages are only applied when they are under that ReferenceAlias. A solution to this would be to add similar follower packages to every companion who can become a follower and have them conditioned to a quest variable.
  17. Those just register the animations into the event system, if your looking to add new animations you would need to modify the master behavior files because that's where it seems all of the animations are referenced. The hkxcmd version I have does not reverse the behavior files, which is rather unfortunate because that file seems to be the only link to both the CK and animations.
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