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MoonSweets

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Everything posted by MoonSweets

  1. As simple as it might sound, I didn't think of rebooting the CK after editing the SkyrimEditor.ini file... it did make the difference though. Rebooting the CK fixed the problem.
  2. Having the same issue here. I first had the issue of "The extends script does not exist, please pick one that does" and I did as instructed in this thread to extract the scripts and put them in the correct folder. That done, when trying to create my new script, if I stick with the name I wanted for it (aaBYOHgetItem), I get the message "That script already exists, please choose a different name". However I cannot see the script in the CK, even with "Show Hidden Scripts" ticked on, and I cannot find the file either in the scripts/source folder. Even made a Windows search: it returns nothing. I am very much at loss as to what's going on here. If I try to name the script differently (ie: aaBYOHgetItems) I'm back to square one with "The extends script does not exist" so I really don't know what to do. I've googled both error messages but only found another thread containing the second one (That script already exists), but the issue wasn't addressed. Additionally, if I try to add one of the scripts I have previously created, the option to Edit Source when I right-click it is greyed out. However I can edit a script from a tutorial resource that I added manually by copy pasting it into the scripts folder. So I tried to make a copy of that one, rename it (and change the name of files referenced inside, using notepad++) and copy paste it in the script/source folder, but while I can then find the script in the CK and add it, I get the error message: "Script "aaBYOHgetItem" had errors while loading, it will not be added to the object" – I'm not so surprised, that would have been too easy. [update] I uninstalled and reinstalled the CK, and it solved most of the issue: I can create new scripts and edit them, but still cannot edit my older scripts (which is very frustrating).
  3. Wow, wow, wow! That's absolutely outstanding indeed! I'm very amazed at how you managed to make your voice sound actually different for each race, you're very talented! I would be very interested if you could help me with my mod (Extended Books Mod v2), as I'll be needing some additional voices. However, the mod is still in development, and I would very much understand that you'd prefer to wait that it's about finished to make final voice files to replace the ones I'm making for testing purposes.
  4. I created a new tutorial on TESmods.blogspot.com: Talking activators - making things engage dialogue There are clear instructions and screenshots to help out.
  5. Ah, perfect! Thanks for the tip about code color! And *facedesks* I have totally not made a typo, I totally wanted to write "May you work on warm sands", it's the same as the original but said with a mouthful of ash yam. I suppose I'm going to set some unique voice type for this activator, yes... We really don't need to have it speak randomly. On that matter I'll need to find out how to create custom greetings and barter lines, but that will be for later. Thank you very much for your support and suggestion, I was totally going to give this up before you replied!
  6. Alright! So I found a walk around this issue. I placed my TalkingActivator near some random item (Azura Crystal here) I added a trigger volume to which I added this bit of script: ObjectReference Property Activator01 Auto Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == Game.GetPlayer() Activator01.Activate(Game.GetPlayer(), true) Endif Endevent Then I went to my test quest, in which I had already created a little test dialogue. I created a quest Alias called "Voice", and a scene in which I used the actor Voice, and added the action "ForceGreet". I selected the first topic of my little dialogue, and also set a Trigger Location, selecting the Talking Activator as reference. I think this last bit is pretty unnecessary though. It worked! As I approached the trigger, it activated the Talking Activator and the dialogue started. Now, funny thing is that, I had set the Talking Activator's voice type to be MaleKhajiit, because I already have a voiced Khajiit NPC, and thought I could hijack some lines maybe. So, not only did the activator worked, but it also greeted me with things like "How can I assist, hm?" and "May you work on warm sands" upon ending the conversation. However, when I tried to change the topic, and select one from my Khajiit NPC (contained in another quest), it kept on using the same dialogue lines as before. I suppose it's because the dialogue should be contained in the dialogue view of the same quest as the scene, but then I'm surprised it could still find the right lines. Amusing. I also tested exactly the same thing, but having the Talking Activator be activated by a hijacked lever activator, and it worked just fine! That's fantastic! Now I can resume to my idea of having the player play the role of His Terrible Majesty Pelgagius III. This mod is going to be pretty epic if it can be achieved.
  7. I was starting to start about doing something like this ("how did I do my bookshelves again?"), sounds like an interesting idea, I'll test things out and report the results!
  8. Hello Xander, Thanks for your reply. I've looked the uses of talking activators and they are used by dialog INFO forms. So I tried to do the same: create one, and use it quite like an NPC, setting a little test dialog and filtering the conditions with GetIsID: EBMtestTalkingActivator. I placed it in the world, but no matter how much I turned around it, I could never activate it. I looked MGAugurFX's uses, and found it was used by the quests MGRitual04 and MG04, and by a trigger volume, MG04AugurSpeakMarkerRef3. This one has a script attached to it (but it's just to unlock the door and enable the AugurFX) and is being used by MG04, as quest alias "Trigger3". But I can't figure what this Trigger3 is being used for in the quest. Now, I've also considered that the talking activator doesn't have Primitive data, since it's a mesh, and so, cannot be set to be activated by player. I'm not really sure what to do with this so far, I really feel I'm missing how to make this activator be actually possible to activate, and so to trigger an actual dialog.
  9. Hi everybody! So I really *need* to have cobwebs or spiderwebs in my level (so that the player can clean them) and when I try to put some, strange things happen: The FX are invisible, there is just the green frame around the mesh, but the mesh itself is invisibleThe static meshes called FXSpiderWebKit* appear but they are black in spite of white (and it looks ugly) The result is the same ingame: they are either invisible or black. So I went to other interior cells where webs can be found, such as Breezehome or Fellglow Keep, and there, the webs were displaying and animating perfectly in the CK. I tried to copy those meshes, to paste them in my level, but they still end up being invisible. I tried to find if someone could have had the same issue as me, but this unanswered topic is all I found. So the only solution I found so far to have those damn cobwebs appear is: Finding a rather small cell with a bit of webs variety (Redoran's Retreat)Duplicating said cellRemoving everything that isn't a cobwebPasting the content of my cell into this new duplicated one It works. But damn, isn't it ridiculous? Does anyone has a less overkill method?
  10. Hi! I'm Isaac from Skyrim modding blog, and I just wanted to thank for all the great tutorials here, and for linking to the blog Shawn and I set up. It's great to know our tutorials are being helpful!
  11. [sOLVED] Here is a tutorial I made, with clear instructions and images. Hi! So I've been fighting with the CK for two days already, and I just keep on failing at making an activator speak to the player. What I want to do, basically, is to have some twinkly light engage conversation with the player when they activate it. My first thought was to look for the Augur of Dunlain, and see how it worked. I filtered the Object View and found: MaleUniqueMGAugur -- a voice typeMG04Augur -- an ActorMGAugurFX01 -- an ActivatorMGAugurFX01Static -- an FXMGAugurTalkingActivator -- an special type of activator, it seems (the CK wiki is not helpful about those, just stating the obvious) In the Midden, I found trigger volumes and Xmarkers. In the MG04 quest, I found: MG04AugurSpeakScene -- a scene, containing the responses the player hears when approaching the Augur's doorMG04Stage40View -- a dialog view, containing the dialog between the player and the Augur of Dunlain I tried to figure out how this all was working together (and I got a slight headache). The scene MG04AugurSpeakScene seems to be triggered, not by the trigger volumes, but by the distance between the player and the door, if I believe what I see in the Phases conditions. The responses are being said by the actor MG04AugurSpeaker1, 2, 3, and 4, which are quest aliases refering to the various Xmarkers. So I conclude that: I need an XmarkerI need to create a questI need to create a quest alias to make my Xmarker into an actor that I can refer toI need to create a sceneFor now I will try to make the scene activated based on the player's distance to the XmarkerI record a test line to saySo I did that. ...Obviously I did something wrong somewhere because it was not working. So I started messing around, setting the same voice type as my NPC where I saw voice type options, trying to use his lines, etc... At this point I don't even recall all I did, because I tried a lot of things. In the end, the only thing that worked was to trigger a simple test script that makes the player equip robes when activating MGAugurFX01 (which causes the effect to disappear). I feel clueless about what to do and how. I've made dialog with NPC before, and it was working just fine, speaking to him, getting dialog options, starting scenes... But I just can't figure how to do the same with a non-NPC kind of actor. If someone has the least idea of how to do this, a link to a tutorial (I searched for tutorials, couldn't find any), or whatelse, don't hesitate to chime. Or to CHIM as you prefer.
  12. By Akatosh it works so perfectly! No more looping, you broke the dragon with those lines, this is so wonderful! Thank you very much for your wisdom, my friend! Julianos shines upon you! It would have taken me forever to figure this out on my own.
  13. [sOLVED] Hello, I'm very new to scripting, and really not a programmer at heart, and I would need some help with a simple script. What I want to do, is to add items to the player's inventory when reading a note, but only once (so the player can't read the note again and again to get unlimited samples of these items). I've managed to successfully write these lines: Scriptname EBMGetBooks01 extends ObjectReference {Get the books to put in shelf} Book Property EBMOblivionStreams Auto Book Property EBMWelkynd Auto Event OnRead() Game.GetPlayer().AddItem(EBMOblivionStreams, 1) Game.GetPlayer().AddItem(EBMWelkynd, 1) EndEvent I have no idea of what to do to make the script stop once for all at the end, and never play again. I'm sure there must be something rather simple to do, though. I considered testing the content of the player's inventory, but then they would just have to drop the books, or store them anywhere so be able to activate the script again, and those books are not meant to be unique anyway. I'm considering the possibility of making this a quest, and set stages to know what the player did to set stages, like: The player read the note and got the books : set stage to 20 But if there would be another way to do it, lighter, simpler, I would greatly appreciate any idea.
  14. Hello, So there's a mini-game I thought of and would like to create in the game. As I'm more the creative than programmer kind I'd like a bit of advice to know if what I've thought of is doable or not. Basically, what I want is that an NPC asks the player a given amount of questions. If the player answers all the answers correctly, they get gold, if they answer wrong, they loose gold. I took a look at how the random services comments are generated and saw that they were all stacked infos in a same topic. So here's what I thought I could do in way to be sure the combination of questions would never/hardly ever be the same, and to avoid using too much scripting/counter to be sure of the amount of questions: I thought of creating say 5 topics. Each topic would countain a good number of infos. Each info would lead to a choice of answers, which would then lead to the following question topic (containing several infos as well). It's probably gonna look messy in the dialog views with links going everywhere but that's all I can think of for now. Now the issue is that I still need a counter to know if the player answered right or wrong. Should I do this using quest stages? Like, at first question, a right answer sets the quest stage to 10, and a wrong answer sets the stage to 100. In the following questions, a quest stage check should be done, so if the stage <100 and the answer is right, the stage is set to 20/30/40, etc... Else, quest stage =100. Eventually I would like a subtlety: I'd like to give silly answer options, and if the player choose all/most of those, they get a funny reward while still loosing gold. Maybe those answers should set the quest stage above 100, and at final question, if the quest stage >=170, it's set to 200. 90 would be win stage. 100 would be fail stage. 200 would be alternate fail stage. I'm going to test things out but if someone has advice, please tell. I really am not a programmer and I'm only discovering what can be done with quests and dialogs. Thanks for reading
  15. Adolon gave me the trick to fix this: simply right-click on the Static mesh in the Object View window, and select Recalc Bounds. As the CK doesn't consider this a change, you need to do something else before saving. Worked up all great!
  16. Hello, I have an issue I do not understand. I created new books ingame, with new World Art and Inventory Art, using Daniel Coffey's Better Books modder ressource. It was all working perfectly well, but for some reason I can't figure out, the most recent books I created don't get collision data, which prevents them from lining up correctly on shelves when using Unlimited Bookshelves mod. I checked my esp with TES5 Edit and saw that indeed, my older books have data in the OBND section, while the newest ones have 0 data. I tried to delete the books and statics in the CK, delete the meshes, recreate them, recreate the statics and the books... but the result is the same. I tried to see if repacking the .bsa would help in any way but it doesn't change anything. So if someone could explain me what could be the cause of this mess it would help me a lot. This issue bothers me to the point I dream of it at night. So far the only big difference I see between the books that are alright, and the books that are not, is that --I think; I created bookshelves activator in between their creation. Now, seriously, I don't see how that could influence anything, but at this point it's all so obscure that I could become supersticious and blame it on the texture or what. I can edit the missing data in TES5 Edit, sure, but seeing the huge number of books to be done, and that saving the esp in the CK automatically overwrites the changes... well, it's not *really* a solution. Thank you for reading!
  17. As I assumed, doing thing and undoing things would do no good I had been careful to make back-ups each time I made an important change. I loaded an earlier back-up of the mod, with just the dialog quest, and recreated the scene directly in it. It's all working perfectly! Now when the player enters the shop for the first time the NPC greets them, dialog topics are available, and they keep being available when the player exits and enter the shop again. I will only need to make sure to have an AI package set to be sure that my NPC stays at the right place until the player has entered the shop for the first time but this shouldn't be difficult.
  18. Hello, I'm working on the new version of Extended Books Mod for Skyrim. The v2 brings back most of the books from Daggerfall, Morrowind and Oblivion, with unique covers for all of them. It also adds a library where all the non-unique books can be found, a shop, and of course, a merchant from whom you can purchase books. (you can find some more information and screenshots here) I created some dialog topics for my merchant in way to give him a bit of character and it's working fine but I can't seem to find a way to have him give a cheerful welcome to the player like "Oh, hello, customer! Welcome to [name of the shop]!". I've searched on the CK wiki, on Google, on Youtube, on this forum... and found no relevant information. I tried to see if I could figure this on my own, searching after greetings in the CK, but couldn't find them. Very frustrating. I know it's a detail but it feels important to me in matter of immersion due to the background and all. So I decided to make this greeting a scene, triggered by the arrival of the player in the shop, using AI packages to force some idles. It works so, ok, why not. However when I talk to my NPC his dialog branches (belonging to another quest) don't appear anymore. I've tried to include the scene in the quest that has the dialogs but then nothing's working anymore: no scene, no dialog branches. I'm a very beginner in this field and I feel a bit stuck here so if someone has a bit of advice I would gladly appreciate. Thank you for reading.
  19. I see, that's some work indeed...! As a side question, have you thought of possibly encountering a dragon sometimes? Also if you manage to get this very very promising mod working, would you be interested in the challenge of going one step further with an immersion mod supposed to make carriages worth being used more than just one time? The Adventurous Carriage proposition in this list had quite some supporters but it would require a gameplay mechanic just like the one you're creating. The Adventurous Carriage mod would disable Fast Travel, except for carriages, but it would come in several versions with different prices: Usual price: you fast travel to the destination as usual Discount price: you fast travel to the destination but there are chances that troubles occur during the trip. Then you find yourself on the road, have to deal with the trouble and then you can get back on the carriage and keep on the trip in fast travel. Low cost: you're not fast traveling, you sit in the carriage during the travel and have the chance to speak with other travelers or merchants, deal with the possible troubles on the road, become everybody's hero and make new friends. Your mod would be very helpful for the discount price I guess...
  20. It may sound very naive, but are you using casual Encounter bandits or creatures? I assume their dead bodies should disappear normally after a little time. Or do you use custom creatures?
  21. How much experience do you have? If you're not used to level building it's best followin the CK tutorials closely. It's also best to avoid making changes in the vanilla world if you can. Now I must say I don't know what can be causing this bug if you've set your location right and no script nor anything has effects on the door. I know there's a LOD issue causing large meshes not to appear ingame for the mod author in exterior cells but this door issue... strange indeed.
  22. I would tend to think there must still be scripts that are attached to your NPC, it's impossible to interact with the ghosts of Labyrinthian after all. See if there are any script and remove them all if yes. Regarding your spell, if it's a master spell it probably won't be accessible before the player has an appropriate level. To create the spell book, you shouldn't have troubles if you just edit an alteration spell tome with a different ID and check your spell in the Teach spell box. If you want only your merchant to sell the book you'll surely need to change the Keywords so the book doesn't automatically appear in vendors list I guess.
  23. Thank you very much for the link, I'm really happy to know the source of the problem. I hadn't thought about a LOD issue at all but now it makes sense somehow... It's quite funny that it's only affecting the mod author... Hopefully I've got some friends who should be okay for some beta testing. Thanks again!
  24. For the test I created a new mod with just a RockCliffMineEntrance, moved a bit a RockCliff02VolcanicDirt01, duplicated it and added few smaller rocks. Again, the small rocks appear but the Mine Entrance, and the Rock Cliff don't. However, the Rock Cliff that I moved is where I moved it. I seriously don't know what's going on there. I have no other mods installed, I have no error messages about those meshes in the CK, the meshes are listed in the content of the cell, I dragged and droped them normaly from the Object Window... So why? It looks like it's really about big meshes that's there's an issue. I suppose I can somehow bypass this by playing around with smaller meshes combined together but it's quite lame then! ... Right there, for the test, I scaled down the Mine Entrance to 0.5. IT APPEARS!!! (but even my Breton can't enter! XD) wtf, wtf, wtf...! After some tests it appears that 0.8 seems to be the max scale for those large meshes to be displayed. Even though similar 1.0-scaled vanilla meshes are displayed. I don't get it. But I have some sort of solution at least so unless someone has a real fix to the problem, I'll go with this for the moment. At least, the 0.8 scale is large enough for Bretons and Dark Elves and hopefully, Nords and Altmers should fit in as well. I hope they don't have to crawl in though it could be fun... "it's not a bug, it's a feature" XD
  25. Then wouldn't it be needed to create many Xmarkers to fit many fast travel possibilities? Plus it would probably required to make lists of possible Xmarkers found in the different Holds and on different itineraries (Whiterun-Falkreath, Whiterun-Solitude...) so the script could select the marker from appropriate lists... What about seeing if it's not possible then to use the xmarkers already found on Tamriel? (but it would still require lists I guess) Now I'm not a programmer, but I reply at least to propose ideas an up the post as I find this mod project very interesting. Suggestion: add a check that increases the chances of attack if the player has a lot of gold on him! It would be immersive and when someone makes a bank mod at some point, it will make the bank even more interesting. And I'm sure someone will make a bank mod.
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