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Lollia

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Everything posted by Lollia

  1. The issue is solved at long last! :dance: I'll keep it simple: script properties. I FINALLY understand how they work.
  2. My scripting stupidity has struck once again. I'm attempting to use the "Book of Love" Mara quest in Riften as a guide to giving the player a perk that appears in the Active Effects panel once the quest reaches another stage, but am having no luck at all. I have made similar perks before, but they have all been implemented instantly from the beginning of a new game. This is a bit different. If anyone can actually walk me through the process or point out a guide that does so (preferably not in video format--I have a hard time learning from videos), I would be most grateful. How the Book of Love quest works--after you speak with Dinya for the last time, her dialogue ups the quest stage. That quest stage has this: Game.GetPlayer().AddPerk(MaraPerk) This is the part I cannot get to work. I think where I'm having problems is the script properties section. I have never really understood how that functions, so any help is appreciated. EDIT: I got it to work! I don't quite understand what happened. I remade the property the same way as I did before, but gave it a different name, and it now works. I am a bit mystified, but happy, too. :huh: :happy:
  3. I might have to look into doing that, but right now I am trying to see if the fault is my own impatience. I have other quests that, like this one, are also not Start Game Enabled, and they run (and start up) just fine. Like this one, they are conditioned to check for a different quest to be complete. I've opened these functioning quests up and done side-by-side comparisons, and everything is set up exactly the same. :huh: The only thing that comes to mind, is that one of these quests used to give me intense grief--so much so that I experimented perpetually on it trying out all manner of ideas, until I became utterly vexed and gave up. Once I had given up, I took to playing the game and was busy blissfully forgetting all that had transpired in the CK--when suddenly the quest decided to work! :pinch: For that quest, The Pale Lady quest being complete (and Eisa Blackthorn remaining alive) were the only requirements it was conditioned to check. The player was then supposed to be able to track Eisa, but nothing ever happened--until the player switched cells. Using the coc command or fast traveling appears to be ineffective--you have to physically travel into a different cell--and not just switch rooms. I completed the Pale Lady quest and nothing happened. I then exited Frostmere Crypt and nothing happened. I walked a bit further on, and nothing happened. However, the moment I crossed onto the nearby road and walked a few dozen steps, the quest came to life. So maybe it's the same case with this one. Perhaps I have to actually play the game and give the quest a chance to start up at its own speed. :confused: At least, that's what I'm currently hoping is the case. I just started another new game, so I'm off to see if I can persuade the quest to start. :sweat:
  4. Thank you for trying to help. :happy: If all else fails, I'll try my luck on Discord. I really hope it won't come to that, though. It's not the easiest place to troubleshoot problems. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Edit: I managed to fix part of it! :dance: I still cannot for the life of me get the quest to start on its own, but now it resets itself properly back to Stage 5. I changed Stage 15 to read like this: Stop() ;Reset the quest Reset() Start() So now I can obtain the item as many times a I like--although I will be adding a timer to it once I have the start up issue fixed. Any advice on fixing the latter is still very much welcome. :yes:
  5. Yep. All of my tests have been conducted on brand new games--which is truly saying something, because I don't use any alternative start mods, so I have to go through the whole cart and Helgen joyride each time I test a new change. :laugh:
  6. I have a troublesome quest. It relies on a different quest being complete before its dialogue can show up, but even when that condition is filled, the quest will not begin at all--no matter what. I can force it to via the SetStage command. The dialogue then runs fine and an item is given to the player, but that's where the success ends. The quest is supposed to be repeatable, but it insists on shutting itself down completely. Please help me make sense of this. This is all I've been messing with in the CK for the past three days. Stage 5 (which is the quest's set starting stage) features the first dialogue. Once the dialogue is spoken, the script tells it to move to Stage 10. Stage 10 tells the game to give the player the item. So far so good--except of course for the quest refusing to start unless I use the SetStage command--setting it as Start Game Enabled makes no difference, and actually causes the dialogue to never appear. Back in Dialogue Views, the next piece of dialogue has the player thanking the NPC for the item. Once the dialogue is spoken, the quest is moved to Stage 15. Stage 15 tells the quest to reset itself. But it just shuts down instead, and can only be replayed by using the SetStage command. I tried looking at how the cooking quest for spouses works, but I was unable to replicate its function--even when I blatantly copied it. To sum it up: The quest won't start without the SetStage command, and it won't reset itself so that it can be replayed. How do I fix it? - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Here's the some extra details so you can help me figure out what I'm doing wrong: Quest Data tab: Priority 30, checked for Allow Repeated Stages (Please remember that making the quest Start Game Enabled caused the dialogue to vanish. Refreshing the SEQ file did not help.) Quest Stages tab: 5 = the selected Start Up stage. 10 = ;player has asked for help, give potion Game.GetPlayer().addItem(Alias_SpecialPotionAlias.GetReference()) 15 = ;Reset the quest Reset() [NOTE: I was advised to try adding this last bit below the reset command. With or without it, the result is the same--the quest refuses to reset or revert to Stage 5.] ;kmyQuest.Lollia_DoM_PotionDialogueRepeatable.SetStage (5) The Quest Alias tab has the aliases for the item and the NPC who gives it. In Dialogue Views = I explained above what Stages each segment points to. The only conditions are that the prerequisite quest must be fully completed, and that the ID for the speaking NPC must be a match. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ EDIT on May 23: I managed to fix the reset problem! :dance: Read the edit on post #5 below if you wish to see how. I still need some help getting the quest to start. I have other quests that are not Start Game Enabled which are conditioned to only start when another specific quest is complete, and they all work fine. I really don't know what is going wrong here. Any advice is appreciated. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ EDIT on May 30: Everything is working properly now. :thumbsup: I may have mangled my quest into an untidy heap of scattered thoughts and countless ideas, but it was all worth it in the end because I finally understand how script properties work. :sweat:
  7. No problem. :thumbsup: I sent you a kudos point as well, and also un-tracked your account. If anything ever arises about this subject again in the future and you still need a willing test subject, just message me.
  8. Sure! If it will help to figure out what's going on, then I'm all for it. :happy: Oddly enough, I did not receive a notification that you followed me. Let me know if you were notified that I am following you.
  9. I would like to know more specifics about this, too. Looking through my notifications, I was informed that I am now being followed by two different people. As someone who only accepts Nexus "Friend" requests on the basis of having spoken to the requester at least once, I admit to feeling both perplexed and more than a little unnerved when I read the notifications. Tracking mods for updates is one thing, tracking individual accounts is quite another. Was there an article about this published at any time? Can the tracking be disabled?
  10. I carefully placed some new idle markers in Dawnstar's Windpeak Inn. I did not move any of the default markers except a sweeping one used by Karita, which I moved to be inside of her room. Everything looks good and the idle markers are functioning properly. The only problem is that Erandur has suddenly become a coward. He pulls out his mace (but does not equip his fire spells) and crouches down in fear. I noticed the behavior first when I accepted the Waking Nightmare quest. He walked outside to lead the way as usual, but some wolves suddenly attacked us not far from the inn. Erandur would normally smite these fairly quickly, but he just turned around and ran back into the inn. I had to kill the wolves and actually go back through the loading screen just to get him moving again. Naturally, something fearsome was waiting at the entrance to the tower--frostbite spiders. I killed them, but Erandur had already zoomed back to the inn. Things didn't fare any better inside the tower. Luckily, I made a backup of the esp before I added the new Windpeak idle markers. I know the problem must be connected to the changes I made, but I need to understand why. I was very careful with the placements. I went through xEdit and checked for any accidental edits. Anything that seemed wrong, I deleted--but Erandur is still a coward.* * Note: When he becomes a proper follower after the quest is through, he fights perfectly. But once he is dismissed, he becomes cowardly all over again. Any insight would be appreciated. Thank you for reading.
  11. If you played Skyrim, I could definitely help you out. Alas... If you do end up eventually doing this yourself, I wish you luck. :yes: If you want the dialogue to be good, you will spend many hours of your life splicing it. If you want to make sure the conversations play between NPCs, you will spend many months of your life testing it--well, maybe not months, not for what you desire to create. I'm the nutter who wants to make all the inhabitants of Skyrim talk to each other, not just the followers. :tongue: Conversations are fickle things to test for Skyrim, but perhaps FO4 improved things.
  12. You have stalker child syndrome! :ohdear: Fortunately, there is indeed a fix. Here's what you do: 1: Open your console and click on the afflicted child. 2: Type: setav variable06 0 3: Hit the Enter key 4: Type: setav variable07 0 5: Hit the Enter key 6: Type: evp 7: Hit the Enter key The child should stop stalking you and go about their business. :cool:
  13. I ran into the double face issue not too long ago. I had only installed three new things. One was a texture overhaul for E-DE, the other two were Arcade Respects Your Intellect and Free the Slaves. I reverted back to my clean saves and tested each one individually. The double face bug didn't happen right away, but about fifteen minutes into the new saves. Once I realized that neither of the two mods were responsible, I turned my attention to the texture overhaul for E-DE. I don't know what sort of computer you have, but mine is twelve years old. I don't really have anything other than a high-res face overhaul installed for New Vegas, but I realized that the E-DE textures I had installed were much higher in size. I removed the 2k textures and replaced them with 1k. I have not run into the double face bug since I did so. I think it has something to do with the memory being used by the textures. It would explain why the double face bug did not happen when I shut the game down and restarted it. Everything was refreshed by the restart, so once I traveled a bit, the memory started getting gobbled up again...which seems to have led to the double face bug. I'm not saying that a mod can't be at fault for it. I know Oblivion suffers from the double face bug. In fact, the first thing I was told to download for Oblivion was a fix for that very issue. So perhaps it's related to the engine and certain mods or texture sizes just cause it to be more apparent. Anyway, I apologize for the long-winded reply. Maybe this will help someone else down the line.
  14. Does anyone here have any idea about how to make town guards speak to named NPCs? I found a way to make town guards speak to one another, but the same method has not proved successful when it involves a town guard and a named NPC. I have tried several different variations involving conditions and IDs, but have had no luck at all. I even edited some of the guards to ensure that their schedules allowed them to have random conversations. I am out of ideas. I know that I can make one of the guards a unique NPC and have the conversation activate in that way, but I was truly hoping to have the named NPC sense the presence of a hold guard with the correct voice-type. Can anyone lend any insight?
  15. I love your creations, ElSopa. I use quite a few mods that tend to keep Skyrim looking desaturated and muted, and your textures are always guaranteed to splash some much-needed colour across the world space. And you're quite right about the UFO scene--it is indeed in a sad state.
  16. That's good to know. Thank you for the swift reply. :happy:
  17. This might be a stupid question, but I was wondering about messages between users. If one does not delete them, are they still taking up space on the recipient's message page? I'd hate to think that my tendency to keep the messages as a sort of memory refresher is forcing anyone else to stare at old conversations every time they open their message box.
  18. Thank you for responding. I'll let some of the other affected users know about the cause. I understand your hint about the browser, but I still hope that the issue can be resolved.
  19. I am replying to myself due to new information: I decided to try downloading yet another new file today. Once again I was redirected to an encrypted page. I watched it carefully for thirty or so seconds. The page continued to load while the encrypted jumble of utter babble continued to grow at an alarming rate. I opened my Task Manager and watched as the encrypted webpage devoured more and more memory. Since the page wouldn't stop loading, I had to use Task Manager to force it away. I have also managed to come across two other users who are having the same trouble with the encrypted webpage and download failure. I would sincerely like to know just what the heck is going on.
  20. I've been having a problem for about two days now. I cannot download the newest uploaded mods. I can download older mods, though. (Like the Sinister Seven on the Skyrim section of the Nexus.) I successfully managed to download Diverse Effect Icons OBSE on the Oblivion section of the Nexus, and that was uploaded on the 13th of this July. If I try to download anything newer, however, the download popup appears for a split second and then transfers to a totally encrypted webpage. Curiously, the Nexus seems to think that I have actually managed to properly download the files (I have not.) It will even let me Endorse files that I have never managed to download. I first noticed the problem when I tried to download FleshFX, True Nordic Trolls and True Tavern Music. I am not certain if it is related, but at the same time: I discovered that I cannot login to the Nexus except if I happen to be in the forum section. Otherwise, the Captcha never appears and the load effect never stops spinning. Logging in while on the forum section poses no issues whatsoever. If I post a comment while on the actual mod page (not in forum-view), the comment is stuck in a spinning animation and never appears to be posted. However, if I open a new page and return to the one I posted on, I find that the comment is indeed posted. But the other page (if kept open) is still spinning. Any insight would be most appreciated.
  21. I fixed it! :dance: I have individual toes once more! :dance: I took everything from CBBE and Mature skin apart and did a full manual install. I can now play as a barefoot mage pitted against the deadly perils of Frostfall yet again. :wub: Thank you so much, saurusmaximus. :yes: You have been wonderfully patient with my melodramatic nature. I am truly thankful for all of your help.
  22. I am sorry to reply so late, saurusmaximus. I did follow your suggestion and downloaded CBBE. I then decided to check the meshes in Nifscope before placing them in the game and found, much to my surprise, that the CBBE variant of Mature skin does not match up with the foot meshes of CBBE. I am quite puzzled. I went back and looked at the CBBE author's page and read a little bit about Bodyslide. That has it own CBBE meshes, right? Was I supposed to download the Bodyslide meshes instead? :confused: To think all this drama is because Bethesda couldn't be bothered to give their characters proper toes! :huh:
  23. This might be happening because the follower's specific sleep schedule does not match up with what time you are commanding them to sleep, which is why they don't stay put. Some followers keep very strange hours, and some of them don't have sleep schedules at all, but will use beds if the Allow Sleeping option is ticked in their sandbox package. 1. Load the Creation Kit. 2. Expand the Actors tab with the + button. 3. Click on Actor. You can scroll down through the various races, or type your follower's name into the Filter box. 4. Right-click on your follower and select Edit. 5. Go to the AI Packages tab and look to see if they have a package with the word "sleep" somewhere in it. If so, right-click on the sleep package and click Edit. 6. The Package tab has an area called Package Template. It should have "Sleep" as its setting. If so, good. You shouldn't have to change anything here. 7. Click on the Schedule tab. Example schedule: Hour 23 = The follower normally goes to sleep at 11 PM. Duration = 9.0000 = The follower sleeps for nine hours. If you would happen to want them to sleep at 9 PM instead, you would change the 23 to 21, but unless you extend the duration number, the follower will wake up two hours earlier than they did before. So you might want to change the 9.0000 to 11.0000. If you do not wish to edit the follower in any way, make sure to click the Cancel button on the follower's actor page. Even the simple act of opening the follower's actor page with the Edit button counts as editing the follower, so be careful. That will tell you what you want to know of their sleep schedule. If you want to know more about editing or adding different packages, the Creation Kit wiki has some wonderful tutorials.
  24. I would not normally double-post, but I have a new query to make: After much testing with every foot mesh mod I could find (none of which worked for either the vanilla body or for the skin texture I'm using), I have come to the conclusion that I will indeed have to seek out a body mod. Since my only experience with body mods is rolling my eyes at many of the images that the Nexus hosts on the front page for certain follower related mods, I simply want to inquire if there is a body mod that is similar to the vanilla body for females? No watermelon chest, no outlandish proportions...that sort of thing. And I'm guessing that I will have to replace many of my armor mods? I use mods that add sleeves and leggings to many of the vanilla armors, so compatibility with them is important to me. I'll begin searching myself when I get the chance, but if anyone has any suggestions as to what I should be looking for (based on the criteria above), please let me know. You'd be saving me some time. And a headache. Thank you for reading.
  25. I tried out FemFeet, but the texture I'm using doesn't match up for some reason. Looking at the FemFeet meshes in NifScope, it appears that the lines which separate the individual toes are stretched out across and underneath the feet. There are also odd patches of milky white colour and some seams that arise from the sole of the feet to a little above the ankles.
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