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Hellscreamy

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  1. I'm having some issues with the many forms in the Creation Kit. More specifically; I'm unable to add new colors to the HairColorList or add custom spells to my custom race. We work with multiple people on a large project with new races and a bit of scripting. I was working on a new race which has its own collection of spells. The race is from an existing mod and I'm redoing the setup to make sure I can properly merge it into the master .esm. It has unique skin, head parts, skills and hair colors but I'm unable to add the two last ones. I'm also unable to remove the Presets from the race on which it was based. Here is the situation: I have Skyrim, Update and Dawnguard as masters. Our main mod is an .esm file and I work in a small .esp file with all the changes and additions to the mod. The new race I made was made inside the .esp file. The race uses NordRace as Morph Race and DefaultRace for Armor Race (This is to make it work properly with RaceCompatibility in a separate plugin, which will be done in a later stage). I've already added new head parts such as ears to the race and I've added several unique skincolors which it can use. I've also added several warpaints; they didn't show up when I created a Preset actor in the CK but they do show up ingame. I'm able to add new presets to the race, but I'm unable to remove the Breton presets that are present. When adding a new skill it shows up but after pressing OK and closing the skill is removed from the race. When adding new colors to the HairColorList the same thing happens; they disappear when the window is closed. I have Version Control active for the CK because I'll have to merge the many plugins the team members make. VC has given me some problems in the past so if anyone knows more, this could be the culprit. Another thing I suspect is the Morph or Armor Race but I doubt it because I've never had problems before with these. Anyone any idea what could cause this problem? EDIT: Added that the tattoo's do work in-game.
  2. This will probably sound like a lot of work and it's very possible (definitely) we take a wrong approach here, but let me explain anyway. We have a team working on a large mod with a masterfile .esm containing a large worldspace, dungeons and npc's. We use version control to merge smaller .esp's into the master file to make new releases. We have also received permission to use unique races from other mods in our mod. I've created a separate .esp that was created by merging the multiple mods into one .esm and then copying it to an .esp. The races require RaceCompatiblity.esm to work properly without conflicts (the mod uses Dawnguard as master), thus merging it into the masterfile is not an option to the high number or masters to the .esm. The records for these races do not exist in the masterfile thus for now we only have two possibilities to create npc's of these races: Create the npc in the masterfile, give it a placeholder race (NordRace) and change its race in the races.esp. This might cause conflicts with other mods when changing these npc's. Create the npc in the races.esp, which forces changes made to these races to be done in this particular .esp or through yet another .esp.Preferably we would like to prevent both cases and create a race CustomRace inside the masterfile, overwriting their bodies/textures/scripts for RaceCompatibility inside the additional .esp. The new races are already setup in the .esp and I would prefer not having to redo the setup again. Is there a way to make the race from the .esp overwrite a record in the .esm using some external tool? Example: Record 040AAAAB (customPlaceHolderrace) is overwritten by Record 060BBBBC (CustomRealRace). If this sounds impossible or bug-hazardous please let me know too, because then I'll try to redo my work after another merge.
  3. I think we should check out this thread more often, sorry for that. With the release of version 0.1 Alpha we want to show you our current progress with the mod. Help is still very much needed in every area, including work outside of the Creation Kit such as writing lore books and quests.
  4. I've done some tinkering to find out what's going wrong, but so far still no success. I've made screenshots of my entire quest setup and story manager to give an idea of how I've set it up, hopefully it's possible to find a mistake somewhere. As you can see, I already had multiple objectives setup. The images were too big for the forum uploader, so I had to upload it externally. You can find it here: http://oi57.tinypic.com/2myupw6.jpg In the images you can see I use the Change Location Event and check whether the player has entered either an Inn, town or city. I've checked the CK for cells and interiors with these locations and used those for testing For example, walking out the ShorsStoneRedBelly mine should trigger the event because the outdoor cell ShorsStoneExterior01 has the locationtype Town. Walking into the RiverwoodSleepingGiantInn should also trigger this event, as long as the quest isn't running yet. The quest never starts and I'm unable to start it manually with StartQuest in the console. The weirdest thing is that I've created another quest EXACTLY like this in a separate plugin. I used that quest as a reference for this one. The only differences between the two plugins is that the one with the problems uses multiple masters (Skyrim, Update, Dawnguard, MyOwnESM), the working plugin only runs inside interiors (bugged one mostly runs inside the Tamriel Worldspace) and in the working one I check the exact location and not the locationtype. I've also tried running the quest Start Game Enabled. In this case the quest does start up and I can only set the existing stages of the quest, but I couldn't talk to any of the npc's. The first objective bound to the startup stage didn't show either, even though I did use SetObjectiveDisplayed(0, 1). After some searching and messing around with console commands I found GetQuestAliases and noticed they were all empty. I had another start-game enabled quest for dialogue bound to the npc so I thought the npc was reserved. After disabling this quest the aliases remained empty. I've no problems with other quests or simple dialogues I've made, somehow I only have issues with this one quest either because aliases won't fill or because the SMevent won't trigger.
  5. I don't think you can use just one quest for this. Normally you can just use stages to set the multiple objectives, but there doesn't seem a way to track player's crafting actions besides the Story Manager. The story manager only allows you to start up quests when an event has occurred, you cannot set stages, thus it would be incredibly difficult to reach the objectives. I suggest just keeping to the multiple quests standard as this doesn't look like as much work as creating new scripts for this. The quests not starting can have many reasons. These solutions can help if you aren't even seeing the dialogue screen. - If the quest is start game enabled, make sure you generate the SEQ files using TES5EDIT. - Else, if you use the story manager be sure to check the conditions. - Check if all the stages and dialogue conditions are correct, does the npc that should say the dialogue equal the condition? if no conditions are set ALL npc's will be able to say it when the quest is running. - ALWAYS use a clean game (Use coc <cell location>), save the new game, restart skyrim and load the game again. Especially Start Game Enabled quests have issues with this. - Use things like ShowQuestAliases [QuestID], GetQuestRunning [QuestID] to see where it goes wrong. - Aliases used for quests are being blocked by other running quests, sometimes they cancel eachother out. In case you see the dialogue screen but aren't getting any dialogue besides the first player response: - Create voice files or use an empty sound file for each dialogue, otherwise the dialogue will play with the speed of light. - Connect the multiple topics within a branch with eachother, or link the topic with another topic from another branch.
  6. I've a quick question I couldn't find an answer to: Where can I set a certain dialogue as shared and allow it to be used by other quests, or even the same quest but in different topics with different player lines.
  7. I had a look through the CK and found out the tutorial uses multiple quests for each part (craft, sharpen, temper). It uses the StoryManager Event Node 'Craft Item'. The Stacked Quest Node TutorialBlacksmithingNode will allow quests to run when the Quest TutorialBlacksmithing is running and at stage 10 or above. Below this node are 5 quests: Dagger, DaggerSharpen, Tanning, Armor and ArmorTemper. Each will start a new quest specific for the current step when a certain event occurs. The quest for crafting the dagger triggers when TutorialBlacksmithingNode's conditions are met, and when the following conditions in the quest itself are met: Event must have Keyword WICraftingSmithingCreated object must be an iron daggerThis will start up the quest TutorialBlacksmithingDagger, which will then start at stage 10 (the startup stage). In the code of the Quest Stages of the quest you'll see the TutorialBlackSmithing's stage is set to 20. This will then enable the dialogue to continue the rest. This is also done for the rest, tempering and sharpening weapons uses the Keyword WICraftingSmithingTemper which is then picked up by the storymanager. Hopefully this will make it clear enough for you, it's a rather roundabout way they used but I think this was the only way to get around the limitations of the CK and papyrus scripts.
  8. I found these tutorials for Blender to Nifskope, useful for those who (like me) get confused when trying to import their own models into Skyrim. http://www.nexusmods.com/skyrim/mods/3790/? http://www.nexusmods.com/skyrim/mods/15690/? I also have a workflow for Blender here, useful if you want to know the broad lines you'll need to walk through to get models into Skyrim http://forums.nexusmods.com/index.php?/topic/944160-blender-249b-26x-workflow-what-you-can-do/ I still have some issues with creating new buildings and objects, so if anyone knows a tutorial in Nifskope aimed at static (or moveable) objects I'd love to know about it.
  9. I can't start up my CK right now to confirm it, but most likely the script is attached to the given item inside the alias. In the Aliases tab, check the iron dagger reference and see if a script was added to it. The script would then have OnMagicEffectApply() Event function which would set the stage of the quest.
  10. That's what I'm already doing. I create a clean game every time I test my mods. After it fails to start right after a new game I save and reload that save again to see if it's related to the missing dialogue bug. I've already excluded all the common causes. It isn't related to other mods either because I only have the necessary esp/esm's active. I have no problem with Start Game Enabled quests or storymanager-started quests made in other plugins.
  11. Sorry for the bump of this thread, but I still can't get my quests working because of this issue. We want to alpha-release the mod soon and I'd rather have part of the quest working by then.
  12. I think this is done in the cell's data. There is an acoustic dropdown where you can select whether the room is a small or large cave. I haven't recorded voices or tested this yet, but I doubt the effects were added in the production.
  13. Hopefully the issue is clear enough in the title, I'm having some issues with creating quests in the creation kit. I've already made some test plugins and quests where dialogues and quest objectives work without problems. This issue doesn't related to the .SEQ or dialogue bug, I use the Story Manager to trigger quests and load saves before testing. This happens with two quests: one mainly found in Tamriel, the other inside a custom worldspace. Both involve custom npc's. Quest 1 has a non-unique npc but an alias is forced to reference to it. The other quest does involve an unique npc, but nothing happens here either. No objectives are shown for either quest, objective-handling is done in dialogue and stages (as seen in the official CK tutorial). This is what happens in the game: load up the game, use coc to go to a location. I type GetQuestRunning <Quest> in the console, says false. Story Manager should trigger quest when it's not yet running and when inside any locations with the keywords: inn, town, city. I enter an inn or town, type GetQuestRunning in the console which still returns false. I type in StartQuest <Quest> and then try GetQR again, still returns false. I try SetStage 10, quest is set to that stage but no scripts attached to the stage are executed. I try SetStage 13, a stage that doesn't exist, no error message is returned and the quest is now at stage 13. I have none of these issues with my test plugin, yet I made these the same way. - SEQ files shouldn't be necessary since the quests shouldn't execute unless in a certain location. - All dialogues have sound files - Conditions show no logical errors. I can give the test plugins but not the mod I have issues with because that one is connected to Dawnguard, a custom master file with worldspaces and nearly 1gb of resources.
  14. The only thing I can think of is that the npc's can't create an entire path towards the tavern. This can happen when you haven't finalized the navmesh (which would connect the navmesh exits and borders with eachother) but I'm unsure about it because your followers do enter the tavern. Have you tried placing a xmarker inside the tavern and have npc's go towards that locations? You can also add a sandbox action after the travel action to make them walk around when they've arrived at the marker.
  15. Short question: How can I spawn npc's dynamically and make sure they and other actors of that actorbase count towards a kill count for a quest, but not before the quest has started? I prefer not to add the scripts directly to the actor as they may also count towards other quests which shouldn't progress unless started. Long version: I'm trying to create a simple 'Kill X amount of actors' quest. The idea is to spawn the actors so the player cannot accidentally kill them before the quest has started. The reason I don't want to disable them is because I want to have a large number of npc's in the area but I'm afraid placing them in the cell would still impact performance even though they're disabled. I was thinking of using an Alias with a base npc to spawn, then create them at the xmarkers when the quest has started. I'll also need to dynamically add the OnKill event script to them as they aren't quest specific npc's. The order in which they're killed doesn't matter, but all spawned npc's should apply for the quest. If possible I also would like to see the Objective arrows above their heads when they've spawned. Is there a way to do what I want, I've some experience with using Papyrus and quests. Telling me where I can find a similar quest to what I want would be enough too. EDIT: I'm currently trying to create a script that would let me spawn actors based on an Actorbase, but I'll probably need a way to attach another script to the actors. To me this doesn't seem like the correct way to handle this, but I'm out of ideas. I'm also having some issues getting everything working, GetRef() isn't recognized while extending Quest of ObjectReference
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