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greyday01

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Everything posted by greyday01

  1. Yes. Civ is one of the worst. You are always a few turns away from saving or conquering a city, or getting your settler to a wanted spot before someone else. You just don't come to a stopping point.
  2. The Default activator didn't work. It's a long skinny box and can only be changed in size when 2 key pressed, no XYZ axis available to change shape. It'll have to be the trigger box.
  3. Yes, I listed that in the middle of my post. I'm considering changing my mod to use that method. The file size would be much smaller, and custom meshes and textures would show on the shelves. That COULD be a problem if a mod changed the size of the object much but that should be rare. You are probably right, that might be the best method. You were suggesting a trigger box which you could use, I'm talking of the rectangular orange invisible activator. Its listed as DefaultInvisibleActivator. Oh, thanks. That would save me creating my own.
  4. Yes, I listed that in the middle of my post. I'm considering changing my mod to use that method. The file size would be much smaller, and custom meshes and textures would show on the shelves. That COULD be a problem if a mod changed the size of the object much but that should be rare. You are probably right, that might be the best method.
  5. I would like advice about best of two ways to accomplish something. I wanted to make misc items that were absolutely fixed in place but acted as activators. Finding and duplicating an activator whose nif was set as a static then editing the model file path did not work. A fireball sent it flying. Two ways did work. The first was to pick a static to duplicate then edit the mesh file path as above. Then set a trigger box around each to act as an activator. Placing and setting up each trigger box, lots of them, was tedious. Second way was to create new meshes for each. Makes placement a snap but lots of new models.
  6. Npcs that pass close to each other stop and talk about mudcrabs
  7. I duplicated and renamed a journal and replaced the text. That looks fine as does the in game appearance. The only problem when it is in my inventory it shows as a note not a book icon. This isn't the image on the right in my inventory but the small icon to the left of the item name. Not sure why. The original journal shows as a book in my inventory. How do I fix this? Some notes I made are showing with book icons in my inventory list too.
  8. Creation Kit Tutorials - Worldspace LOD - YouTube This tutorial is excellent
  9. Have you made sure that none of the vanilla navmesh ref IDs have been changed or deleted. It's fine to add or delete individual triangles or to move vertices as long as the vanilla IDs remain the same. You can even select the entire navmesh and drag it far below the terrain and then make a new one in it's place. That's one thing to watch. Another thing after finalizing do you have a thick green line at the border where two navmeshes join at each cell border. Sometimes you need to play with the vertices. The ones that are adjacent to each other on either side of a border need to be as close as possible to each other. Don't forget the Z-axis when positioning them. If they are not close you won't have the border form properly when finalizing. Look for that thick green line. Without it NPCs won't cross a cell border. You might need to finalize both sides of the cell border.
  10. You could try setting the texture set of that part to null instead of deleting it. It would still be there but invisible.
  11. Is the bed owned? She won't use it if it is (unless it is owned by her). Maybe increase the target range of the sleep package, pick the bed as the target of the sleep package with a range of 128. Check the furniture markers on the bed. Is the bed facing the wrong way with the furniture marker against the wall?
  12. When making new flora is there a way to make it so they are not affected by the flora respawn bug?
  13. Could you use TES5edit to delete the excess cells?
  14. When in a quest is making something an alias required, recommended, not needed, or better NOT as an alias?
  15. The mod My Home Is Your Home does this. I don't know if the Source folder is included in that mod. If it is you could take a look.
  16. Edit your item and use the enable parent tab pointing to the trap door to the basement. When the door is enabled so will your item be enabled at the same time. No scripts needed.
  17. If it is a run once quest and a unique shield not a repeating quest that has repeating random shields one do you absolutely NEED to have it as an alias? Can't you just have a unique shield that updates the quest stage when picked up by a script. If it is a run once quest it doesn't matter if the shield is dropped and picked up again at a different stage of the quest. I hate having un-needed aliases or quest objects that you can't drop. Most of the problems with the vanilla quests are due to aliases and their problems. They are needed for repeating randomly generated quests or if you want to add separate packages onto vanilla NPCs during a quest but most of the time they are not needed.
  18. There is a script DefaultDisableHavokOnLoad you might add to the items. That might be enough. For the corpse if you want it to stay unless you remove the sword try making the sword an activator (find an unmoveable activator and edit it so it uses the sword mesh) then add a script to it so you get a prompt to "Take sword" then have it add a sword to your inventory and disable itself. that's if adding the default script didn't work.
  19. I had the same problem in my player house I made. The ingredients and food I placed on shelves would never respawn. Flora and barrels worked fine. Doors I opened would reclose but nothing I tried got items to respawn like in vanilla houses. All my settings on items and place were identical to vanilla houses. I finally made those items into activators with a script that placed the wanted item in the player's inventory, disabled itself, and re-enabled itself after a set time. That worked perfectly and I could set the "respawn" time to whatever I wanted.
  20. Do you absolutely need to make the item a quest object and use an alias? Can't you make an unique item and simply check to see if you have an item with that form in your inventory? That way you could drop it at any time during or after the quest. Yes if you misplace it the quest can not be finished but so what, have a statement that the object might be important when you first acquire it and if you lose it you lose it. I really hate quest objects that you can't get rid of and most of the time aliases are not needed.
  21. If you want it to be able to take the item you might create a custom activator that disables itself on activation and adds a dagger to your inventory after it does so.
  22. When adding the dagger select the box "Don't Havok Settle". It should stay put until interacted with. You might also try some default scripts like DefaultDisableHavokOnLoad. Possibly on the dagger or on the wall it's stuck in.
  23. Could you navmesh areas as though there were no walls at all just a large empty plane or several planes connected by ramps and then when you place a wall also place a navecut cube over the wall to prevent the npc from trying to walk though it? Kind of clunky but might work. Make a warehouse area with wall/navcut block combos for easier copy pasting.
  24. What is the proper way to clean up spawned objects and/or NPC's both living and dead to avoid save bloat?
  25. That is one reason I hate the over using of aliases and setting items as quest items when it is entirely un-necessary. NPCs that have different packages and dialog during a quest are one thing. Repeating, randomly generated quest items and locations also. But unique items that there are only ever one of like the elder scrolls have no need to be put in an alias or made to be quest items. The quest would work just fine with a simple inventory check for the base item and there would be no problem about storing them or displaying them. Yes you COULD sell or otherwise lose the item before the quest is completed but so what?
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