-
Posts
824 -
Joined
-
Last visited
Everything posted by greyday01
-
[LE] How do you start bribing in dialogue?
greyday01 replied to greyday01's topic in Skyrim's Creation Kit and Modders
Never mind. I think I've figured it out. -
Would it be possible to turn a practice dummy into a furniture with custom animation where a sword appears in the NPCs hand and it swings at the dummy?
-
Method as far as I understand it: I make a quest with no objectives that starts when a book is read Create a dialogue branch. First topic ask for an item, NPC refuses. Set conditions that only that NPC says it and only if player doesn't already have it. Then I want to offer a bribe. I suppose that would be the next topic and would be linked to the first, but how do I make it? And can I set the amount needed to a certain amount? Anyway quest ends when item handed over. Can't find a tutorial.
-
[LE] Using vanilla dialogue fuz files
greyday01 replied to greyday01's topic in Skyrim's Creation Kit and Modders
Never mind. Recording a temp wav file but not bothering with the lip and then putting the vanilla fuz file renamed with the wav's ID in it's place works perfectly. Doesn't give enough choices when constructing your dialog but better than having sudden voice changes or having to make an entire new voice with all the hellos and other dialog. Also hard to find someone with the right voice to record. Akatash knows MY voice won't work. the voice file reference tool mod is wonderful. Wish I had downloaded it sooner https://www.nexusmods.com/skyrim/mods/28462 -
Once you've created your dialogue wav file and have it's ID can you just rename the vanilla fuz file to that ID or do you need to create a lip file for your response, unfuz the vanilla file and rename the lip and wav to the ones you created and refuz them? It would save steps to just put the renamed vanilla fuz in the right folder.
-
[LE] Change order of quest objectives.
greyday01 replied to a topic in Skyrim's Creation Kit and Modders
Could you have a separate quest for each item? All the quests started by the same trigger. That way you could turn off individual targets at will. An ending quest could be started when all of the individual quests are completed or the ending quest could be started at the same time as the individual ones but to get to the next stage the individual quests must all be completed. The ending quest could track the total number of individual quests that are completed and have a stage of 1 completed, 2 completed up to all completed stage. -
[LE] Question about dialog infos and quest stages
greyday01 replied to greyday01's topic in Skyrim's Creation Kit and Modders
Thank you agerweb. Could you give me an example in the dialog papyrus fragment how you would count something? In one of my infos I used a condition that the player had to have a certain number of an item for that info to show, but the counting sounds different and interesting. -
In one on my infos I have it setting the next stage as well as completing and displaying objectives. Should the completing and displaying of objectives be put in the quest stage end instead or both or doesn't it matter? Also I need to have a script that takes gold from the player and gives it to the NPC, takes a key from the NPC and gives it to the player and adds a mapmarker to the map. Should this be in the info or quest stage or doesn't it matter? This is my first attempt at doing anything with dialog and almost my first attempt at anything to do with quests. I've been watching tutorials but they're all the same. Talk with someone, kill someone, give item to npc, get gold. Only difference is item fetched. No variety of starts or ends or middle either.
-
One way if you want the chest to respawn normally. Have two chests one enabled with your item and another disabled. Put a script on the enabled chest that after the item is removed it will enable the other chest and disable itself. It will look as if there is only one chest. Might be a clunky method but it should work. Sort of like the scripting method for having two versions of a fire or candle. Lighted and unlighted that you can toggle.
-
[LE] vanilla player home question
greyday01 replied to greyday01's topic in Skyrim's Creation Kit and Modders
I'll look at those videos. Another question. Is there any reason not to advance quest stages outside of the quest itself. For example having a triggerbox with a script that uses properties to set objectives completed and displayed and not use any script fragments at all? I really hate the quest system and anything that can bypass any part of it without creating problems will be welcome. You are stuck with it if you have dialog I know but I've been avoiding dialog in favor of notes as much as possible. I have watched the quest starting scene video several times. It's actually in my favorites list. I've also watched a bunch of Darkfox127 videos. They are very helpful but I can't find any quest tutorials from him. -
How about duplicating and renaming one of the base containers that does not respawn and adding the object to the base container's inventory? It should work like adding an unique item to a NPC merchant personal inventory. It will sell that item along with the the items it would normally sell but will not respawn it when the rest of it's inventory respawns.
-
[LE] vanilla player home question
greyday01 replied to greyday01's topic in Skyrim's Creation Kit and Modders
Thank you. I'm still trying to figure out quests. I did the creationkit.com Bendu tutorial. Still don't understand why you would want aliases for a run once quest that only uses custom items. I can see it for reused quests that repeat with different items to fetch for example but not for single use quests. No one really explains why you would bother. Also, so many tutorials seem to be all the same starting with dialog. Wish there were more 2 stage quest tutorials. Started when you pick up something, read something, enter somewhere. End stage when you do something else like open, enter, buy whatever. Just more simple examples about moving stages along and displaying the messages. Dialog can wait until later to learn. Need more baby step tutorials. -
If you want to make a very simple short quest that is started by reading a book, runs only once and only uses custom items with scripts added to them, and you do not want targets and those stupid arrows pointing the way, is there any point to using aliases? The quest goes, you read a book, you talk to someone, if you have enough money in your inventory, the money is removed and a key added, you go somewhere and enter a trigger box. The quest is done. I've been watching tutorials and I did the creationkit.com tutorial but it is making my head crazy. I've been stalled for a week, just can't get started.
-
After buying the house when you open the door for the first time you get a message. I simply can't find what triggers that message. A triggerbox with on enter? A script on the door? A script on the key? There must be something that triggers it the first time and never again but I can't find it in the CK.
-
Can someone edit some gauntlets to cover only the wrists? Not the hands or forearms. Or tell me if you know of a mod that already does this.
-
I have a non standard set up for a player home I'm working on. It has a cave passage that leads to my house and on the far side of the house a door opens to a worldspace courtyard. I'm not sure quite what changes I would need so I could use multiple adoptions. This area is in the Rift so I could have the courtyard parent location be the Rift and use the courtyard door as my front door. Maybe. Has anyone done a set up anything like this?
-
Creation Kit. Is there any way to keep borders just move the boundary?
-
Try MO2. I find it very easy and intuitive. There are a very nice series of youtubes on installation and use of Mod Organizer. Just Google Mod Organizer and Gopher and start with the introduction to Mod Organizer.
-
I tried something like that. I got a compile error saying OnInit needed to be in the Empty State so I removed the whole SetUp State and just had OnInit . That did not work out. Anyway it finally works by getting rid of OnInit entirely and just placing a reference and having it disabled and deleted OnActivation. Sooner or later I might figure out Papyrus. Right now the explanations at CreationKit.com are often rather confusing even with the examples they give. I really admire those that can make some of the really complicated mods Thank you for your patience and help for a novice.
-
I have an activator spawning random creatures when activated. That part is working ok. But I'm having trouble because I want the first creature in the list to be already spawned before the button is activated. I tried OnInit but it seems to fire twice. when I first enter the cell there are 2 of the creatures I want. Activating the button removes one and replaces that one but leaves the first still in the cell. Without OnInit the cage is empty until activated. I thought of trying OnCellLoad or OnCellAttach to cause the activator to activate itself. That would at least prevent an empty cage, at least if they fired reliably, Just thought of an idea. Just place a creature in the cage and have the activator simply disable it. But I would still like to know what is going on with OnInit.
-
[LE] Mod to start up on quest completion
greyday01 replied to Anicae's topic in Skyrim's Creation Kit and Modders
There are chained quests in the mages guild where once you finish one quest the other starts. Look in the UESPWiki for their quests and quest IDs. When MG01 First Lessons ends the quest MG02 Under Saarthal automatically starts. Open up MG01 to see how they do it in the CK. -
[LE] How to add a delay on a dwemer button?
greyday01 replied to greyday01's topic in Skyrim's Creation Kit and Modders
Thank you Maxaturo. I'm still trying to figure out states and worse functions. They sort of make my brain ache right now looking at example scripts to try to figure out exactly how they are working. At least now that I'm retired I'll have more time to work on learning about them. -
[LE] enemy nearby fix question
greyday01 replied to greyday01's topic in Skyrim's Creation Kit and Modders
My creatures were just spawned in a cage from a formlist of vanilla encounter creatures and then deleted when a new one was spawned in their place. The references spawned didn't need any factions really since they were stuck in a cage. It didn't work anyway. I tried stopcombat, modav aggression, removing factions and adding Playerfaction, an OnTriggerEnter script that added a calm spell. Didn't work. The only thing that did work was duplicating the encCreatures and editing their aggression and factions, ect to turn them into bunny rabbits and using those in my formlist. I had hoped to find a better way but after playing around all day I'm not getting anywhere. Thanks for your advice but I think I'm stuck with the quick and dirty fix.
