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Everything posted by greyday01
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[LE] enemy nearby fix question
greyday01 replied to greyday01's topic in Skyrim's Creation Kit and Modders
It will only be needed for vanilla creatures as those are the only ones in my formlist. I tried RemoveFromAllFactions followed by StopCombat and this did not work. I'll try adding them to the Players faction and then evaluate package as you suggested. Just a question. Would a calm spell work on your creatures? -
If you want all npc's that are moved to a certain spot no longer cause that "You cannot sleep with an enemy nearby" message how would you go about it? Add them to the players faction? Use stopcombat? Change some other parameter? Use a Calm spell? I just need it in a small area so I though to use an OnEnter Event to trigger it since they can't leave that spot.
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I finally got something that compiles. When the activator is pressed the first creature from my list gets placed. Problem is while a new index number gets generated the first creature doesn't get removed and replaced by the next choice. How does the summon spell get rid of the first creature when another is summoned? Do I need setCriticalStage? I can't find anything on Google about getting rid of created references. Actor Property PlayerRef AutoFormList Property MyList AutoObjectReference Property ChosenRef AutoObjectReference Property CageMarker AutoInt Property iIndex autoInt Property ListSize Auto Event OnInit()ListSize = MyList.GetSize() - 1iIndex = 0ChosenRef = MyList.GetAt(iIndex) as ObjectReferenceChosenRef.Disable()ChosenRef.MoveTo(CageMarker)ChosenRef.Enable(True)EndEvent Event OnActivate(ObjectReference akObjectRef) If akObjectRef == PlayerRef ChosenRef.Disable(True)ChosenRef.Delete()Utility.Wait(2.0) iIndex = Utility.RandomInt(0,ListSize)debug.messagebox(iIndex)ChosenRef = MyList.GetAt(iIndex) as ObjectReferenceChosenRef.Disable()ChosenRef.MoveTo(CageMarker)ChosenRef.Enable(True) EndIfEndEvent
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I have a formlist of Encounter actors, from the object list not references in the game. I have the index number and a marker. But I cannot get it to complie. FormList Property MyList AutoActorBase Property ChosenBase AutoObjectReference Property ChosenRef Auto iIndex = Utility.RandomInt(0,ListSize);ChosenBase = MyList.GetAt(iIndex);ChosenRef = MyMarker.PlaceAtMe(ChosenBase) as ObjectReference It's that first commented out line that just doesn't work. I could do something similar by putting a bunch of references in a holding cell and using those for my formlist and moving the references in and out of that location, but that shouldn't be needed.Any idea of what I'm doing wrong? I'm not a scripter, it's all just trial and error and googling.
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[LE] Player Home, New World problems
greyday01 replied to Droopy2016's topic in Skyrim's Creation Kit and Modders
Have you looked at the boat you can catch in Solstheim? It is probably similar to the carriage in how it works. -
[LE] Player home and Sky/Weather question
greyday01 replied to TyrAVB's topic in Skyrim's Creation Kit and Modders
If when you create your cell you tick the option show sky you will get the sky appearing and it will change with the day/night schedule. You will not however get the sun or moons or weather, so no sun shadows or rain or fog. There might be a way to add at least some of those things but I don't think it would be simple. With high walls around the courtyard that might be enough. Or you could use load doors to a very small new wordspace. With just a small courtyard you would not need to worry about things like creating LOD for that worldspace. -
[LE] Delted Object is gone. big mod is dying!
greyday01 replied to Tichaos's topic in Skyrim's Creation Kit and Modders
I have found Tes5edit to be the simplest way to remove unwanted edits. Open Tes5 and select only your mod. You will get a tree on the left showing everything added, changed or removed by your mod. Expand the tree until you find the object you deleted and delete it in Tes5. That doesn't remove it from the game it removes any changes such as deleting it from your mod. Exit tes5 and that will save your change to your mod. You might want to make a backup of your mod before starting this process. Just in case. -
[LE] Multiple quest objectives on same stage
greyday01 replied to ninjamunky83's topic in Skyrim's Creation Kit and Modders
Look at the quests FreeformSarethiFarm where you need to collect 20 jazbey grapes or NN01 where you need 20 crimson nirnroots. I think mainly you could put a script on the keys that would increase the count when it's container changes to the player's inventory. Look at OnContainerChange event. -
[LE] Multiple quest objectives on same stage
greyday01 replied to ninjamunky83's topic in Skyrim's Creation Kit and Modders
Could you use a variable that is incremented each time you find a key and when it hits the required number sets the next stage? -
[LE] Removing Vanilla Actor Scripts
greyday01 replied to CynicalSyllables's topic in Skyrim's Creation Kit and Modders
Are you sure your script removal is not working? Have you tested it with a new game? Some things get baked into save files. -
[LE] Help with editing existning interior cells
greyday01 replied to TyrAVB's topic in Skyrim's Skyrim LE
Console code changes are different. They will not show up in your mod in the CK or in the Skyrim.esm . Probably are stored only in your game save. -
[LE] Help with editing existning interior cells
greyday01 replied to TyrAVB's topic in Skyrim's Skyrim LE
Not really. In the data folder the skyrim.esm (the master file) has a list of all vanilla cells and a list of all uniquely identified references (a specific copy of an item in the object window) along with a listing of its position and rotation in that cell). When you hit save in the CK after moving an item, your test.esp lists that single reference that you moved along with its new position and rotation. If you made no other changes that is all your esp will contain. Since your esp is listed after the esm the game knows to show that item in its new location not the original. Remove you mod and the item will show in it's original position again. Basically it's a spreadsheet with items(references) listed along with position and rotation and size for each reference. Anything you did not change in that cell will have no entry in your mod. It only saves things you moved, added, disabled or deleted(Do not delete vanilla items, can cause game to crash).. -
[LE] Help with editing existning interior cells
greyday01 replied to TyrAVB's topic in Skyrim's Skyrim LE
Two other useful tips. When you make a mod and you want to make a renamed chest or new texture set or script or really anything name it with a 4 letter prefix like the initials of your mod so that you can filter the object window with that prefix to find all the objects that your mod added. Do the same if you create new textures or meshes or new folders inside the meshes or texture folders. Makes things so much easier to find all your changes. Another tip with your test mod practice making unwanted changes to vanilla cells. Then using Tes5 to find and remove those changes. It's an easy process. Just open Tes5, select only your mod. You will get a window on the left showing all changes to the vanilla game your mod makes. Expand the tree of changes and if there is a cell listed, if there was no purposely made changes to that cell that you want to keep just delete that listing in Tes5. It will not delete the vanilla cell only remove any changes that you had made to it. Often while taking apart some vanilla cell to see how it was put together you forget to NOT save after doing so and end up with unwanted changes in your mod. I would use Tes5 often to clean up all those little errors so they don't accumulate and you forget if it was an intended change or an accident. -
[LE] Help with editing existning interior cells
greyday01 replied to TyrAVB's topic in Skyrim's Skyrim LE
This video will be useful for basics of opening the CK and naming and saving your mod, which is the first step you need to do even before making any changes. The video also goes over some basic editing of an existing cell, the "Unowned Cell". This is pretty much how you would edit a vanilla cell but with one exception. It is not a good idea to delete vanilla items. Instead if you want to make changes to an existing vanilla cell moving items causes no problems, nor does adding items, but if you want something like a table removed you can r click on it and Disable (NOT delete) it or simply drag it out through the walls or floor so it is not visible from within the cell. Actually that whole video series is very useful for someone just getting started. I have watched the whole series many times .and they were incredibly useful. Any changes you make to an existing cell while your mod is set as the active esp only exist within your mod. It does not change Skyrim's esm (the master data). Delete your mod and all the changes you made in the CK while creating your mod will be gone and the game back to it's original state. Anyway just practice by making a mod named "Test" and play with editing the Unowned Cell like in the video. When you've learned all you need you can simply delete your Test.esp from the Data folder and all will be back to the original state. -
How in the world did Bethesda make all of Skyrim in any reasonable time? It takes me forever to do one room of a cave going in and out of the CK and the game to see how things look. Granted I'm working full time, but still. And that's not counting large segments I delete and do over because it doesn't match what I visualized. And do you ever get "modder's block" where you can't seem to make any progress for weeks and you just have to let it sit? And all the times you come to a standstill because you don't know how to do what you want so everything is halted until you figure out how. By the way, thank you to all the nice modders who have helped me past my difficulties with your advice on how to do things. Bless you.
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Never mind. I just copied and pasted my other one then used control F to change the sound. Still don't know how I made the first one.
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Could someone help me create a sound emmiter, the kind that show up as a white line in the CK? I made one a year or so ago but I have forgotten how I did it. I know you use the button that has a speaker image but clicking it then in the render window has no effect. I've googled but cannot find the original tutorial that I used.
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[LE] Filling empty bottles
greyday01 replied to greyday01's topic in Skyrim's Creation Kit and Modders
Any empty containers like bottles or waterskins in your inventory. I would like it to work with RND but not need it as a master. It's a small matter and I have more to work on but I had been mulling over it for a while. I even thought of putting some water down around the well just above the floor with a null texture so it would be as though you were standing in water. I probably won't do anything with this for now though. -
I would like to make an activator that fills all empty bottles. Is there a vanilla script that I could use that you know of? Or if not how would you go about it?
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From the top menu in the CK click View then Show/Hide Window in the dropdown. Make sure Actors are checked.
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[LE] Player home tutorial
greyday01 replied to greyday01's topic in Skyrim's Creation Kit and Modders
proper ownership for location, cells, idlemarkers, beds ect so that players get the proper rested and marriage bonuses and servants use the idlemarkers. I really don't understand the use of or setting up centermarker. Is that really needed for anything? Why do flora and barrels respawn and items knocked off tables replace themselves but items like bread taken do not. I've compared settings with a NPC residence that respawns properly and they are identical. What faction should you set for servants or guards in a playerhome? Mostly questions about locations and factions. -
Are there any comprehensive tutorials about creating player homes? Not the basic nuts and bolts about walls and doors and navmeshes, but about ownership settings of beds and door and all the proper location settings and cell settings. There doesn't seem to be any complete tutorials youtube or other, and what info you can gather seems scattered and sometimes contradictory. The info about locations in general is not very good and not all organized in one place about each setting and why you would make each choice for different effects.
