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greyday01

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Everything posted by greyday01

  1. Yes. they are all set to respawn, and I rechecked that their encounter zone is NONE also. Dragged in a new item from the object window and that doesn't respawn either.
  2. I have a respawn problem I have been unable to solve. In my cell flora and food barrels respawn. Items knocked to the ground replace themselves on the tables. Opened doors shut. Misc items, food and ingredients that have been taken do NOT respawn even after 31 days My cell encounter zone is None. The item encounter zone is none and has respawn ticked. I tested a house in riverwood and the food there does respawn. I went so far as to make ingredients into Flora using the coinpurse as a template and that works. Those respawn after 11 days. Can you think of anything else I can try? I'll add a bunch of new flora meshes and make fake flora for those items if I must (I've already made the nifs), but I'd rather not if it's just a matter of changing some setting. Please, help if you can If you've made a cell could you test it and tell me if you have a clutter respawn problem also?.
  3. I am trying to copy the glass tube shape into another nif with a switch node. Can anyone explaine how the billboard should be attached to the shape of the glass tube?
  4. Are your packages in the right order? For the sandbox just use the default sandbox editor location with no scheduled time and place it at the bottom of your list so it will be used if not doing anything else. Is the play schedule set to 18:00 for 4 HRs? Followed by Sleep 22:00 for 8 HRs Followed by the default sandbox?
  5. There are OPALS. You can make a list of a bunch of items like trees and shrubs and using that OPAL a random item from that list will be placed where you click. There are youtubes if you google for them.
  6. Do you prefer bookshelf containers like the ones in the Arcanum in Winterhold or those like the libraries in the BYOH modules. The containers cut down on things that need to be rendered and alphabetize the books and hold more in the same space. The shelves make it possible to read the book without adding it to your inventory. Anyways, which do like most in your houses?
  7. The flora and food barrels in my cell respawn quickly, but the loose ingredients won't respawn at all. Because I really want them to respawn promptly I'm thinking of turning them into Flora using the coinpurse as a template. It seems simple enough for the ingredients that have a single Nitrishape like the coinpurse. Just copy and paste branches into the top NiNode and remove the coinpurse branch. My question is for the ingredients that are made up of more than one nitrishape like the dragonflies, and especially ones like the mora and tampinella bits that are made up of several shapes that can all move separately, how I would go about making them into flora? Some months ago I had made a stab at this and I started getting crashes when loading the cell in the CK so I had done something wrong. I decided to try again now. Please advise. I don't really know much about Nifskope, it's all been trial and error until I get things working. A lot of error at times.
  8. I tried placing all the items I wanted to respawn in a formlist, duplicating a food barrel and adding this script Scriptname ItemResetScript extends ObjectReference FormList Property MyItemsFLST Auto Event OnReset() Int iIndex = MyItemsFLST.GetSize() While iIndex iIndex -= 1 ObjectReference kReference = MyItemsFLST.GetAt(iIndex) as ObjectReference kReference.Reset() If !(kReference.Is3DLoaded()) kReference.Enable() EndIf EndWhile EndEvent Items moved from their original location but still in the cell are replaced where they started but items taken are still missing. What exactly happens when an item is picked up and how do you force it to return? Calling reset on the reference isn't working, neither is enabling. What else is possible? I tried taking food from a house in riverwood and waiting 10 days and their food respawned. Why isn't mine? I've checked my cell and item settings and they are the same.
  9. I've been trying to get my home to reset like I want it to. With encounter zone = NoResetZone food barrels, flora, display cases, loose food and ingredients checked to reset and their encounter Zone set to None mannequins and containers set to not reset result: nothing respawned, opened displays stayed open, mannequins kept their armor, dropped armor stayed where I dropped it after >30 days No food or ingredients replaced With encounter zone = None or NoZoneZone (What is the difference?) food barrels, flora, display cases, loose food and ingredients checked to reset and their encounter zone set to None mannequins and containers set to not reset result: Food barrels and flora respawned, display cabinets closed themselves, mannequins kept their armor, dropped items stayed where dropped loose food and ingredients still not respawning. I don't know why. I'm thinking maybe setting the cell as clearable and placing a boss far below my house since I've heard that an uncleared cell respawns in 10 days. Don't know if that would work since I've tried staying away a month and still no new food I even tried a script on a food barrel that I knew respawned. I had it when it reset give me a message that it had reset and then had it reset my cell. I got the message but my food was still missing. Sorry, I meant to say I had it go through a list of all the items I wanted to reset and reset each of them. That didn't work. I never tried resetting the cell itself. The only other thing I can think of is to use the coin purse nif as a template and turn my loose ingredients into flora. That would be a major pain but at least they would respawn and I really want them to. Please, if anyone knows how to get respawning food and ingredients let me know how to do it. Nothing I've tried has worked.
  10. When using the alchemy bench the ingredients you have available to use are those in the player's inventory. Is there a way to have it use a different container like a chest instead of the players inventory?
  11. I know there is no such event but is there a way to script the same effect as if there was? There is a quest that at the end enables a ActivatorRef. I want to move it outside the walls to someplace out of sight but it seems to want to stay in the original location.
  12. I may have to resort to putting all the items I want to respawn into a formlist and adding a script to a barrel that does respawn to run down the list and reset each item each time the barrel resets. Ridiculous but it should work.
  13. Have you tried checking your mod for errors with Tess5?
  14. Thank you. I just want a script that resets the items in the list so I should be fine.
  15. The WIKI said all items in a formlist need to be of the same type. Can Food, Ingredients and misc items go in the same list? How about items like a pickaxe which is a weapon but can be picked up and put in your inventory, or clothing? Just what is meant by the"same type"?
  16. I've set it's zone to None. That should make the cell reset and food barrels and flora do reset after 10 days as do display cabinet lids and doors you left open. Food items and ingredients on shelves and tables do NOT reset even after 31 days. I don't know why. Is there some better Zone to set the cell to? I suppose I could set a script on an item that DOES respawn and have it individually reset the ingredient and food items I want to reset, but that's a lot of items. Would it be better to instead of using "None" as the encounter zone make a custom one or use say the Jorvaskar basement's zone which I know respawns?
  17. I thank you for your script. I'm still going over it while reading the Papyrus Wiki trying to understand how it works so I haven't actually tried it yet. I thought of also trying to use that some items like food barrels DO reset to act as a sort of timer to reset the whole cell, but I think I'll try your method first. Trying to understand scripting is hard with no experience, but people have been very helpful.
  18. The advice on the web about cell resets is confusing, contadictory and often just plain wrong. I made a player house with mannequins, flora, food barrels, and lots of placed ingredients. From the web it said to set the encounter zone to NoResetZone for player homes. That doesn't work if you want it to respawn. What I've got so far: Cell encounter zone set to None. My Flora and food barrels respawn. Trash Barrel set to NoZoneZone. It empties. Mannequins set to NoRespawnZone. They keep their armor. Containers are all set as no reset so their contents stay. Loose ingredients and Food and other items. Not respawning. I left the cell and waited 31 days and all the stuff I took is still missing. They are all checked to respawn so that is not the problem. Any advice? A script on the door to force a cell reset? Set the food,ect to a NoZoneZone (respawn 1 day)? I would really like the cell to reset completely every 10 days. My maid is a hard worker. But how?
  19. This might be stupid but in the CK have you checked to see if it is checked as initially disabled?
  20. Thanks. I was afraid of that. I was hoping there was a way of forcing the cell to reset.
  21. If you update your mod, moving the position of some items, is there some way to make sure with an existing save that the items will appear in their new positions instead of where they had previously been placed? A script you could run perhaps?
  22. I'm using MO2 for my manager. For a long time in my data folder as well as unzipping scripts.rar to use with the CK I had also unpacked the textures and meshes from Skyrim and the DLCs to my Data folder. For a long time I was nearly crash free and had no missing texture problems. Not too long ago I removed those unpacked textures and meshes and immediately I got a lot of crashes to desktop and often random textures would not show. As soon as I'm no longer working on my mod so I won't need to keep my stuff and the game's separated I'm going to unpack the Meshes and Textures and place them back in Data. The game seems to run better that way. Don't know if that would help you but you might try it.
  23. Thank you. This almost worked. When I tested this happened: button opened shelf button closed shelf button opened shelf exited trigger closed shelf button opened shelf exited trigger again nothing happened and buttons no longer opening or closing shelf either I'm going to try a triggerbox with a modified DefaultactivateSelf script and a modified Default2State script on the shelf. It's frustrating. I had a portcullis set up that worked perfectly. Then I changed things so it wasn't needed and deleted the script I had used. Don't know why I'm having so much trouble recreating it. OK. I've modified the DefaultActivateSelf script so it activates the triggerbox only when I leave and I've set up the shelf with 2 buttons and the triggerbox to be activate parents to the shelf. Leaving the triggerbox or using either of the buttons opens and closes the shelf. Now I need to set a condition that when it is the closed state only the buttons will cause it to go to open.
  24. I want something to activate that activator but only when it is open. I'm not sure how to make a condition to test for that. Would you need a property that points to the activator or the script that the activator has? GetState seems to refer to scripts not objects and I'm unsure how to use it from outside the script itself Would it be easier to make a custom version of that default script that has a internal condition that ignores activations if it is closed and activated by my trigger? Specifically I want to put the dunPinesomethingShelf with a triggerbox around it that uses a OnTriggerLeave Event to cause it to automatically close if you move away from it but not cause it to open.
  25. The mannequin problem was that an activate prompt showed up when you moused over it but when clicked the inventory did not open. I redid the linked refs and activate parent and all the needed check boxes several times and it just wouldn't work. Checking with a save from before my mod was installed so it wasn't a baked in save problem. I finally moved the mannequin and Xmarkerheading below the floor and made a completely new mannequin which worked. What I'm mostly concerned about are crashes to desktop if you delete something that was there in a previous save. The way you are told not to delete vanilla items in your mod, just disable them. What are safe, crashless changes you can make. Losing items from containers isn't a concern, if needed I can put a note cautioning people to remove the containers' contents before installing. What other changes should be avoided, or only used in new games? Any advice from people who have updated their mods would be welcomed. What not to do at all. What can only be used on a new game. What can be used in an existing game with precautions taken like moving container contents. I've got 2 saves for testing. One made with only vanilla contents when I first reached Riverwood. The other with many mods including mine after most quests completed for testing displays (the crown of berenziah display also isn't working, haven't tested black books or elderscrolls yet).
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