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Posts posted by greyday01
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I'm making a quest that adds a letter to the player at game start, then the quest starts when you read it, and depending on if a location has been discovered already would set the stage to either 10 or 20. I googled how to add something to the player and so I made a start game enabled quest, added an alias pointing to the player, and added the book to the inventory section of the alias. So far, so good. I opened my save, looked in the inventory and my book was there.
The problem started when I started filling out the quest. When I added a script to the book, I modified the defaultsetstageonread to point to different stages depending on if the map marker was visible and renamed it. But after I did this when I went in game the book was missing. I don't really understand why.
I renamed the quest I was working on, and made a new quest that simply added the book and nothing else. I also removed the script from the book in the editor id. Now my book is back.
Can anyone explain what I'm doing wrong?
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I made a stronghold. It was created by a secret Imperial organization creating them in preparation for the resumption of the war against the Thalmor. The player starts with a letter in his pocket authorizing him to take command of this one (Nothing says HOW he came by this letter). I would like getting the key to come at some cost (not too high a cost) either in money or effort, but it doesn't seem right just to buy it like a player home. I just can't think of anything that feels right and that would not be too difficult for me to do. I've done some scripting but haven't touched quests or dialog. I could learn if I must. All the rest is completed. Please, ideas?
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There is a mod that taxes you for houses and horses owned. You could set the amounts and how often you had to pay and what happened if you didn't have the money.I used it for a while as a money sink but I got tired of that courier showing up every month to collect the taxes so I removed it. Maybe if it was modified so that the money was simply removed and you only got a message about it I might put it back.
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I want to make a haunted graveyard. The way I want it to work is if you enter the graveyard between 10pm and 2am a ghost will appear.
I thought to use a trigger box around the graves and a holding cell for the ghost and use moveto to make it fade in.
I want leaving the graves or staying past 2am to make the ghost move back to the holding cell.That I can probably do easily enough.
I would also like the ghost to appear if you enter the area during the day and stay until night.
That I might need to think about some but can probably do it though if someone knows the best method for that I would be grateful for the pointer.
What I'm unsure about is how to set a timer so if the ghost appears and you leave and make it go it won't reappear until the next night and I want the holding cell ghost to be reset every 24 hours even if you killed it so you could summon it again every 24 hours.Are there any applicable vanilla scripts that I could modify for this?
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Thanks greyday01, that did the trick. Now it takes me to right area, but I am ending up inside a rock about 25 yards from the marker. The marker is on a dock about 50 ft from the shoreline. I suppose could remove the rock, but that wouldn't resolve anything. I tried to edit the marker, but I don't see anything that looks like a distance or proximity setting. Any ideas on that?
I did resolve the buildings issue though. Seems I needed to load the correct DLC for the buildings (DLC02) for Solstheim. At least something worked right today. :happy:
That doesn't seem right. I always land right on the marker facing the way it is pointed. I've moved markers around a lot to place myself close to what I was currently working on. Try deleting the marker and dragging a new one in. Try making a game save without your mod (or any mod) active, then activate your mod. When testing in game load the save you made without any mods then coc to where you need to go. If you had made a save with your mod active the location of the marker might have got baked in and so it keeps putting you where it used to be. Can't think of anything else to suggest.
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coc markers don't need names. they get the name they use from the cell they are in. if you named a grid cell in your space myspacecenter then just in game coc myspacecenter. change the name of the grid cell and the coc automatically changes. you don't coc to the whole worldspace but to individual cells in it. and dragging the coc masrker from one grid section to another will change the name you need to use in game.
Ah, that makes sense. So it's dependent on the individual cell. So that holds true for all exit/entry points in the worldspace then?
Yes. Just like in Tamriel there are a lot of coc markers that you can go with commands like coc lostmineexterior. I've never tried putting 2 markers in the same grid space but they are so small it would be pointless. You have to name the gridspace though. I don't think trying to coc to a wilderness cell would work. There are too many.
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coc markers don't need names. they get the name they use from the cell they are in. if you named a grid cell in your space myspacecenter then just in game coc myspacecenter. change the name of the grid cell and the coc automatically changes. you don't coc to the whole worldspace but to individual cells in it. and dragging the coc masrker from one grid section to another will change the name you need to use in game.
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Sometimes yes sometimes no. If a mod adds a new creature and that creature uses a Vanilla leveled list for loot any mod that changes that vanilla leveled list would affect that creature. If instead it uses a custom levelled list Mods that edit Vanilla lists would have no effect.
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does anyone know what variable positions the "you are here" marker on the map?
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The only problem is if you drop something in the old room and the door switches to the new room it will be lost. Containers could be managed like cloud containers I suppose. Anything put in one available in both. Warn people that they need to pick up dropped items before buying the upgrade.
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I sympathize. Creating natural spaces, either world spaces or caves is part of modding I find hardest. Trying to make areas aesthetically pleasing and still natural looking is hard for me. I've been stalled for months on my mod trying to clutter a 3 X 3 world space with trees, scrubs and flora because I find it so tedious. Interiors are much more fun because things are there for a reason not happenstance. How anyone does a large world space is hard to imagine.
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I really like MO for everything except for use with the Creation Kit. I haven't quite figured out how to make them work together so I still use NMM for that. If you are going to try out another manager you might consider Vortex. It's still being worked on so there might be some bugs yet but it is an alternative. I haven't tried it yet myself but it sounds like it has possibilities.
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I haven't really started figuring out the quest system or how items that are quest objects can be interacted with. That being the case I have a question about how to work the scripts for my display room. I've got the simple items like dragon claws ok and the slightly more involved cases where there are multiple versions of objects, but how do you handle quest objects like the Black Books or the scrolls? What kind of property do you use? Also because I don't want to mess up the quests attached to the items I thought possibly instead of removing the item from my inventory I would have a message saying something about placing a replica instead. But how do I test for if a current quest item is in my inventory? And do those quest items stop being quest items at some point and become simple books?
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Thank you for responding. I have no intention of a reupload, I just want to remove the errors. I have tried searching the web for an answer, but all I get is information about deleted navmeshes. Is there a tutorial anyone knows of to add a navmesh, and what about the error of the "door" and "trapdoor"?
Creationkit.com has some good tutorials. Go to Tutorials - Visual Learners - Video Tutorials Link - Navmesh. It will show you how to make a navmesh. It's easy though somewhat tedious if there is a lot of clutter to navmesh around. The door errors are probably because teleport doors to work properly for NPCs must have a finalized navmesh in place.
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I thought MO was no longer being worked on. The guy who made it was hired by Nexus and is working with a team on a new manager. It is supposed to be out in January. You might just stay with what you have until you see about the new manager. I use both MO and NMM. MO for playing and NMM for working on mods. For playing I liked MO a lot.
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You can do LOD for single cells? I thought you had to do entire worldspaces. I'll try the is full LOD method for that tower, though truthfully you can't really see it from far away, that's why I placed it there. Thank you both for your help.
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I added a ruined tower to the Tamriel worldspace. It is half embedded in a mountainside and pretty much hidden on 3 sides and partially hidden by trees from the front. When you add a new structure do you need to redo the LOD each time one is added? How does this work with other mods that might also add new structures?
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Is there any mod that changes the interface when the container is opened so that when you have a tab like weapons, food, ingredients or all selected there is a button at the bottom like the "Take All' button that "Puts All"? I hate potion making. Taking all the ingredients from your container is easy one-click, but putting 50 or so ingredients back one type at a time is a pain. Why in the world didn't they have a matching "Put All" that works by the top tab so you could put away types of items easily?
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The unofficial patches are essential and should be the first mods you install. I would start with the most downloaded mods on nexus. Most of them are listed for a reason and play together well. Be sure to read the install directions and use LOOT after installing a mod. Except for things like simple texture mods its best if you don't uninstall a mod on an active save. It's not hard to get a bunch of mods playing well together. I'm running about 70 with no problems. Have fun.
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I forgot that you will need to fix the navmesh either by deleting the triangles under the house or putting a navcut box around the house and refinalizing the navmesh if you want NPCs to not walk into the walls of the house and to be able to follow you through the door. Either of those things are easy.
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Open that mod in the Creation Kit. Go to that exterior cell and copy the house exterior. Then go to the exterior location you want it to be and paste it into the cell. Then drag it around until it is placed exactly where you want it. Then you need to connect the interior door to your new exterior door. Go to the interior cell of the house, r click the door and uncheck the teleport check box. That will remove the connection between the interior and the old exterior. Save. Then r click the interior door again and recheck the teleport check box on the pop up box. Leaving that pop up box open, just dragged to the side out of the way, go to your new exterior cell and move the camera view until the exterior door is in view. Then in the open pop up box click on "Select reference in render window" then click on the exterior door to link the interior to your new exterior. Creationkit.com has a good tutorial about linking to the world.
Then you can go back to the original exterior cell and delete and mod-added things like the house exterior. Do not delete any items from the original game. You can tell from the first two digits of the reference IDs of each item. Then save. You should be good at that point unless they had some NPCs that travelled from the interior to the old exterior. Those NPCs can be deleted or their travel packages changed to use the new exterior location.
Then I would save and close the CK. Find the esp file in Data and rename it "YourMod" or whatever. Though that is not really needed, you can keep the original name.
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If you are going to teleport the player it would seem easier to make two identical areas in that internal cell or even a completely duplicated cell and resize everything in that area or cell instead of changing the player. Things that could ordinarily be picked up like food would need to be replaced with large static versions and furniture also, possibly containers too.
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I tried this but had the opposite problem as an earlier poster. The bodies are visible but the heads are missing when I do a Find and Replace to change to the new version. Sometimes I can get the heads back by individually Finding and Replacing back to the original the back to the changed version but not always. In the preview screen the heads are there. I haven't checked in game only in the CK.
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I've never made an activator that had options the player could choose. What I would like to do is make an activator that looks like a chest that when activated a screen or popup appears with 3 options: Store all ingredients, Take all ingredients or open the normal inventory screen for it's linked chest. I have made custom containers with their linked chests but I don't know how to make the other 2 options. Playing with potion making is so tedious once you are done and want to put all your ingredients away.

[LE] start game enabled quests
in Creation Kit and Modders
Posted
The Bethesda quest tutorial as well as others have Start Game Enabled checked. AFKmods says that that doesn't work and can cause save game corruption. I really want to use it so I can add an item to the player when the game loads. A trigger box in Helgen would only work for the vanilla start. Does this really cause game problems? Is there some other way to add an item to the player the first time the game is started with your mod running?