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greyday01

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Everything posted by greyday01

  1. Cool, Maxarturo. Thanks. The WIKI doesn't really explain what exactly setcritical stage does and when you need it. It seems it is only for spawned and disposible actor references and so would never be put on an actor reference directly as opposed to an actor object
  2. That's a bit odd. My set up as I have it working is that the ghost is in a holding cell. If you enter the trigger at night the ghost is moved into the trigger. After you wack it, the ghost's state goes from "alive" to "dead" using Event OnDeath on the ghost and is moved back to the holding cell. After a few hours it is resurrected, and its state goes back to "alive". That may be why IsDead on a script on the trigger did not fire. No CriticalStage was set so possibly the game did not view it as really quite dead and it could be moved. I'm certain it was moved because after wacking I've COC'd to the holding cell and the ghost was there. The Wiki says Flora can't be moved but it says nothing about dead NPCs. Nothing new there. The Wiki misses a lot. I've a question about criticalstage and npcs. Every npc doesn't have a script on it setting criticalstage when it is killed. As far as I can see it is only in the defaultGhostScript that is added only on ghosts. So, when DO you need to add this script to a NPC you create? Is it only for things like ghosts and skeletons that fall apart or are replaced by ectoplasm after being wacked? Regular killed NPCs just lay there dead until the cell resets and gets rid of them.
  3. I would make your mod for Skyrim Legacy edition. It is easy to convert it for Special Edition but not so easy, if possible at all, to go in the other direction. Some people still play the legacy game. SSE Nif Optimizer can convert your custom nifs if you make any. To change your esp all you have to do is load your LE mod into the CK, you will get an error message, then save your mod and the esp will have been converted. Scripts and textures are fine in both and don't need changing. And I would still use Mod Organizer 2 instead of Vortex if you are making as opposed to using mods. Nice to have all your files in one tidy folder separate from anyone else's files when it comes time to package it. Darkfox127 is still making How To youTubes. If you are trying to figure out how to do something he might have a tutorial on it. Like how to make your own Dummy Items for things like Ore that the vanilla game doesn't have.
  4. A known problem of Skyrims' Engine. Look up the Flora Respawn Fix on Nexus.
  5. No i walked into the kill area, wacked the ghost, moved about a farmhouse distance away and came back, killed the ghost again and repeated this a few times. Just wouldn't stay dead. I'm thinking it must be something about move to resurrecting it. It wasn't scripted to resurrect until daylight so something else must have resurrected it since it wasn't a dead ghost that was moved back to the graveyard.
  6. I used OnTriggerEnter. After I entered the first time and killed it I moved the corpse to a holding cell. Then I left the box and came back. At that point since the ghost was dead it should not have moved a ghost back into the kill zone. Each time the ghost appeared it had the same ref ID. Does MoveTo automatically resurrect NPCs?
  7. As well as the basic troubles of covering every possible scenario and figuring out syntax for things like casting and trying to get the values of properties from scripts on other objects which is hard enough for someone with no programming training, the peculiarities of Papyrus can be exasperating. I had a custom ghost (no defaultghostscript) with 2 states alive and dead. A triggerbox with 2 states ready and haunted. After I entered and wacked the ghost that appeared until it fell down dead. The script on the triggerbox had an if ghost.IsDead() with the property pointing to my ghost but it kept insisting that the dead ghost at my feet was still alive. The Event OnDeath on the ghost itself fired just fine. I fought with that for ages then gave up and used If ghost.GetState() = "Dead" instead. But I still don't know why IsDead did not work. SettingCriticalStages on the ghost after killing it made no difference so that's not the problem. Oh well, it's working now with the revision. The Wiki was less than useful.
  8. Start with this: Main Page - Creation Kit Click on Tutorials, then scroll down to The Visual Learner, the click on Video Tutorials: Video Tutorials - Creation Kit Start with something easy like an underground dungeon or a cabin in the woods. Once you know your way around the CK you can expand into Gimp for textures, Blender for modeling and papyrus scripting. Darkfox127 has a lot of tutorials about how to do an amazing number of things like bookshelves, mannequins, ect Some pointers: 1. Have a folder somewhere convenient and frequently copy your esp into it and rename it like: MyModFinishedStairs.esp so if you mess up you can go back to a previous version. Save often! 2. Check your work often. Make a few changes, go in game and inspect carefully, then return to the CK and continue or fix any problems you find. If no problem, make another save and backup. 3. Make a 4-letter prefix for your mod and prefix every script, texture set, new cell, everything you create for your mod with that prefix. Makes searching for YOUR stuff much easier. 4. For Mod making as opposed to just using mods, I would recommend Mod Organizer 2 instead of Vortex. MO2 places each mod in it's own separate folder. Your esp, textures, meshes, scripts, everything your mod uses is in its own separate folder and the base game is untouched. Makes it very easy to package your mod for uploading also. It's already all in a separate folder. 5. Have a clean save from before you started your mod. Use that save when going in game to check your work. Things get baked into saves that can cause problems when making changes to your mod. 6. Practice with XEdit. Make a test mod. In that mod make a change like deleting a vanilla house. Go in game: Look no house. Go in XEdit. Find your change and delete THAT. Go in game. Look, your house is back! Get comfortable with Xedit. Very useful when you do something accidentally like deleting a base object like all kettles instead of one specific kettle, or while examining a vanilla dungeon to see how it is put together you accidentally change something there. XEdit makes it easy to find ALL the changes, additions or deletions your mod made. Remove all accidental edits frequently. Much easier than waiting until almost completed to clean up errors. 7. A test mod is useful for trying things out so you don't mess up your mod.
  9. In the activator section of the ck there are objects like MineOreCorundum01. Place that. I would make sure that none of the angles are exactly 0 (might not make a difference but activators are funny sometimes). Then in the furniture section of the CK there are markers like PickaxeMiningFloorMarker. place one near the ore. Don't forget to use the M key to make markers visible. Then edit the MineOreCorundum. In the LinkedReference Tab double click and select the furniture marker you placed nearby. You should see it listed in that tab. That should work.
  10. I haven't had any problems and some of my mods have a LOT of meshes, textures, scripts, sounds, ect. See this video; Creation Kit (Creating & Unpacking BSA Files) - YouTube
  11. If you use Mod organizer 2 it is much easier for mod making. Your esp and BSA will be in a separate folder completely separate from any other mod or the vanilla game. Use BSA browser to unpack your BSA into your mod's folder. All the files your mod uses will now be available. Use the creation kit for editing your mod's esp. Make any changes or additions to the meshes and texture files. When done copy the folder containing your mod in MO2 to the desktop for packing. Use Archive.exe in your Skyrim folder to pack up your new BSA with everything but the esp. Then use 7Z to pack your BSA and esp for uploading.
  12. I hate that my speech goes up simply for selling. I would like a mod that if you take the listed price your speech is not affected. You have a choice to bargain instead. If the price improves you get a boost to your speech experience, if the price gets less favorable your speech experience decreases, but it never goes below 0. I want a choice if I never want my speech level to increase, but I can still sell my stuff.
  13. That is really great. It should be added as an example in the creationkit.com scripting reference of PlaceAtMe. I'm sure others have needed that same fragment of script.
  14. Yes. You are very helpful as always. I think OnCellDetach might work though I can't really control how close to a cell border the thing is spawned at and that might be a problem. Maybe go for a timer instead because the player probably won't be standing around watching it. I really wish that there was an easy way to get the ref ID for things spawned.
  15. Thank you. I'm not quite sure what "Detached" means. Does it mean the container is detached from the parent cell by being moved to a different cell, or does it mean the player is detached from the parent cell by leaving it? Or does it mean the player moved far enough from the parent cell that that cell is no longer loaded so everything in that cell is detached? What is being detached from what? Papyrus terms don't sometimes match what the English word means and it gets confusing.
  16. If a container is spawned by PlaceAtMe how can you get rid of it? An on Activate script attached to the container could be used, maybe with a RegisterForSingleUpdate as a timer. Is there any other ways to use a scripted event to disable and then delete the reference to get completely rid of it, preferably while not in sight of the player?
  17. D Don't forget to look at the right side for links to complete example scripts and community script tutorials
  18. Allows you to create an alchemy recipe the first time you make any potion and name the recipe. That recipe shows in the alchemy crafting menu just like cooking. If you have all the ingredients in that recipe when at an alchemy table you can simply select the recipe to make the potion. If you don't have all the ingredients the recipe is greyed out but will show the ingredients needed. Better yet if you could name the potion, but that is not really needed.
  19. google Darkfox127. He made a LOT of video tutorials of everything from mannequins to custom containers to a build your own house thing. Really, he is so useful and good at showing all the steps.
  20. Maybe have a chest with scripts with event OnItemAdded and also OnItemRemoved with the base object set to gold and use the item count to update a TotalWealth global variable. You don't want items popping in and out while you are looking so maybe have a script on the door that when activated to leave would check the global variable and depending on the value would enable and disable statics. OnActivation If wealth < 1000 disable pile 1, disable pile2, ..., disable pile20 if wealth >= 1001 and wealth <5000 enable pile1, disable pile2, disable pile 3, ..., disable pile20 and so on Anyway, that's a first idea of how to approach it. Better scripters might have better ideas.
  21. There are some statics of coin piles. You could make or find resources of static open chests filled with gems and jewelry. Place those and as your wealth increases have them enabled or disabled. That would solve the problem of too many references if you used individual coins or gems. Wouldn't fill to the ceiling but would look plenty rich.
  22. Re-write the stones of Barenziah and the elder scroll quests so those items don't use aliases and they are not flagged as quest items. Make them like the quests where you need a certain number of a type of item. It doesn't matter where you get them and you can drop them and get others of the same type. I HATE aliases and quest items that are not droppable
  23. Scorrp10 had good advice, but I wouldn't remove the items linked to the markers. I would make a section of floor outside of Breezehome and drag all the items onto it and let them be enabled somewhere out of view. Deleting vanilla items can cause crashes.
  24. Ok, for the display I'll stick with moveto a holding cell. It works but I thought it lacked elegance. For the graveyard what I want is when you enter a trigger the ghost fades in and attacks. I couldn't find any function that would allow it to pass through the ground like coming up from a grave. If you leave the ghost vanishes. If you return the ghost comes back. Wait until daylight without being killed or killing, the ghost vanishes. If you kill the ghost, you've got a blob of ectoplasm. Going in and out of the graveyard the rest of the night, no ghost. Come back the next night, new ghost. Side question. In Solstheim the ash spawn crawl up out of the ground sometimes. How do they do that and avoid collision with it? Oh, and thank you for your explanations. It's hard sometimes to figure out what is going on under the hood of the engine to know what is possible and impossible.
  25. Two things. I wanted the best way to press a button. A random creature appears (not reacheable or killiable, just a living display). Press again the first one disappears, and another appears in its place. The best way I found was moving critters in and out of a holding cell but was hoping there was a better way. The other thing I wanted is when entering a graveyard at night a ghost appears. This one is killiable. If you leave the graveyard or daylight comes it vanishes. Return to the grave again at night it reappears. Trying to figure out how to return things to original never entered the graveyard condition when you leave or daylight comes, whether or not you killed the thing while there. Never figured out why none of the graveyards were haunted.
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