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ilayoeli

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  1. I'm a beginner at GECK and I'm trying to learn how to script events and scenes (meaning for instance, when you first meet the Van Graffs) I don't find any tutorial of it so I figured I'd ask here. What I'm attempting to script is something very basic in which when the player chooses a certain dialogue option, the NPC whom the player speaks to will walk to a certain point and will be attacked by another NPC. Now I don't know how to make him go to that point, and I don't know how can I make the other NPC attack him. Can you explain or otherwise direct me to a good tutorial of such thing ? Thank you
  2. Having this issue for some time now. When I boot the game up it plays fluidly-60FPS no problem. 5 minutes in game and it begins to chug around 35-45 FPS. 30 minutes and it's unplayable. I assume it's one of my mods causing the issue. here's my mods: http://s10.postimg.o...wzhmv/Mod_1.png http://s4.postimg.or...66g7v/Mod_2.png
  3. Having this issue for some time now. When I boot the game up it plays fluidly-60FPS no problem. 5 minutes in game and it begins to chug around 35-45 FPS. 30 minutes and it's unplayable. I assume it's one of my mods causing the issue. here's my mods: http://s10.postimg.org/o4d5wzhmv/Mod_1.png http://s4.postimg.org/596766g7v/Mod_2.png
  4. Thanks for the detailed response. A question: Just what is this "top level" and how do I make a topic a "top level" You know of a good dialogue tutorial which explain this all affair (and not just for quests)?
  5. Nothing works, it seems as if the GECK doesn't respond at all to the script there. I enter things that shouldn't be compiled yet it doesn't say anything.
  6. Anything really, I just don't understand how come setting no choices or topics in their tabs still makes the you able to choose other dialogue options
  7. The weirdest thing ever. it worked fine just before, but now every time I enter something in the result script of the quest stage (and it compiles well and fine) the script disappear when I press on another tab or exit the quest log. any idea?
  8. Please, this could be really helpful for me.
  9. OK thank you the script compiled all well and good, I do have another issue however: Following the guide for the conversation I had to create a quest variable to track the conversation, so I made a new script like that ("Converation" - the name of the script, "Variable" - the name of the variable): scn ConversationScript short Variable that was made into a quest script and set as the script for the quest of the conversation. Then, following the tutorial I had to put in the result script of the first info of the conversation the following: set Variable to Variable + 1 this script doesn't compile, any idea why?
  10. if in your ESP you maintained the same way to name references like for npc1, then you should write "npc2REF" because it must point to a ref and not a base ID well the tutorial article says I should write the base ID, and I just tried what you suggested and it still doesn't compile now, I read a little about scripting and it seems I must first declare a variable for a reference in the script itself, set it to be the reference ID of npc1 and then write it before the ".StartConversation" function instead of the reference of npc1 and it should look that way: scn conversationscript ref rnpc1 short doonce begin ontriggerenter player set rnpc1 to npc1REF if [doonce==0] rnpc1.StartConversation npc2 topic1 set doonce to 1 endif end it still doesn't work however... anyone?
  11. Well do know a little about scripting? maybe what's wrong with my script?
  12. Yes I watched that video too but I need some way so I could create long conversations easily
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