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Everything posted by kane4355
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How to add quest after player sleeps in bed
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
i will test it in game and let you know. -
How to add quest after player sleeps in bed
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
if you msg me ur email address i can send you the esp if you want to take a look at it. -
How to add quest after player sleeps in bed
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
checked in game, the stage was set to 5. still isnt working. the trigger isnt working, although i put a checker on it so it wouldnt randomly just set a stage. only thing that works is completing the damn quest, and it doesnt even add the new one. -
How to add quest after player sleeps in bed
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
no save game being used, im COC right from menu. i will try that out. Edit: does the first stage (stage 5) need to be checked as starting stage? -
How to add quest after player sleeps in bed
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
even with the changes to the setup it still is not working. -
How to add quest after player sleeps in bed
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
no the book isn't initially disabled, didn't add anything to trigger the appearance of the book, although i would like to in the future. my main focus is to just get the quest initially started and working. i didn't set an objective for stage 10. it was more or less set for the player to figure out where it is based on clues left in the description of the game. once the player arrived at the location, the trigger adds an objective. edit: im assuming the trigger for the book would be set under stage 10 in the fragment. -
How to add quest after player sleeps in bed
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
yea i can send you the esp but there will be a lot missing and it may crash unless i send you the 40 MB of archive files. but basically this is what i want to do: player sleeps in bed, has a dream when player wakes up, quest is added about having the dream pointing to where to go next. when player figures out the clues described in the game he walks into the interior cell. trigger with script to setstage script is set inside cell once player arrives into the specific room, with an objective to find the book, player reads book quest complete. -
How to add quest after player sleeps in bed
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
stage 0 - nothing stage 10 - (nothing checked), log entry, setObjectiveDisplayed(10) fragment stage 20 - (nothing checked), log entry, SetObjectiveDisplayed(20) fragment (Quest objective set under tab for object index 20, target ref DKMDbook) stage 30 - shutdown stage checked, log empty, SetObjectiveCompleted(30), DKIHQ01.Start() under fragment with DKIHQ01 specified under properties, complete quest checked with next quest DKIHQ01 -
How to add quest after player sleeps in bed
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
also the book is set as a objective in stage 20. -
How to add quest after player sleeps in bed
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
stage 20 actually would be the player walking into the cell where the book is at. the book is actually referenced until stage 20. -
How to add quest after player sleeps in bed
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
nope didint work not even with referencealias. something im doing wrong with the settings? -
How to add quest after player sleeps in bed
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
okay so here is a breakdown of what i have so far before i test this and it doesnt work... Quest created named DKMDQ01. "start game enabled", type Side quest. Quest stage 0 Quest stage 10 Start up stage with log entry Quest stage 20 (nothing yet, once i get start up built ill work the rest, although a player trigger isnt working correctly either in game but could be due to other reasons) Quest stage 30 Shut down Stage Log entry empty, Complete Quest to my next quest, DKIHQ01 Quest objective: objective index 20 "Read the blood Covered Book" display text, target reference DKMDbook (when tested in game and read book, quest completed, but never started) Quest alias: DKMDbook specific reference to object in cell, quest object, object is scripted to set stage to 30 and start a new quest. playerown Specific reference to cell any and playerref. scripted DKqueststart01 -
How to add quest after player sleeps in bed
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
yea i have to make changes. i tested it in game and didn't even work. ill try the ReferenceAlias -
How to add quest after player sleeps in bed
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
okay i did a bit of research for Alias Reference and changed AliasRef to just "Alias" and the script compiled successfully. I am going to try it in game see if it works. -
How to add quest after player sleeps in bed
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
removed the registerforsleep function: Scriptname DKQuestStart01 Extends AliasRef import game import debug Quest Property DKMDQ01 Auto Int Property ReqStage Auto Int Property StageToSet Auto Event OnSleepStop(bool abInterrupted) If DKMDQ01.GetStage() == ReqStage DKMDQ01.SetStage(StageToSet) EndIf EndEvent i got this error: Starting 1 compile threads for 1 files... Compiling "DKqueststart01"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DKqueststart01.psc(0,0): unable to locate script AliasRef No output generated for DKqueststart01, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on DKqueststart01 EDIT: replace AliasRef with ObjectReference and the compiler saves with no errors. -
How to add quest after player sleeps in bed
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
the register for sleep part i just copypasted from your scripts, so i don't know why it doesn't work. Are you putting this script on the player alias? yes i am and i got that portion from OnSleepStop, what u sent me. -
How to add quest after player sleeps in bed
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
and as far as the quest goes, I created an Alias named it "playerown", fill type unique actor and selected player. -
How to add quest after player sleeps in bed
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
using your script entirely i get this error: Starting 1 compile threads for 1 files... Compiling "DKqueststart01"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DKqueststart01.psc(0,0): unable to locate script AliasRef c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DKqueststart01.psc(13,0): RegisterForSleep is not a function or does not exist No output generated for DKqueststart01, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on DKqueststart01 just replacing ObjectReference with AliasRef gets me this: Starting 1 compile threads for 1 files... Compiling "DKqueststart01"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DKqueststart01.psc(0,0): unable to locate script AliasRef c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DKqueststart01.psc(6,2): RegisterForSleep is not a function or does not exist No output generated for DKqueststart01, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on DKqueststart01 interestingly enough, when AliasRef is replaced with ObjectReference, I get no compiling Error. -
How to add quest after player sleeps in bed
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
wow i finally got it to work.. i think... at least it compiled, whether it works is another thing (the script at least). here it is: Scriptname DKqueststart01 extends ObjectReference Quest Property DKMDQ01 Auto Function SomeFunction() RegisterForSleep() ; Before we can use OnSleepStart we must register. EndFunction Event OnSleepStop(bool abInterrupted) ; Obtains the current stage and sets it to a certain level if conditions are met if (DKMDQ01.GetStage() < 10) DKMDQ01.SetStage(10) else if (DKMDQ01.GetStage() > 0) ;player has already advanced in quest endif endif EndEvent -
How to add quest after player sleeps in bed
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
using the script below: Scriptname DKqueststart01 extends ObjectReference Quest Property DKMDQ01 Auto Function SomeFunction() RegisterForSleep() ; Before we can use OnSleepStart we must register. EndFunction Event OnSleepStop(bool abInterrupted) ; Obtains the current stage and sets it to a certain level if conditions are met if DKMDQ01.GetStage(0) DKMDQ01.SetStage(10) else ;player has already advanced in quest endif EndEvent and i get this error: Starting 1 compile threads for 1 files... Compiling "DKqueststart01"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DKqueststart01.psc(11,12): too many arguments passed to function No output generated for DKqueststart01, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on DKqueststart01 -
How to add quest after player sleeps in bed
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
i am fairly new to scripting and VERy new to the whole questing aspect. I have been looking up the right syntax for the getstage and set stage so it functions properly but i cannot find anything that works with what i am trying to do. here is what i have so far: Scriptname DKqueststart01 extends ObjectReference Quest Property DKMDQ01 Auto Function SomeFunction() RegisterForSleep() ; Before we can use OnSleepStart we must register. EndFunction Event OnSleepStop(bool abInterrupted) if abInterrupted Debug.Trace("Player was woken by something!") else Debug.Trace("Player woke up naturally") endIf EndEvent under "Event OnSleepStop(bool abInterrupted)" i was going to put: ; Obtains the current stage and sets it to a certain level if conditions are met if DKMDQ01.GetStage() = 0 DKMDQ01.SetStage(10) else ;player has already advanced in quest endif but for some reason that last bit of snippet doesn't look right to me. any ideas? edit: this is what i get when tried to compile: Starting 1 compile threads for 1 files... Compiling "DKqueststart01"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DKqueststart01.psc(11,22): required (...)+ loop did not match anything at input '=' No output generated for DKqueststart01, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on DKqueststart01 -
I am trying to create a quest line that basically starts once a player loads my mod, opens a save game, and sleeps for the first time. In essence, the quest is supposed to start based off a dream you had sleeping in bed, thus starting my questline. How do i go about adding a quest or scripting it so that the quest is added when a player sleeps in any bed the first time upon loading a save game?
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Great job on your mod CSBrooks! Although I haven't watched games of thrones, I have heard it is a great series and would love to watch it. With approval from CSBrooks, he has allowed me to advertise my mod in his posting. For those of you who are collectors and want to keep everything you collect in game, I have a mod for you. Castle Dar Khuun is a very large Castle that currently provides 75+ Mannequins and enough storage space to display EVERYTHING you collect. It is currently a WIP but I implore you to check out my forum post to check on updates as they come out. Keep up the good work CSBrooks!
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Nav-mesh is actually the big thing i need work on as i have not spent the time or effort to look into doing it. Most of all the exterior needs to be reworked and redone, and all the interiors need to be meshed. If you want to help i would glady take the help. To be honest, the only person directly working on the mod is myself. As far as the names on the front, they are being credited for giving me ideas, allowing me to utilize their work, and do small side jobs here and there. Triaxx2 did the front page header photo, MrNivellen is working on a from scratch 3d model for a nordic ballast and railing for the greathall second floor, da5id2701 allowed me to utilize his bookshelf script to create multiple different showcase shelves for misc. items on shelves and counters, WilliamSea had a lot of great ideas in his house mod that he allowed me to used or to expand upon (they also gave me ideas on how to create other items and displays throughout the castle), the main boss may be created by dogtown1 (who created the infamous monster mods on the front page of skyrim nexus), several people in the forums helped me to learn scripting, basic 3d modeling with nifskope, and issues along the way i wasn't able to resolve myself. This project has turned out to be quite the hobby for me and it has helped me to learn quite a bit about the functions of the games bethesda has created. I have been working on the exterior a bit, overhauling, recreating, adding to, etc. my last innovation was putting together the drawbridge/ portcullis. its in working condition, however its not animated as i wanted it. its scripting on a enable/disable through a check state function. It is basic for right now and if i am able to find someone or find the type to learn it myself, i would create a working animating drawbridge. But unfortunately just asking people on the forums, creates a bit of confusion. the mod right now is looking to be unpacked at closely 40 MB. packed, it will be less than that. There are currently 31 interior cells, 37 altered tamriel exterior cells, 2 exterior worldspaces, and 4 interior worldspaces. I am also trying to work out LOD... trying to alter the tamriel LOD or add to it, the castle to show up just like whiterun or any other city. right now it just shows up as a mountain and as you move close it pops in. the LOD that you see with so much detail as you play through the game is either one big huge LOD file with several texture files or a bunch of statics set to Full LOD (mostly the clouds are set up this way). i have looked far and wide and found tutorials on creating new LOD's in worldspaces utilizes mods. however, this is done using ONLY .esm files, master files. unfortunately any changes or alterations you make in a .esp file dissappears when you convert over to a .esm file and only new references created in the tamriel worldspace persist. How does this damage my mod? the landscape is significantly altered altitiude wise and visually, to include placement of trees. it is so bad that when you switch over to master file, it is downright unplayable without the altered landscape. this is why i needed two files for my mod, the .esm and .esp. the .esm is full of all the additions and creations whereas the .esp had all the modifications, changes and deletions. When you try to create the LOD use oscape, it will only recognize master files. bad juju. so i am working it.
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help on a simple enable/disable checker script
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
If you check my post from 04 June 2012 - 01:50 PM, I suggested an alternative version of fg109's script that doesn't use states, and has an "If" statement to check which parts of the drawbridge are enabled/disabled so that that problem wouldn't happen. I'm such a smartypants 8) ;D i know i saw it.