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taglag

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  1. I know is old post, but Just for anyone Else with this Problem, who needs help, and all Else has failed them, inculding the "Do this", or "Oh! it is a problem in your Loaded Mod's", or the really simple one's " You have something installed Wrong " or " It works find for me " Or " that problems was solved in a Patch way back there, Read this post I googled, and put here so I would look Smart.. " I had this problem constantly if I tried to run Usleep, I restarted new game I don't know how many time's ( Over 15 times, from Helgen to The first dead dragon ) trying to get past this with USLEEP installed. I ran a completely vanilla game, ( except for Race menu, and XPMSE, along with Body Texture's and SkyUI ), and still could not buy home with USLEEP installed. I could run the Singular USKP patches no problem ( buy Home's every time ), but Not with USLEEP. With it installed, I could buy no Player home at all. I even left USLEEP out of my Install until I had bought the Whiterun Home. then installed it, but then I could not buy any of the other Homes in the game when I got to the point where I could or should have been able too. Always the same problem, The steward would go through the motions of selling me the home, but never any key, and never any money exchanged. I could trash USLEEP, and instantly I could buy the Player home's. I could run the singular USKP patches, and have absolutely no Problems, But USLEEP totally Messed It all Up. I have the legendary edition of the game. USLEEP just would not work for me, as far as I am concerned, it is Useless Junk. It also forces me to run every DLC in the game, something I do not always do that, as I Quite often start a new game, and play Skyrim alone, then after while, I start adding the DLC's that I wish to play. I wish I could run it as every one, Knowledgeable or just because every one else is doing it, always says.. OH! Get USLEEP don't try to play this game with Out it. I have found it in my Honest Opinion to be Useless Junk.
  2. may be and old post, but I have this problem also, but only if I have Usleep installed. If I remove Usleep, the Homes are buy-able. I have given up on Usleep because of this, I tried in several Mod profiles, tried re-validating everything with Steam, totally cleaned out My save game folder. Started a new character, got first dragon killed, but can not buy the home in white run. Removed Usleep, removed all saved games, started new character, finished killing first dragon, and with no Usleep, I buy the home with no problems. So I install Usleep, now that I have the White run Home. I get all ready so I can buy Hjerim, blood on Ice done, but steward again will not sell me the house, he goes through the motions of selling me the Home, but never sell it to me. I remove Usleep, and he will sell it, no problems. Don't know if this will help anyone, but I figured might as well tell what worked for me. Dump Usleep, for me it is Junk !
  3. NavMeshing large Modder made External World's is a night mare in Skyrim. In Oblivion the Auto world NavMesh was Problematic, but was over all very good. Skyrim Navmeshing is insanely Screwed, basicaly there is no way to get and even close to right NavMesh with out hand drawing it, and this, bad as it is is compounded by the fact that ever few clicks you have to stop, line everything up with the next cell, nice, and straighten, and line up the ajoining cells pollygon's, and begin again for few clicks, before having to do this again. I have tried to use all three Auto Generation Options, on my maps, but none of them even come close to covering the map, ( I mean they barrly even start to do any real Navmeshing. Placing a few polygons here, and there, and skiping almost all of the map.) Is there no way to get a better auto World coverage. I don't mind cleaning up stray polygon's, and tightying Up a little, As I had to do in Oblivion, but this makes Building World maps Laboriously troublesome, boardering on Impossible. Do they not have a single cell auto, which would have been very nice, do one cell of your world at a time, alining all the boarder, and moving on. This would have made more sense. I have like 128 cells in my world, and they range from mountains, forest, grassland's to swamp. I am hand painting every NavmeshPolyGon, but I would really like to know if there is a better way. My dungeon navMeshing is working Okay, leaves some to be desired, but I can deal with it, but the world mapping is just totally messed Up. I mean If I am missing something here, Please tell me :sad:
  4. I have tried this script, but I only get one button, I added the utility.wait thinking something at startup was interfearing, but is the same thing, only one button, and one message "you hit button 1" Here is code Scriptname GGMyFirstScript extends Quest {displays a multiple choice menu} message property GGMyFirstScriptMessage auto ;;declare your properties/variabels quest property MyMenuQuest auto event OnInit() ;;begins when script or its parent quest gets initialized int ibutton = GGMyFirstScriptMessage.show() ;;shows the message item Utility.Wait(5.0) if ibutton == 0 ;; 0 is the first button, 1 the second, and so on debug.messagebox("you hit button 1") ;;replace with whatever result function you like elseif ibutton == 1 debug.messagebox("you hit button 2") else debug.messagebox("you didnt hit button 1 or 2 hence must have hit 3") endif MyMenuQuest.stop() ;;stops the quest endEvent Would like to know what i did wrong.
  5. I hope someone answers you I have same problem, and I do not want to have to use an "Event Node" everytime i want to do some simple "I am trying to learn quest". Which by the way is pretty tricky for someone just trying to get the basics down. I think this is worse than when Bethesda decided to remove the ability to lip sink in Oblivion with out warning, or explanation. Early when Skyrim first came out I did a few mod examples, and began a ittle work with the CK "No Problem" Now I decide to start again, and hit this fricking wall.. Grrrr
  6. Thank you very much, I could not quite get what you had working, I am not a great scripter, but I managed to take what you taught me, and make this, which is not as clean as your's, but works pretty well for my needs. Thank you again I may stream line it a little more latter, but for now it seems okay.
  7. Thx U so much, It was just one of those thing's i had never tried, or thought about untill recently when I was picking at something. I knew about using activator's but was trying to avoid that, as it become to cumbersome moving the activator's and the Object if used in many places. I will surely give this a try.. Thx U again I was assuming the locals were like this ? REF xObject short xStdSpeed short xSpeed short xMaxDisplacement float xPosMax float xPosMin float xPosZ ;
  8. Could someone help me with a reciprocation Script for and Object. Every thing I have come up with is rather lame. I can not seem to get a simple piston action to work in the way I wish. I was hoping that some of you might have some sample scripts to get me started in the right direction. This is a very lame script, first attempt, I am sure there must be and easier way, and I actually desire a much smoother action than this allows. It is just to give and Idea of what I was wanting. Very quickly done, and I am sure there is a much better, and easier way. And I hope smoother faster action if needed. However this would always move the Object up and down, reguardless of it's Orientation. and It would be better if I could rotate it, and still have the Object move in the same direction back and forth. Begin gamemode set me to getself if Me.getdistance player > 800 return else if once == 0 me.enable set zstart to me.getpos z set znew to zstart set once to 1 endif endif ;***UP*** if timer >= 10 && timer < 12 && reverse == 0 && step == 0 set znew to znew + 4 me.SetPos z znew set step to 1 elseif timer >= 20 && timer < 22 && reverse == 0 && step == 1 set znew to znew + 4 me.SetPos z znew set step to 2 elseif timer >= 30 && timer < 32 && reverse == 0 && step == 2 set znew to znew + 4 me.SetPos z znew set step to 3 elseif timer >= 40 && timer < 42 && reverse == 0 && step == 3 set znew to znew + 4 me.SetPos z znew set step to 4 elseif timer >= 50 && timer < 52 && reverse == 0 && step == 4 set znew to znew + 4 me.SetPos z znew set step to 5 endif ;***Down*** if timer <= 52 && timer > 50 && reverse == 1 && step == 0 set znew to znew - 4 me.SetPos z zNew set step to 1 elseif timer <= 42 && timer > 40 && reverse == 1 && step == 1 set znew to znew - 4 me.SetPos z zNew set step to 2 elseif timer <= 32 && timer > 30 && reverse == 1 && step == 2 set znew to znew - 4 me.SetPos z zNew set step to 3 elseif timer <= 22 && timer > 20 && reverse == 1 && step == 3 set znew to znew - 4 me.SetPos z zNew set step to 4 elseif timer <= 12 && timer > 10 && reverse == 1 && step == 4 set znew to znew - 4 me.SetPos z zNew set step to 5 endif if reverse == 0 if timer < 60 set timer to timer + GetSecondsPassed else PrintToConsole"timer got 60" set reverse to 1 if step == 5 set step to 0 endif endif endif if reverse == 1 if timer > 0 set timer to timer - GetSecondsPassed else PrintToConsole"timer got to 0" set reverse to 0 if step == 5 set step to 0 endif endif endif END Oblivion is I know not top line for anyone any more, but I was hoping someone could help me with this.
  9. I am not understanding the syntax or something, I was wondering if anyone could help me. Here is one of the varriations I have tried. I have tried many, but I seem to be messing up badly with this one. rEF oWNERpACK rEF oWNERrEF sHORT YesNoFlag SHORT Noyes ;****************** set OwnerPack to OwnerRef.GetCurrentPackage if player.IsTrespassing && GetPackageContinueIfPCNear OwnerPack && NoYes == 0 set YesNoFlag to 0 SetPackageContinueIfPCNear OwnerPack := YesNoFlag set ReFlagedPack to OwnerRef.GetCurrentPackage set Noyes to 1 PrintToConsole"OwnerRef Is Continuing Package Flag set Zero" elseif player.IsTrespassing == 0 && Noyes == 1 set YesNoFlag to 1 SetPackageContinueIfPCNear ReFlagedPack := YesNoFlag set Noyes to 0 PrintToConsole"OwnerRef Is Continuing Package Flag set One" endif Would really appreaciate some help
  10. Thx you for answering, but I knew to be close and facing, and have implemented things to make sure this is so. No it is something spurious, that I am not seeing, If I save before the dialog, most normally upon restarting the game and reloading the conversation dialog is viewable, but even this is not always the case. It is just troubling, I wish that OBSE would make a forces text function for conversation, as is used in "sayto" command (where adding the flag 1 would make the topic visible over long distances) . That would actually be very helpful to be able to force a conversation to be heard or read over long distances when it was needed in a mod, there are many times when I would very much like to have this ability in conversations.
  11. I have always tried to avoid NPC to NPC dialog scripting, but I am doing a mod right now that is requiring a lot of it. [i don't have problems doing the dialog, this is not about that.] What I have noticed is that the dialog text is not dependable. I mean sometimes the dialog shows up on the screen to be read, and sometimes the NPC's just talk but I do not get the Text. and yes I have bGeneralSubtitles=1 bDialogueSubtitles=1 set in the INI file. Has anyone else ran into this problem, and found a fix. I actually need the text to be visible, "sayto" command is not and option as "sayto" does not freeze the NPC's in one spot, and the dialog just does not look right done in that way. No I need to use the "startconversation" command which just works, it will snag an NPC even if they are running, and looks better for what I am trying to do. But as I want clue's and investigative info to be read in these dialogs by the Player. It has to be visible, and right now sometimes it is, and sometimes it is not. That is my problem, I have been searching the web, but mostly not finding anything on this subject. Would appreciate any help that you all might have.
  12. I am making a quest where I use the OBSE getfirstref, getnextref, while, loop to get one of the NPC in the conversation Quest is set to allow repeat conversations. I have no problem setting up a scripted conversation where I know each NPC's name or global reference Variable, but in this instance one of them is an NPC picked by the Quest to start the dialog with only the local variable as ID. I have tried adding them to a faction, but this does not seem to work. It seems or I have missed something that the "GetIsId" is the only way to make this happen allowing your to set target to each receiving NPC in turn. I hope I am wrong. so example I have NPC1 and I know there name. NPC2 is picked by the script at random. My problem is the randomly picked NPC is not known other than as the Reference local from the quest script. so in dialog, setting target on the random NPC seems impossible for me. there for my dialog will only start, and the next target sense I cannot use "GetIsId" will not fire, and the scripted dialog does not follow through the "link to" and "Link from" I hope I have explained this correctly so you understand my problem. Is there any simple work around for this, or have I missed something ?
  13. I solved it my self, finally found the culprit...
  14. I even got so desperate as to try this :( label 0 if getdistance Player < 1000 && BanditsGG.callblock == 0 && BanditsGG.sendme == 0 && player.GetSitting == 0 && player.IsRidingHorse == 0 && player.istalking == 0 && player.getunconscious == 0 && BanditsGG.Moveaway == 0 if ( getCurrentAIPackage == 6 ) && ( getPackageTarget == meplay ) printc"conversation has started" ;***conversation has started else startconversation player AAAGGRRTime goto 0 ;I know bad Karma endif endif And even though it did not crash my mod, It still did not fire the conversation once it had hung. I mean it works fine for awhile then hangs. and will not fire. unless i save at that point, quit game, and then restart at that save. then it fires fine. Surely someone else has had this problem, and solved it. Is anyone still even come to Nexus.. hear so much about bad policies..I hope so I need a little help here.
  15. I have a little mod I have made, that use's a distance check to start a conversation with Player. I have set up the NPC to wander all over Tamriel and when the Player gets within the Getdistance setting he starts a conversation. This works fine up to about 3 or 4 times, then you get close, and he will not fire the conversation. If I save at that point, and quit the game, then reload the game, and load that save. suddenly he will fire and the conversation will start. Has this happened to anyone Else, and did you find a cure, or the problem. I have moved the mod to the bottom, and searched through my script for reasonable errors but as it works for several times it does not seem to be script trouble. I know all the variables that I use to fire the conversation, and I have tried re setting all of these in console, but when he does not fire, the only thing that seems to get him to fire is to save, and restart the game, and load that save. Script id Object attached to NPC; NPC is in unique faction, NPC is not bandit. NPC is not Evil if getdistance Player < 1000 && BanditsGG.callblock == 0 && BanditsGG.sendme == 0 && player.GetSitting == 0 && player.IsRidingHorse == 0 && player.istalking == 0 && player.getunconscious == 0 && BanditsGG.Moveaway == 0 startconversation player AAAGGRRTime endif Any help would be appreciated.
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