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xkkmEl

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  1. SKSE does not provide any additions to the condition system. Sometimes, you can use scripts that use SKSE to feed things into the condition system by setting a faction, or a quest/objectreference property, which then can be tested for. Not for the faint of heart.
  2. The alias will remain filled when the NPC dies. It just can't be dead when filling the alias (at Quest start) unless you flag "allow dead". Your alias fill conditions though will grab any random object in the player's immediate vicinity when the quest starts. You likely want to use the "specific reference" fill type instead and select your target NPC. If you want ANY npc's death to be detected, that's a tougher job. It can't be done through the alias mechanism. You may also want to share details on how the quest is started... aliases are filled when the quest starts... so that won't work if you don't, or do it at the wrong time. In game, use the console's "sqv myquest" command to check on the quest's status (started or not) and what got filled in the alias.
  3. Many ways of doing it. Here's one: Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) If akNewContainer == PlayerREF && playerREF.getItemCount( ItempieceX) && playerREF.getItemCount( ItempieceY) && playerREF.getItemCount( ItempieceW) && playerREF.getItemCount( ItempieceZ) MyQuest.SetStage(10) EndIf EndEvent
  4. Well, ok. I underuse this "all" category in the CK. In my defense, it still misses idles, cells, worldspaces and object references.
  5. Tested it again on my end, and it does appear to work: 1- Delete the script .pex and .psc 2- Launch CK, blank out the fragment boxes, then remove the script, and save and exit. 3- Re-delete the script .pex and .psc (not sure how/why they reappeared). 4- Load it up once more in the CK. 5- Create new content for the fragment boxes, and save and exit. I'm testing this with the LE version of the CK. If it still don't work... double check the timestamps on your TIF script files and make sure the CK is able to write in the output directory (...\MO2\overwrite in my case).
  6. Searching in the CK is dicey. You have to guess the type of record you are looking for. You ought to use xEdit to search for reference and form IDs.
  7. I think you just need to blank out the two fragments before removing the script in the CK. Delete ";CODE NOT LOADED", then hit the remove button. Or maybe I didn't test this fully enough...
  8. To complement what Scorrp10 wrote, The "Voice File Reference Tool" can help you locate the original sound files you need to duplicate and rename (when they are not accessible as SharedInfo): https://www.nexusmods.com/skyrimspecialedition/mods/18819 https://www.nexusmods.com/skyrim/mods/28462
  9. That likely is because of a body slot mismatch between the Armor and its component AddOns.
  10. A few things to check: Dialogue's quest is running. You are using a top-level branch in the player dialogue tab. Make it work with that first; you can change it after. Remove all conditions (from the quest's data tab, and in the topic info). This should make the dialogue work for everyone. If it works for everyone, except your target NPC, it must be because your NPC is in a exclusive or blocking branch from somewhere else. If it does not show for anyone, keep looking for conditions to remove!
  11. Check the priority of the quest that puts the alias AI. It needs to beat all other quest-installed packages. Most default packages just do the one activation, then invalidate themselves. Try making a custom AI package that explicitly loops, or keeps him confined in a narrow sandbox. The CK wiki says it like the package will replay as long as it is the top valid package, but I have found that inconsistent and I am unsure of when or why it fails and succeeds. Looping (with a repeating sequence branch) works best for me.
  12. Not the expert on AI packages... I just use various aliases and move my NPCs from alias to alias, each with it's AI package. So, in your shoes, I'd set up a script that wakes up when it's time to change mode, and move the NPC into a new alias, and use moveto to teleport him where he needs to be (since you want a 'teleport').
  13. If you save and then reopen your mod, do you still see kaith and jesper referenced correctly in your scene? Or does one turn into None? That will happen if you don't add the esm to the esp's master list. It's a CK "feature" that wipes foreign data silently when you save.
  14. To second Scorrp10's answer, there are no facilities within papyrus to go from a string to an object or reference, with the exception of Quest.getQuest and Keyword.getKeyword. For everything else, you have to build your own dictionaries.
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