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Everything posted by iscrybble
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I have created an 'Eat' package at the top of my NPC's package stack. When it runs (on schedule) the NPC moves to the nearest piece of furniture and uses it for an hour. Sounds good, right? Unfortunately, the closest furniture is not always a place to sit! So instead of munching on some bread, she (for example) picks up and drops wood at a woodpile for an hour straight. How do I make sure she only goes to chairs/tables/benches to eat? Package Info: http://i1133.photobucket.com/albums/m594/iscribble/EatPackage.png Do those settings look right? Are my expectations about AI behavior wrong? PS- Sorry to cross-post, I'm not sure which forum this belongs in, and I'm really looking for help on this!
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Just throwing this out there, in case, but did you already try verifying your local files for both the game and for the CK?
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Sorry to be anxious and bump... here are my settings... she still goes for the nearest furniture, regardless of whether or not she can eat while using it! The radius is set to 2500, and the package definitely runs at the appropriate time, it just doesn't behave the way I'd like! http://i1133.photobucket.com/albums/m594/iscribble/EatPackage.png
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Is it okay to suggest my own? (http://skyrim.nexusmods.com/downloads/file.php?id=13476) *I will be removing the little tablet with a message in my next release. It's the least lore-friendly part of the mod.
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I've messed with the radius and the "near package start" options... nothing is improved. :confused: Some clarification though: I clearly indicated in my OP that she was using idle markers. This is not so (and would be weird, since AllowIdleMarkers specifically prohibits it). Instead, she goes to the nearest furniture. So, how do I get her to distinguish between furniture she can eat at (benches tables and chairs) and furniture she cannot (Woodpiles)?
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My NPC is, at various times, in pretty much all of the cells in Whiterun. I've scheduled an AI Package for her to eat at 8am near "Self," but instead of finding the closest table, bench or chair she will go (for example) to the wood pile to pickup & drop wood for an hour. I've tried setting AllowIdleMarkers and AllowSpecialFurniture to false (keeping AllowFurniture true) but it didn't seem to make a difference. What am I doing wrong? :psyduck:
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Update: I have a workaround... but it still doesn't totally solve the problem. When handling the event (and previously setting 'readyReset' to true) I now use IsNearPlayer() to find out if the player is in the cell. If they are, I set 'readyReset' to true. If they are not, then I call a reset function (reset, clearDestruction, etc). Now, things are working if the player is not in the cell when the event fires. If the player is however, they have to leave, come back, leave and come back again to activate the veins. :confused:
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I have a custom MineOre activator with a new script, copied almost exactly from vanilla but with a key difference: It will reset independent of the cell using the RegisterForUpdateGameTime event. Things seem to be working... almost. Once the appropriate amount of time has passed and I handle the event, it sets the value of a bool 'readyReset' to true. For returning to the cell, the MineOre script runs: event onLoad() if readyReset self.Reset() self.clearDestruction() self.setDestroyed(False) resourceCountCurrent = -1 readyReset = false endif endEvent When I return to the ore vein, it appears to have worked (ore is glowing again)... except that I can't activate it! The 'mine' prompt doesn't appear. Here's the tricky part! If I then leave the cell and come back, the activator prompt shows and works! :wallbash: Why didn't it the first time?! I've tried everything I can think of with the MineOre script and there doesn't seem to be anything wrong with using the vanilla PickaxeMining marker... so now I've turned to the forum! Please help, I'd really like to solve this! Let me know if any more information is needed!
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:biggrin: Thank you! Works like a charm!
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Is there a way to do any of the following? Temporarily override the AI package. Trigger a condition check on an NPC's package stack. Change how often the package conditions are checked when the player is in the same cell as the NPC. I have an NPC that changes his behavior based on the disabled state of an xMarker. Only trouble is, it can take uncomfortably long for him to respond. :unsure:
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Made a Merchant - Now Vanilla Merchants Fubarred
iscrybble replied to tock333's topic in Skyrim's Skyrim LE
Sounds like you might have modified one of the vanilla scripts without duplicating it. To get your game back to normal, try verifying the integrity of your local files via Steam. -
SORRY, Wrong forum! I will repost to Mod Talk ------------------------------------- Is there a way to do any of the following? Temporarily override the AI package. Trigger a condition check on an NPC's package stack. Change how often the package conditions are checked when the player is in the same cell as the NPC. I have an NPC that changes his behavior based on the disabled state of an xMarker. Only trouble is, it can take uncomfortably long for him to respond. :unsure:
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Need Advice for Adding a Quest to my Breezehome Mod
iscrybble replied to iscrybble's topic in Skyrim's Skyrim LE
That does the trick! Thanks! Yeah, It'd be nice not to have the note there if the player is brand new to the mod, but I can live with it! -
One of my mods is a workshop addition to Breezehome. I've been working on (and am nearly finished with) attaching a quest to the unlocking of the area. The player simply needs to talk to an NPC patrolling outside and he will come to excavate the area. My concern is that after I upload this change, current users will panic that they can no longer access the modded section of the home. Every idea I've come up with will either confuse users or is something I don't know how to do. My current thoughts are: Post a note in the house where the door to the modded section is. How would I get a note to *stick* to the wall? [*] Examine (via a trigger and scrpt) the contents of the workshop to see if it's 'vanilla' ...if it isn't, I can debug.notify the user to check with the NPC. How do I, for example, count how many items are in a container? If I modify the script to utilize a global variable, will the change 'take' in the player's existing save? In my experience, I'd need to rename the entire script, which I worry will mess with the container inventory. A diamond loads on a table in my mod... can I check to see if it was moved? [*] Just hope for the best with a message in the Steam & Nexus file descriptions. Do you have any other ideas? Opinions? Advice on how to implement any of the above?
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I have an NPC involved in a custom quest. Locally, things seem to work. However (after uploading to Steam) if I clear out my local files, the NPC has lost her voice! W/ CK and Steam... how do I make sure to include the character's voice files? AFAIK, this version of the same mod works (I included the voice files manually): http://skyrim.nexusmods.com/downloads/download.php?id=49836 But this one does not: http://steamcommunity.com/sharedfiles/filedetails/?id=20644 EDIT: Solved! The trick was to manually include the needed files when creating the archive.
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Papyrus: How do you change an actors patrol?
iscrybble replied to iscrybble's topic in Skyrim's Skyrim LE
Yep, that looks promising. I haven't learned about packages yet... but I will start now! Thanks! -
Papyrus: How do you change an actors patrol?
iscrybble replied to iscrybble's topic in Skyrim's Skyrim LE
Ah, I see. Unfortunately, it's not quite what I'm after. I would like my NPC to walk between patrol points (which she does just fine) until a designated point in my quest. At that time, I would like her to go to a specific idle marker and stay there until she is done. When that happens, I'd like her to resume her normal patrol. I've figured out all of it, the only part I'm missing is how to switch from one patrol to the other and back. SetLinkedRef, if it existed, would do the trick. However, since it does not, maybe there's an "attach yourself to the specified PatrolIdleMarker?" Edit: Too be clear, my fixation on using LinkedRef to identify what the actor is doing comes from Idle Markers: "In practice, the easiest way to just get an actor to use an Idle Marker is to link them to it, either directly or as part of a patrol." -
Papyrus: How do you change an actors patrol?
iscrybble replied to iscrybble's topic in Skyrim's Skyrim LE
That'd be great! I haven't found a way to do that though... how do you move the linked ref via script? -
As part of a quest, I'd like to change my NPC's patrol data. How do you do this via scripting? ...Two linked references? But then how to switch between them?
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I've been learning about quests today, and I've got something simple working fairly well. I'm have a problem that I can't figure out though. My quest is, essentially, "Pay me gold and I'll build you something. Check back tomorrow morning." Everything works great with only one problem: after I agree to pay the gold in game, the NPC dialog doesn't disappear. This is because the very end of my papyrus fragment in the quest topic reads: Utility.WaitGameTime(32-GameHour.GetValue()) demoquestmarker.enable() So, the script is halted and the dialog does not close-out naturally. Is there another way to "schedule" an action like this so that the dialog can finish (ala goodbye)? Sorry if this is a repost, it's pretty difficult to know how to search when I'm not entirely sure what terms to search for. :confused: EDIT: I've figured out (I think) that I need to use RegisterForUpdateGameTime(#) but things aren't working... Here is what I see when I choose to Edit Source from the Topic Info box: ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 8 Scriptname DEMOIngridQuestScript Extends TopicInfo Hidden ;BEGIN FRAGMENT Fragment_7 Function Fragment_7(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE game.getplayer().removeitem(gold, 100) GetOwningQuest().SetObjectiveDisplayed(10) GetOwningQuest().SetStage(10) Debug.Notification("Setting delay for update") Debug.Notification(32-GameHour.GetValue()) RegisterForUpdateGameTime(32-GameHour.GetValue()) ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment Event OnUpdateGameTime() UnregisterForUpdateGameTime() Debug.Notification("Activating") demoquestmarker.enable() endEvent MiscObject Property Gold Auto ObjectReference Property DemoQuestMarker Auto GlobalVariable property GameHour auto "Activating" never shows and the marker doesn't get flipped. What do I do now? EDIT 2: Solved! The trick was to not include the code in the dialog script but to instead include it as a quest script w/ a function. The function is then called from the quest stages scripting.
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It seems that at some point in the past, I changed NorLever01SCRIPT How do I get it back to default? How can I make sure I didn't change other scripts? Is the script change perpetrated through my esp and/or bsa files, or is the edit local only? Thanks!
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So, I have a mod that used to have a working navmesh. -Then the 1.5 patch came out- After that, entering the cell caused a crash to desktop. Removing the navmesh "fixed" the CTD, but then I had no navmesh. From what I understand, Beth was working on the navemesh bug and changed how navmeshes work with 1.5. Only trouble is, it sounds like I cannot keep my navmesh, stay on 1.5 and also keep the same save file without frequent CTDs. Do I have that right? If so, what is the workaround? Can I force the game to reload the navmesh as if that save file had never seen it before? Can I convert an old save file to use the "new" mod navmesh? If I don't have that right...
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Lever not Switching xMarker ...Inconsistently
iscrybble replied to iscrybble's topic in Skyrim's Skyrim LE
:wallbash: Dang!! Wait... what if I create a new script that *looks exactly the same, but is a different form... it'll work, right? *I'll call it a new name, but it performs the same action... EDIT oops, you already answered this question. THANK YOU flobalob!!! -
Mod Link: Underbreeze I'm getting reports that the lever (upstairs) is not correctly opening the "secret door" of the house. Under the covers, what is happening is that my nearby xMarker is not being disabled with my script. After inital reports, I took a look and somehow the .enable() and .disable() calls went missing from the lever script. So I fixed it and re-uploaded. Unfortunately, I'm still getting reports that the script isn't working! In fact, I've not received even one report that it is working (not that developers usually get "this works" reports). I tried to download my files from Nexus and replace my own... but the lever worked as expected. But I don't know if this is the case for anyone else :sad: So, I'm stumped. Please help?
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Thank you, that answers that! As for the second question, I'm splitting my map into two rooms so hopefully ignoring that memory value will be okay. I'm not that much over the 157 mark anyway... but I'd still be interested in knowing that the MB size is meant to indicate, if anyone knows?