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Everything posted by Macgyver1958
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I like having scopes on my weapons, and have added them to many weapons in FO3....but they all shoot low. I have to use "Kentucky Windage" and aim high to get a direct shot. Does anyone know a way to adjust the aiming of the scope, so it's dead on? Thanks, Mac
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No response...I guess I'm permanently banned..oh well.
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Here is what got you kicked out, can you guess why? Mar 30 2012 07:56 PM Macgyver1958 did you just douche? My apologies Buddah...thank you for clearing that up. Alcohol had a part in that response. Is there any way to redeem myself, so I can participate in chat again? Am I banned permanently from chat or is it a temporary thing like 2 weeks or something?
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I was banned from chat..but I received no notice from the admins. If I said something while I was drunk..I apologize...but please inform me how long the ban is for. and what I can do to make up for it.
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I'm trying to figure this out myself. I love scoped weapons, and have added a few to some of my more favorite weapons, but they all shoot low. I end up using "Kentucky Windage" and have to aim a little high to get them to hit. I tried messing with the "sight usage" property, but it didn't seem to make a difference. Is there a way to adjust the aim of a scope?
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It's super fun to play god, and create adventures. If you have any questions as you are learning the basics of the CK...feel free to PM..I'll try to help if I can. Since you're layed up on a couch for the next 4-6 months...creating mods is a perfect time burn. Not only will you have fun, but the product of your work will give others enjoyment.
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Here's another link that lists tutorials: more tutorials
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Since you have a lot of time on your hands, a good starting point would be to watch as many of the video tutorials for the creation kit as possible, and create the tutorial mods along with the video, so you can first learn the basics of the CK. Once you learn the basics, you'll get a feel of what's possible, and what's not possible to do with CK, according to your own programming ability. It's good to start with a broad concept for mod, but then fine tune it to go along with what you yourself are actually capable of creating with the CK. Trying to design a mod before learning the CK is a little like putting the cart before the horse. I would not spend a lot of time coming up with specific ideas for encounters, like having the dragon bust through the ceiling..you will find that doing something like that would be next to impossible with the CK....but there are things you can work on right now without any knowledge of the CK, and know your work won't be wasted. Things for your mod that you can work on right now, while learning how to use the CK: 1. Storyline and backstory. These are easily added to the mod, because they are just dialogue between you and your NPC questgiver (or whoever) Writing this now will save you time later. And the deeper and richer your storyline is, the more enjoyable it will be for the player. You can even go ahead and write the lines of dialogue between the NPC and the player..so they are already done. You can also record yourself saying each line of dialogue that the NPC will say in .WAV format, as you will need this for your mod. Have fun with it...use silly voices or have your friends help you record different voices. I had my 11 year old nephew record some dialogue for a farm boy in one of my mods, and he really got a kick of having his voice in a video game. He got to say "My sister smells like chickens" Here's the type of format you will use: Player: Hey old man, is there anything you need help with? Questgiver: Sit down young adventurer and I'll tell you the story of a dragon. Player: A. Sure, I'd love to hear a story B. Sorry, Im busy right now. Questgiver: A. Along time ago in a land far away....blah blah blah B. Well maybe next time. Player: (if A) Wow! that was great story! How do I find the dragon? Questgiver: You will need to seek out Jane the Harlot in the Inn in Riften...she can tell you more about where to find the dragon. She will also give you a "happy ending" for 15 ceptum. 2. Names and places: Go ahead and make a list of all the characters that will be in your mod. The questgiver, the dragon, the throne skeleton, etc. Try to think of interesting names for them. You can also start thinking about making a list of the different places that you will need to create and coming up with names for them too. The questgiver's hut, the dragon's lair, the throne room...etc. etc. This way, when you're watching all of the tutorial videos and learning the CK, you will be able to see how what you are learning can be applied to the mod you are envisioning. Hope that helps. Here's a list of tutorials. I would start with the first ones listed, they are from Bethesda themselves, and is where I started. Tutorial list
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Thanks for the reply. I will try that. I wouldn't want to deprive players from hearing my wonderful voice. :)
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My Riverwood Castle mod is causing some player's game to crash to desktop. One member told me the problem stopped when he deleted my custom voice files. These voice files take up a lot of space, since they are in .wav format....but without them, the dialogue just flashes on the screen for a second with the "force subtitles" option ticked. Is there a command I could add the script of the dialogue that would insert a "wait for 5 seconds" so the player would have time to read the subtitles of the dialogue, without having to record a custom voice file for each line? I have only completed about 10% of the quest dialogue for the mod, and the sound files are already approaching 40 mb. By the time I'm done, the entire voice file directory will be huge. Any suggestions?
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I've been having a problem with NPCs I add to the game randomly dissappearing. The will sometimes show up, and then sometimes not...especially after a fasttravel Here's a video I made to illustrate the problem: http://www.youtube.com/watch?v=9A6o3FbJMGE&feature=youtu.be I have no idea what causes this...I think it has to do with the AI package. For these guards, I'm using the standard "Patrol" package. Any help would be appreciated.
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Random buildings not show up in the game.
Macgyver1958 replied to Macgyver1958's topic in Skyrim's Skyrim LE
It's really weird. I have a blacksmith just a couple hundred feet from these vendors, and he shows up fine, happily banging on his anvil. I deleted the vendors, and replaced them, and changed their AI package to a slightly different default hold position package. It seemed to fix the problem...they showed back up again. I thought "Cool, problem solved"...that is until I fast traveled to another location and back, and BAM they were gone again. It's going to drive me to drink....wait...to late. :) I tell you what, It's one level of frustration when you can't get something to work the first time, but it's a whole 'nother level of frustration when you have something working, and then it just mysteriously stops working for no good reason...AAARGH!!!! :) Edit: I have not navmeshed the area yet. I wanted to see how it would work without it first, as it's a fairly large area. -
Random buildings not show up in the game.
Macgyver1958 replied to Macgyver1958's topic in Skyrim's Skyrim LE
Thanks, that worked, however it made my outdoor vendors disappear...anyway to get them back? -
I'm working on my own little town, and as it has grown, I'm having a problem of certain buildings/structures not showing up in the game. Either a part of my wall will be gone, or my Inn won't show up, but the door will. You can just run through them like they weren't even there. It doesn't happen everytime, and if I save and reload right next to where they should be, they will show back up. I was just wondering if anyone else has run into this problem, and how they fixed it.
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Did the OP ever figure out the problem? I'm having the same exact issue. I followed the tutorial on creationkit.com step by step, but when I try to talk to my merchant NPC in the game, no dialogue window opens...he just does the standard greeting thing. I then tried doing it like in the video in post 11, but the same thing happened. I can't figure out why the dialogue box won't come up.
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[LE] Lesser Powers that use Magicka
Macgyver1958 posted a topic in Skyrim's Creation Kit and Modders
According to the wiki, major powers don't use magicka, and can be used only once a day. Lesser powers may or may not use magicka, and can be used as often as you want. I'm trying to create a new lesser power that's learnable through a spell tome that uses magicka. I've created my spell, and am using the lesser power type, but when I use it in the game, it doesn't use any magicka...which makes it overpowered. I can switch the type to spell, and cast it with my hands, and it does use the right amount of magicka, but as a lesser power it uses none. I've looked through the list of lesser powers, and I didn't see any that use magicka, so I could just copy them. I wonder if the wiki is wrong, or there is something I'm missing. If I didn't set it up as a lesser power, I was wondering if it was possible to create an item that is not wielded that when activated, casts my spell...kinda of like a potion works. My basic goal is to be able to add my spell to the favorites list and insta-cast my spell with a hotkey click...in the same manner that potions activate. Any help would be appreciated. -
I'm not really sure, I'm just learning Papyrus. The problem is the only resource on it is the Creationkit.com site. Unfortunately, it was written by a programmer, and not a technical writer. While I'm sure the author thought it made perfect sense, It's quite confusing to a non-programmer. In many cases the author just assumes you already know about something, and doesn't bother to explain each detail...and if there's a part you don't understand, you're screwed. Hopefully someone else in the near future will come out with a scripting tutorial that brings things down to level the audience (gamers) can understand.
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According to the Wiki, the syntax for the command is I've been trying to specify a specific Actor like : game.ShowTrainingMenu(Vilkas), but it doesn't like that. Can anyone help me with the syntax of this command?
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I'm trying to make a NPC that is capable of training you in more than one skill. For this example, we'll call him "SwordTrainer" who can train you in both one and two handed weapons. I've added him to both JobTrainerOnehanedFaction and JobTrainerTwohandedFaction. I created a dialogue for him that gives both options "Can you train me in Two handed Weapons?" and "Can you train me in One Handed Weapons." The script that is activated with these responses is: I'm super new to scripting, so I'm trying to figure out where the script gets it's information on what skill training menu to display. I'm assuming it's from the "class" of the character. I'm wondering if it's possible to modify the script and specify a specific training menu....like "Game.ShowTrainingMenu(OneHandedMaster). Any help would be appreciated.
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How to place a static object in CK
Macgyver1958 replied to Shadowtroop's topic in Skyrim's Skyrim LE
You can also edit the object, and tick the box "Don't Havoc Settle", and the item will remain where you place it, until something touches it. -
I was looking for a tutorial on trainer creation, but I couldn't find one...so I just figured it out on my own. It's quite easy. Here's how to make your own: Click on the "Actors" tab in the "Object" window, and rightclick and choose "new". This will make a new NPC. For this example, we'll make a one handed master trainer. Give the NPC an ID. We'll call him "TrainerOneHanded"....and give him a name. How about "Dave the One Handed Trainer". Press ok at the bottom. Find "TrainerOneHanded" listed under "Actors" and double click to edit. You can tick "essential" if you want... so he can't be killed. Under that you will see "scripts". Click on "Add" and choose "TrainerGoldScript". You don't have change any of the properties of the script, you can just leave it alone. To the right, you can change what race you want your trainer to be, and what kind of voice they will use. Now click on the "Stats" tab. In the bottom right, you will see a pull down menu called "Class". We want to select "TrainerOneHandedMaster". Now click on the "Factions" tab, and in the window, right click and select "new". Select "JobTrainerFaction"... Click on "new" again, and add a second faction listing "JobTrainerOneHandedFaction". Click on the "Inventory" tab, and give your NPC some armor so he's not naked, and a weapon if you want. We're done with our new NPC so hit OK to close out the NPC window. In the Object window, look under "Character" and in that "Quests". Filter using "trainer". We're looking for "DialogueTrainers"...it will have a small yellow box with a question mark in it next to it. Double click to edit. Click on the "player dialogue" tab. On the left you will see "All" and "TrainingBranch". Click on "trainingbranch". This will bring up a bunch of responses from all the existing trainers in the game. We will need to find an existing trainer with the same skill we want. Click this Link to find the name of an existing trainer with that skill. We are doing a one handed trainer so we will use Amren. In the responses window, you will see a subheading of "Speaker NPC". Scroll down until you find a response by Amren. Right click on that response, and choose "Copy" to make duplicate of that response. You may have to re-click "TrainingBranch" on the left to refresh the window. Double click on the new duplicate response to edit. Below "I can teach you a few things" tick the "Force Subtitle" box. That way if the player doesn't have subtitles on, they will be able to read the NPC's response. You can also click "Goodbye" so the dialogue window will close when your done training. In the "Conditions" window, the first entry is "GetBaseActorValue" it should say "OneHanded" Double click on this and change the "Value" to 100. That way you can train all the way up to level 100. Right under that is "GetIsID" Double click and change the actor from "Amren" to "TrainerOneHanded". Everything else should stay the same. Now your ready to place your new NPC trainer in the game. Just drop him somewhere convenient, and check him out. Please try this out, and let me know if it works. Good luck!
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I think I figured it out. Try this: Find your quest in the object menu and double-click to edit. The last tab is "scripts"...click on that. Then press "add" and filter for your quest's name. For an example: my quest was named "macquest01", so I just filtered for that, and added the script named "macquest01". No need to add any properties to the script. Be sure to hit "OK" at the bottom, and not the X to close the box or it wont save the results. Let me know if that works for you.
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I have the same exact problem. Followed the tutorial quest to the letter, but can't get any of the dialog options to come up.