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NikaCola

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Everything posted by NikaCola

  1. Have you tried to play the _3rdPUseStimpakOnSelfOnGround animation on either the actor in question (or else the player character) in game via the console? In my experience that's a good way to ensure the animation is actually a valid idle in the first place. To do this just open the console, click on the actor you want to play the animation, and type playidle _3rdPUseStimpakOnSelfOnGround It's been awhile, but I think that's the right syntax. Hope that helps!
  2. What conditions did you place under the positive greeting? Also, SQV won't trigger anything, but instead will just show if a quest is running, the stage it's currently on, as well as any aliases that are filled (or not).
  3. Ahh, I figured there was something I was missing! That does sound much more complicated than anything I did in Papyrus. :ohmy:
  4. I may not be understanding what you're trying to do 100%, but if you look into how Cait's lockpicking quest/script is handled, there's papyrus logic for how high or low the lock is in comparison to her, and this decides which lock picking anim will play (the high one, or the low one where she has to crouch down). Hopefully that's helpful!
  5. It's a very complicated system! You need both the bird spawner and another trigger-box style activator in the CK (can't remember the name offhand, but it's got "bird" in the name) that defines where the birds can actually fly around to; if that's missing it probably explains why they can't fly anywhere. =)
  6. I'm not 100% sure to be honest, as I haven't worked much with shared topics. Can I ask how you're testing this? Are you reloading the same save each time? It might be worth testing it without loading a save at all, which can be done by coc'ing to a cell directly from the main menu when you first start the game.
  7. From that screenshot the only thing I can think of looking at would be the "shared topic" source you're drawing from. It's possible that the game's checking for conditions from *that*, instead of this particular bit of dialogue?
  8. That "NONE" in the file path should be the name of your plugin, if you've created one of your own.
  9. For what it's worth, this is how I do most of my testing; it avoids loading a save game at all, which is a really useful variable to be able to eliminate in terms of testing/troubleshooting changes.
  10. This is really comprehensive and good advice, thanks for posting it!
  11. Honestly I always suggest people use Dropbox to backup their ESPs every time you save. This creates a version history which you can easily roll back to in the case of any weirdness happening. Doing this has saved my butt more times than I can possibly count. Seriously, use it (or some similar service) and make life easy on yourself!
  12. Bethesda always uses four dialogue options. This was my workaround for that, for the times where I didn't need that many.
  13. Yes! Just add a condition that can't possibly be met to the items you don't want to appear in the dialogue wheel. I personally use "GetIsId -- _EmptyTextureSet" Wherever you put that condition, the dialogue will show up as blank and cannot be selected by the player.
  14. Quest stages (the numbers themselves) do not go backwards. So once stage 20 is set you won't be able to have stage 10 (or any stage less than 20) be the current stage. This is the problem you're running into. Look into using "GetStageDone" as your condition, instead of "GetStage" and that can help. I prefer to condition things like this without using stages for this very reason, but everyone does it differently! =)
  15. While you're in the render window, you can hit "W" to toggle through the different navmesh views, from 1. Normal 2. All (this is what you're looking for, as it will let you select any and all navmesh edges/vertices/etc. even when they're under world objects) 3. *Only* navmesh triangles As for moving vertices or edges/etc. up and down, just hold down "Z" and drag accordingly. Hope this helps! =)
  16. Radio scripting is a fairly complicated task to take on, because as you mentioned it is labor intensive when it's done correctly. There's a very good chance that no one simply has the time or interest to go about such a thing right now.
  17. Hmm, I'm not sure that's the issue. I've made several companions in pretty much the same way (using GetScript) and it has worked every time for me. To the OP: Which sandbox package did you add to her? As in, what is the specific name. Did you use a default package, or create your own?
  18. One thing I can see offhand is that FollowerScript should be "FollowersScript" =) Like this: "FollowersScript.GetScript().SetCompanion(Gavina.GetActorReference())"
  19. Who was the actor you specified under that radio scene? If I recall correctly this needs to be set to the player if you want it to play where they can hear it. (unless you have a whole transmitter, etc. set up)
  20. Are there any conditions on that objective? Honestly it would be easier to just post the main quest tab, stage tab, objective tab, and alias tab. And is this the only quest file you've made in this .esp so far? Are there any scripts attached to the quest? edit: I know this is frustrating but we'll get it figured out! =) There's always an identifiable reason when a quest won't start, and once you get the jist of it, this will happen much less if at all.
  21. I still haven't seen the objective tab. I'm assuming you've got something listed under objective (1)? Also, you can uncheck "warn on alias fill failure" on your main quest tab. As far as I've ever seen it doesn't actually do anything? (someone correct me if I'm wrong!)
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