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NikaCola

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Everything posted by NikaCola

  1. I'm not sure I follow. How did player controls get disabled in the first place?
  2. I'm pretty sure it's "GetRef" rather than "GetReference" but I could be wrong!
  3. I suspect the condition under your quest objective is what's causing the issue. The objective can't pop (and make your quest show up in-game/in the pipboy) because you've conditioned it to only show up when the raider is already dead. That means, as others have said, you'll also want to check "allow dead" under the raider alias. I'd also personally leave "optional" just because that's an old habit of mine that hasn't steered me wrong yet. =) Oh, also: "Sounds like it doesn't even load a save. I'll check it out." You never, ever want to test with save games--especially when you're testing out your quests; trust me on this. Just "coc wherever" from the main menu and go from there. There is no such thing as a "Clean" save when testing quests.
  4. Hmm...I think I might be with SKK50 on this one? I feel like learning how to implement quests sort of naturally leads you into learning a lot about the CK and its other systems in general. At least, it worked that way for me? I see a lot of modders try and learn quests "last" and it seems to cause a lot of problems for them when it comes time to make something people can actually play.
  5. Uhh, we're going to need a whooole lot more information on what your question actually is to be able to answer this question! There are lots of changes to dialogue and how it works from the older FO games to FO4, so what do you mean, exactly?
  6. "Close the Miscellaneous category and click WorldObjects at the bottom. Use the filter at the top to search for "RadioTransmitter". There will be several files here, but we want the one whose name is exactly RadioTransmitter." That's the paragraph you mean? Honestly you really don't need to do that (and in fact I honestly wouldn't; you could accidentally do something to change one of the vanilla radios.) All you need to do is create a new activator (that's what "RadioTransmitter" is, ultimately) and place it in the world and set the station number as per the rest of the instructions.
  7. Huh...in the same character? I know you mentioned you've moved on, I'm just not sure of why something like that would be happening. (unless I'm still misunderstanding the issue in which case I understand you may not have time to explain.)
  8. 1. You pretty much nailed it in your opening post! A "Greeting" is player-initiated and generally begins a scene. A "Hello" is simply a bark that an NPC will state when a player is near enough to hear it. 2. I use greetings to begin scenes or start vendor/companion interfaces. 3. I use Hellos for simple "local color"-esque lines and not much else. (and really only for NPCs that the player never directly interacts with: Guards, other types) I think it would help me understand your problem if you tell me what you're trying to accomplish with the story manager? I only use it for fairly simple tasks (keeping track of locations visited, tasks to run when the player levels up, etc) and I don't think I've seen it used for what you're doing?
  9. Twine is fairly decent for this sort of thing, if you're trying to write branching dialogue! (which I'm assuming you are) But if you're able to try it out, ChatMapper is really incredible for this sort of thing; eithe that or articcy:draft is what I would recommend most, so you'll have to make less changes down the road as you start to put your dialogue/scenes into the game.
  10. Radio mods, like Diamond City Radio, are incredibly difficult to make and get operating correctly. Open up the DC radio quest in Creation Kit and you'll see what I mean. I don't want to discourage you, but I just feel like you should be aware of what you're signing up for! =)
  11. Thank you so much for the reply! I do have 3ds max 2016...do you know if that would work, too? When I try to import the nif I edited into 3ds, I get "invalid string index" error. (And this also happens on the vanilla nif unfortunately too.)
  12. What I would like to do is have a light become bright and then fade out during a cutscene. I edited one of the default lights to do this in nifskope using a NiLightDimmerController, set the flag to "Clamped", tweaked the floatdata and it works like I want it to. The problem is that the fading out happens IMMEDIATELY as soon as the cell is loaded, and so the player will never see this animation happen. If I set the flag to "cycle" then the light just brightens and fades out indefinitely with no way to stop it at the right time (once it's all the way dark). I've tried beginning with the light disabled and then enabling it when I want this to happen, but when it enables in game it's clear that the animation has been playing/looping the whole time if set to cycle, as when the light enables it just shows the animation from random points like in the middle or even at the end. (If it's set to Clamped then the animation already played when the cell loaded so the player won't see it). So my question is: Is there a way to control when, exactly an animation like this begins? Thank you for any help!
  13. I'm not sure if Seddon does anything different here, but I've followed this video and it works for me.
  14. This might be a crazy question, but does it work when you try to restart the quest via console? I'm assuming not if it clears its aliases for good, but I'm curious. Also, does the quest stop every single time you reload a save, like consistently? I know you mentioned something about in-game time but I'm not sure if that's still the case after your last edit.
  15. I really can't be 100% sure about this, but I think I remember seeing something about this in the default "followersscript" Maybe that could be a place to look at this sort of thing? edit: I found this? ;Companion command interface commands Event ReferenceAlias.OnCommandModeGiveCommand(ReferenceAlias akSender, int aeCommandType, ObjectReference akTarget) ; aeCommandType: Type of Command that is given, which is one of the following: ; ; 0 - None ; 1 - Call ; 2 - Follow ; 3 - Move ; 4 - Attack ; 5 - Inspect ; 6 - Retrieve ; 7 - Stay ; 8 - Release ; 9 - Heal
  16. I figured it out! Thank you so much for your help. Apparently the issue was that I was calling that function at the BEGINNING of the dialogue phase, which had multiple lines of dialogue. Apparently the function was running for EVERY line of dialogue spoken. (why would it do that???) When I put the function at the END of the dialogue phase instead, it fires just once as intended. Argh that was going to drive me crazy! Again thank you so so much! <3 <3
  17. Hello everyone, I wanted to see if anyone here would like to be part of a beta test I'm doing for my companion/quest mod titled The Machine, And Her, due for release this fall. It contains about 4-6 hours of gameplay/dialogue, a custom radio station, custom soundtrack (still in progress, almost finished), and multiple endings based on your choices/interactions with Kit, the companion whom the story revolves around. Here are several images from the mod itself, plus a link to a brief teaser trailer I threw together! And here is the link to the teaser trailer! https://www.youtube.com/watch?v=ajWfjoLW8Yg&feature=youtu.be And as for VA work, my lead actress had to drop all her projects a few months ago due to a family emergency, and so I am looking to recast the part for her. I took the opportunity then to add additional characters that I'd originally wanted (but cut for time) and all of their dialogue/scenes/scripting is now finished, but I still need VAs for them! Here are the open parts: Female: Kit--The main companion. Young woman in her late teens (that's her in the screenshots with the white hair) with a dry personality and horrific past. This part will require a lot of range, as depending on the player choices/interactions, Kit will either be cold and distant, or else slowly warm up and begin to confide about what she's been through and the strange place she's from. A.G.N.I.S.--A pre-war digital personal assistant (think Alexa), who doesn't understand that the world has ended. Her voice is that of a woman in her mid-late 20s to 30s, and will also require a great deal of emotional range. Male: Alex--A very bad guy, age late 30s to early 40s. His demeanor is forceful, and he does not like being told no. The Librarian -- Man in his mid 20s. Friendly but aloof, likely has an obsessive compulsive disorder as well as being somewhat on the spectrum. That's it for now! Let me know if you'd like to be part of the beta test, and/or submit a recording to audition for one of the parts! <3 Nika
  18. Sorry, I'm not sure what you mean? I'm calling it only in a dialogue fragment as a kmyquest.function(), or else writing out the full line of code as above. It also appears in other dialogue fragments, but the problem happens from the very first time that fragment fires. The strange part is, I just noticed that I call the exact same line of code in a Quest Stage fragment that fires every time the PC levels up, and *there* it works perfectly, incrementing 1 at a time just as written. So I know the line of code itself has got to work.
  19. Also to add, I've also tried using Mod, with the same results. For example: myglobalvariable.mod(1) And the same thing still happens! :sad:
  20. So...All I would like to do is raise or lower the total number of a global variable, but when I do so the variable raises by several times, usually around five(??). Here's what I've written: function raise() myglobalvariable.setvalue(myglobalvariable.getvalue() + 1) float APfloat = myglobalvariable.GetValue() as float myglobalvariableMSG.Show(APfloat) endfunction Originally I was calling this inside a dialogue papyrus fragment as kmyquest.raise() but even when writing it out in the fragment itself, the same problem still occurs. Like this: myglobalvariable.setvalue(myglobalvariable.getvalue() + 1) When I check the variable immediately afterwards, it's raised not by one, but by five or so (usually). What could be causing this? If it matters, the script I originally put this function in was a quest script. Any help would be really, really appreciated! <3
  21. I've done some more testing and figured out that it isn't that particular NPC making CK crash, it's whatever the last NPC happens to be...I'm assuming it's trying to do something else after it creates the facegen data for each NPC, and whatever THAT is, is what's making it crash?
  22. Hey everyone, so it's pretty much just like the title says. I can see a status box at the bottom of the creation kit as it attempts to make the archive, and it crashes on a particular NPC that I made's name (trying to make the facegen data I assume?) and it crashes on the same name every single time. What I've tried so far: 1. Deleting all the textures/meshes created by facegen, and then remaking them by selecting all my NPCs and hitting ctrl-F4. This re-adds all the textures/meshes into the right folder. 2. Running CK in administrator mode, with various compatibility. 3. I've tried altering that NPC and even deleting it altogether (just to test). But even when I delete that particular NPC it still crashes on the next one I made, down the list. So I'm kind of at a loss here. =( I know I can use Archive2 to pack the mod itself, but I'm so worried about missing something or doing it wrong. I was able to use the default creation kit archiver a few months ago for testing and everything packed and "arrived" on the test system so perfectly that I'd really like to do it again that way if at all possible. Any help would be really, really appreciated! <3
  23. Hmm. Does the fragment compile okay? Is the quest itself already started--or does it start at all? Are you sure there's a stage 20 to set? I would also add debug.messagebox("Whatever") to the script to make sure that fragment is firing at all.
  24. This might be kind of a silly question, but have you extracted all the meshes from the default game archives? In my experience things are spread out all over in there.
  25. Same here! My mod is super dialogue heavy and this had made it such a chore. =( To the OP, I feel like what's happening is that maybe your dialogue views are crashing? I remember seeing fixes for this kind of thing around this and other forums; I think it has something to do with flowchartx64.dll.... This page has a few possible fixes for scenes crapping out on you... https://bethesda.net/community/topic/5387/creation-kit-2-0-error-with-dialogue-views/6 I'm sorry I can't be more helpful, but I hope that gets you in the right direction!
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