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Kagedomo

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Everything posted by Kagedomo

  1. Posted this on the SSE Boards, no replies yet. Anyone here know what to do?
  2. I am in the process of trying to port a WIP mod from Oldrim's CK to SSE's CK. My process was simple: Copy & paste the ESP file, compress it to .zip, install that to SSE via Nexus. I copy and pasted all my scripts (.psc and .pex) from the old script folder to the new. I can see the scripts and compile them successfully, they even have the properties defined under source, but whenever I click "Properties" I get the following error: Script Reload Errors Encountered While Attempting to Reload Script and the properties that I previously entered aren't there. If I try to add properties from the properties screen I get a compiler error and the property is not added. In-game, scripts that don't need properties, like GetOwningQuest().SetStage(10) will work, but anything that needs or had a property won't do its job correctly. Anyone know a fix?
  3. I basically got everything to work. Just moved all my scripts to SSE>Data>Source>Scripts. Still a few errors but I am confident I'll be able to fix them.
  4. Another question- does anyone know if SEQ files need to be generated for SSE mods? If so how?
  5. So the prefix is working for me when I am creating scripts in new places, but if I try to remove a previously made script (without the prefix) then generate a new one in its place it will always use the old ones name. Know any work-arounds?
  6. I'm looking to add a tag to the automatically generated script names so I can separate what is from my mod and what is from others. I know it is possible but am unsure how to do it. Does anyone know how? Thanks
  7. I was having issues with Bethesda.net so I reinstalled it and the SSE Creation Kit. Deleted the old attempt at the port too. Turns out I simply had to run Creation Kit as an admin to fix the issue with the flow chart stuff. Anyways, I am following this guide to port my mod. Simply copied and pasted the ESP from Skyrim's Data, compressed it to a .zip file and then installed it with Nexus SSE. For some reason in Nexus there are 2 identical unassigned folders, with both of them containing my mod. If I install one of them it installs the other, and uninstall one of them it uninstalls the other. I have opened the ported mod in SSE CK but have not saved it for fear of messing stuff up. In SSE > Data > Source > Scripts, I see QF_HoD_BloodEx_04014C09.psc (HoDBloodEx is the name of a quest in my mod). No other HoD tags, which all my scripts have. All the Vanilla scripts are here too. In SSE > Data > Scripts, there are only 2 files - QF_HoD_BloodEx_04014C09.pex, and ThisBetterWork.pex which was created back in July independent from my mod's plugin when I was first trying to get things to work. In Skyrim > Data > Scripts both QF_HoD_BloodEx_04014C09.pex and QF_HoD_BloodEx_04014C09.psc are present, along with all the scripts I have created as part of my mod in both pex and psc forms (ex HoDBanditDeathScript.pex, HoDBanditDeathScript.psc) So my questions are 1. Do I need to do anything to the .pex file in SSE>Data>Scripts? 2. Do I just copy all my scripts directly from Skyrim>Data>Scripts straight to SSE>Data>Source>Scripts, or was there some step that I missed or messed up during the guide? 3. Is the process and destination different for the .pex and .psc files?
  8. Looking to make a note be attached to a wall by a dagger. But they both keep falling. Any idea how I could do this?
  9. I'm trying to make a couple of pre-dressed mannequins for a dungeon. I have made a couple copies of mannequin objects then edited them to change their default outfit. When I place them in the render window they are wearing their outfit, but when I go in-game they aren't. For troubleshooting purposes I followed the instructions in the link below on a couple of them to see if anything would change. I could access their inventory and add armor but they still wouldn't spawn with the outfits I had chosen on. https://www.creationkit.com/index.php?title=Creating_a_Mannequin I also tried doing it with the object DLC2dunBookDungeon03Mannequin01, which comes pre dressed in Imperial garb, but there was no difference. All mannequins have the mannequin activator script attached to them- could that be what is removing their armor? Anyone know a work around? By the way, it is unimportant to me whether or not you will be able to take off the armor. I just want them to be wearing it for decoration. Thanks!
  10. K, so my scripts are not in "SSE > Data > Source > Scripts" but they are in "Skyrim > Data > Scripts". Should I move them to Source > Scripts in SSE, or the separate "Data > Scripts" folder? Furthermore, should I create a folder with my mod name for them inside the correct place?
  11. I'm having trouble porting a simple quest mod to SSE. The mod adds NPCs, scripts (ofc) and a couple new locations, and no new assets, so I don't believe there is a BSA file or anything. The most in-depth tutorials I could find to do this were 1: Install your esp via nexus 2: open it with the SSE creation kit 3: change a name of something, change it back, then save! I did this and I'm having troubles. When I open up Dialogue Views: Error - Could not get the Flow Chart class Object Dialogue View Editing will not be available as the FlowChartX DLL failed to register successfully. And I can't "View Source" for any of my scripts. Papyrus fragments are displayed as ;CODE NOT LOADED. In-game, my NPCs were there and had their dialogue (I generated a new SEQ). My locations were there too. But none of the scripts seemed to be working (quest stage would not advance). I remember Oldrim's Creation Kit wouldn't really work til you did some stuff with Dialogue Views and Scripts files. Is there something I need to do akin to that for SSE to get things to work? Any help is greatly appreciated!
  12. So I have a dungeon whose entrance is a CaveGSecretDoor001, which can be opened with a lever. I have the lever and door working fine so far, basing my scripts off of what other people have done. The teleport to the other cell also works fine (though it is done directly through the lever's script, teleporting the player to an Xmarkerheading). Exiting the dungeon just uses a standard auto load) . However, I have 2 issues I do not know how to solve: 1. I want to delay the teleport script by a few seconds, so that you can see the secret door opening. 2. I want to have "Open <Cell Name>" displayed when you hover the mouse over the lever. Thanks for the help!
  13. I am trying to set the int value at the end fragment of topic info (from Dialogue Views), and I'm having trouble creating the property. There is no "script" type available to choose when adding properties (what should I be using?), and when I try to do it manually under source, I just get compiler errors. Is "MyTestScript" the script where the variable was created, the script where you want to set the variable to a different value, or a different script altogether?
  14. Thanks, turns out the problem was I didn't close and reopen the quest. I'm still having trouble setting the value of the variable (get compiler errors no matter what I try). Should the script's int property be the original variable name, or should it include _var? Do I need to add "Conditional" anywhere in the source?
  15. I created this script under the "scripts" section for the quest, and there were no compilation errors. However, HoDValgurLieCond did not show up as a VMQuestVariable option, and when I tried to set it using papyrus (even when I referred back to it using an int property) in dialogue views I would get compiler errors. Scriptname HoDValgurLieCondition extends Quest Conditional Quest Property HoDBloodEx Auto Int Property HoDValgurLieCond Auto Conditional What do I need to add or change?
  16. Turns out the conditions were not the same- some had various GetVMQuestVariable conditions on them, so the scripts must have been inputting values for that. Can anyone explain or point me to a tutorial that explains how to set up quest variables? Furthermore, is VariableName.Value = 1 sufficient to set the value of a variable to 1 in a script?
  17. All the tutorials I've looked at use quest stage as a condition to open/close dialogue options for the player. I was playing Undeath the other day and in the conversation with The Broker noticed certain dialogue options would open up new ones after being completed. Using CK I viewed the dialogue view in question and saw that the conditions for each topic were all the same, but each response had a script attached to it that must have been enabling certain topics. Unfortunately it wouldn't let me view the source for any of the scripts so I don't know how exactly it was done. Does anyone know a way to replicate this (making certain dialogue choices open up new branches, within the same quest but not confined to a particular order)? A way to disable dialogue choices without quests would also be helpful.
  18. Turns out the NPC was set to Unagressive, changed it to Aggressive and it works just fine. Still can't get Dar'valzir to activate, though. He works fine when he isn't set as "initially disabled", but it seems the enable script just won't work on him for whatever reason. I even tried creating a duplicate NPC, but to no avail... Mind describing that process in greater detail (what specific scripts I should use?) EDIT: Worked around this by creating a holding cell for my NPC. Then, on the specific quest stage's script, created a actor property for my unique NPC and an objectreference property for a xmarkerheading that I placed where I wanted the NPC to teleport. The script you have to write is Actorname.moveto(Xmarkerobjectreference)
  19. I have this as the script, but it's not doing anything. The NPC is a member of HoDForvarsFaction, and the faction property is set on the script. HoDForvarsFaction.SetPlayerEnemy() Not sure what I'm doing wrong.
  20. 1. I am looking to have a NPC attack the player if they pick a certain dialogue option. What should I do to make this happen (What script should I write on the dialogue end box? Do I need to make a package?) ? I've been looking online for a while but I haven't found a direct answer. 2. I am trying to enable a NPC called Dar'valzir once the quest reaches stage 30. It wasn't working, even though I was able to activate other NPCs using the exact same process (with only the alias name differing), so it's not a syntax error. The quest does advance to stage 30, as the logs change, the correct objectives appear and complete, etc., but whatever I do Dar'valzir will not spawn. I even plopped the same actor down in 3 different locations, created different aliases for each one, and put the script to activate them in different stages of the quest, but nothing seems to work. I think it's a problem with the actor itself... anyone know what to do? Thanks
  21. Thanks. I put it in and it worked. Must have been spacing or a syntax error.
  22. I'm creating a quest mod, and I need to advance the quest when an item is picked up (it is not an essential item, you can sell it or drop it after). I've looked online for some scripts to make this happen but nothing really works. Here's what I've tried already: Scriptname HoDKhajiitiAmuletScript extends ObjectReference Actor Property PlayerREF Auto Quest Property HoDBloodEx Auto Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) If akNewContainer == PlayerREF HoDBloodEx.SetStage(30) GoToState("Taken") EndIf EndEvent State Taken ; Do nothing EndState The item ID is HoDKhajiitiAmulet. HoDKhajiitiAmuletScript is a script placed on the item. Using the above script, there are no compiler errors but nothing happens when I pick up the amulet in-game. Scriptname HoDKhajiitiAmuletScript extends ObjectReference Actor Property PlayerREF Auto Quest Property HoDBloodEx Auto Event OnContainerChanged(ObjectReference newContainer, ObjectReference oldContainer) if (newContainer == Game.GetPlayer()) HoDBloodEx.SetStage(30) EndIf EndEvent I looked up my question online and this is a script I found some others had said worked for them. But I get the following compiler errors when I use it: Starting 1 compile threads for 1 files... Compiling "HoDKhajiitiAmuletScript"... D:\SteamF\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\HoDKhajiitiAmuletScript.psc(6,85): no viable alternative at input 'if' D:\SteamF\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\HoDKhajiitiAmuletScript.psc(0,0): error while attempting to read script HoDKhajiitiAmuletScript: Object reference not set to an instance of an object. No output generated for HoDKhajiitiAmuletScript, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on HoDKhajiitiAmuletScript Can anyone help me fix either of the scripts, or provide an alternative? It would be much appreciated.
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