Jump to content

Robinsage

Supporter
  • Posts

    163
  • Joined

  • Last visited

Everything posted by Robinsage

  1. Ok I tinkered around with your script because papyrus had a problem with the 'Return Notification(EnteredArea)' line for whatever reason. I replaced that line with 'Debug.Notification(EnteredArea)', and IT WORKS! I never would have thought of using the String for enteredarea. Here's the working version: Scriptname BootHillCemeteryScript extends ObjectReference Import Game Import Utility Event OnTriggerEnter(ObjectReference Somebody) String EnteredArea = "Boot Hill Cemetery" Actor Player = GetPlayer() If Somebody == Player Debug.Notification(EnteredArea) EndIf EndEvent It's been a long day wrestling with this and I'm very happy to get something that finally works. I can't thank you enough IsharaMeradin! I'll be sure to credit your technical help on release. :thumbsup:
  2. Yes, I used the "warehousecarry" cell to test the new trigger on a new dummy character. Honestly I see no reason why it isn't working in a t-box. Here's what I did: I made a triggerbox in the above named cell and added the script "BootHillScript" to it. It compiles just fine: Scriptname BootHillScript extends ObjectReference Actor Property PlayerREF Auto Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == PlayerREF Debug.notification("Boot Hill Cemetery") EndIf EndEvent So if I put this on an activator it works fine. It just doesn't work on a trigger box, which I need it to so the player sees the upper-left text without doing anything but walking through the area. Thanks for your help IsharaMeradin :biggrin:
  3. Thanks, I've tried using this and can't get it to work. I install the compiled script on the triggerbox, but in game it doesn't work. Even after I've purged the cell buffer and reset the interior. I can get trigger activations to work just fine, but not a trigger box that detects when the player enters to display the message. Even this followed to a 'T' doesn't work: http://www.creationkit.com/Complete_Example_Scripts#A_Trigger_That_Detects_When_The_Player_Enters Anyone run into this or have any suggestions?
  4. Can someone please post a link or instruction on how to make custom messages display via a trigger box? Like when you walk into an interior area a message displays in the upper left corner. thanks!
  5. Thanks Acidzebra. I went through what the CK had to offer and it seems incomplete. Ironman that's a great link, exactly what I was looking for. Thanks much!
  6. Can anyone point me to a good quest design tutorial, either video or text? I've seen a few and they aren't that good really. Nothing fancy just a simple 'read the note & find the item enjoy' type quest. thanks!
  7. I'm wondering if there is a way to move navmesh intact from one cell to another, instead of starting over from scratch. I haven't seen it but thought I'd ask. Thanks.
  8. OK this is my last call for help. Since I can't figure this out in the CK, and can't get any help online I'll have to release the mod with no water. Boo. :yucky:
  9. It's the way save games work with the games havok engine. Hope it worked for you.
  10. If memory serves - enter the home, drop all the stuff somewhere, save the game, exit the cell, then come back in the cell. Then when you place your stuff it will stay where you put it.
  11. Ok so I have a mod that's 99% done, but I can't seem to get rid of the underwater sound that occurs when the camera dips below the water plane. I have three different levels of water in an interior cell, but they are far apart from each other. Whether I enter the water or not, when the camera POV dips in the water the sound persists until I restart the game. Other sounds are still audible with the underwater sound going. Even if I change cells or reload the cell it stays. Any one know of a fix for this or have a suggestion?
  12. Hi, a little late maybe but you can just flip the water on the upper level so the 'depth' of the water goes up instead of down. I did this with a fountain on a second level and when you went on the first level under it there was no water effects. Hope it helps at least for future questions like this.
  13. Yes I did, but like a lunkhead I put it in Skyrimprefs.ini instead of skyrim.ini under [general]. Upon placing iLargeIntRefCount=999999 in the proper file it works wonderfully! So thank you very much Tambo! I will definitely credit you with that fix on release.
  14. Thanks Tambo, but unfortunately I still get the CTD's. I doubt it's a hardware issue - here's my PC specs: CPU Intel Core i7 920 @ 2.67GH (quad core) 6 GB DDR3 RAM Win7 64 bit NVIDIA GeForce 9800 GTX+ I'd hate to not publish this beautiful mod because of a CTD that I can't figure out. I wish there were at least some crash logs I could see!
  15. HI all, I need some help trying to figure out why I get a CTD when exiting my Breezehome mod under certain circumstances. I am working on an upgraded Breezehome mod, and have put in a balcony access door and back door and other various items and new textures. The home's navmesh has been finalized and optimized and all items are parented properly by room. I have the first floor done and can exit to Whiterun from any of the three exits with no CTD. However when I start to add items to the second floor, which takes my object count over 700, I get a CTD upon exit with no error message (regardless of which door I use). The CTD does not appear to be tied to any specific item, as I can add items to the loft, bedroom or carl's quarters and I get the same CTD. It's like as soon as I go over 700 objects it crashes. I suspect the issue is unloading ref data from the new Breezehome cell and not caused by anything in the Whiterun world cells. Can anyone add any insight as to what may be happening? Thanks. (also posted in the Skyrim Mod Troubleshooting forum)
  16. So I'm working on a relatively simple upgrade to Breezehome and keep running into a CTD on exiting the cell which I can't figure out. When I load my customized objects to the first floor, which includes an upgraded and correctly parented dining room, living room, kitchen and alchemy lab; along with some customization to the exterior (including a balcony) and two more doors, everything loads fine. The first floor object count is around 700 items with some custom textures. Navmesh is finalized and the cell has been optimized. But when I add items to the upper floor - either the housecarl's room, loft or bedroom - I get a CTD when in game whenever I exit Breezehome from any of the 3 exits (a balcony exit, a back door and the front door). All three doors work fine, but whenever I add items to the top floor, which takes my item count over 700 (if it even matters) I get a CTD when exiting the home. I can add the upper rooms one at a time, but adding more than one room causes the CTD. It doesn't appear to be tied to any specific item, but it does appear to give me the CTD whenever my item count goes above 700 or so. I've made HUGE mods before with item counts over 20k and never had this problem. But I'm stumped here. Does this make sense? Any suggestions?
  17. I'm wondering if you can have 2 versions of Skyrim on the same PC, one for playing and one for testing, without problems from Steam and/or the registry. Anyone know?
  18. I have a small water pool on an upper floor in my home mod and end up swimming right under it on the first floor of the home. I thought I remembered seeing something that would limit water depth but don't remember the details and I can't find any info in it now. Anyone have any suggestions?
  19. Also L_UNIDENTIFIED. Glad it's working! :biggrin:
  20. What a great idea, good luck with that. Maybe some combination of auto-loads and/or teleport spell effects might get you there.
  21. I'm wondering if anyone has had any success with placing armor on a mannequin for the player to remove. I'm trying to get armor set to already be on a mannequin, visible and retrievable by the player. No matter how I tinker with the inventory, links or parenting I can't get it all to work. Is it possible?
  22. Could you please be more specific, give an example or something? Are you looking to teleport from a door but not be able to get back to it from the teleport destination?
  23. According to Bethesda the moving mannequins are a glitch, albeit an aging one. I have a rather large project I'm working on with many mannequins in it and was working on the same problem until I stumbled across a potential fix, which after a month of work is still keeping them from moving around on the cell load. It seems a combination of raising them off the mesh with collision planes works for me. For STATIC non-interaction mannequins (like for displaying a certain type of armor), I used the same name and ref ID for all I want to display the armor (i.e. DSPMANNDaedraSuit). They have the AI package 'MannequinStay' and do not have any triggers, activators or marker associated with them. I put these guys on a raised pedestal with a collision plane just under their feet so they don't fall through the pedestal. There is navmesh on the floor under them that they are not in contact with. Like so: http://i175.photobucket.com/albums/w159/Jagar_kar/DSPMannDaedraSuit.jpg For interactive mannequins, the same basic setup seems to work - they are just off the ground, on a collision plane with Navmesh on the floor below with havok settle off. I have the MannequinActivatorScript and MannequinStay AI pack going and they all have the same base ID. They have the normal triggers, activators and markers and not oriented at 0 degrees and I haven't seen them move in a while. Don't forget to finalize the mesh. http://i175.photobucket.com/albums/w159/Jagar_kar/DSPMannPLAYER.jpg I'm not very good at explaining things but I hope this helps.
×
×
  • Create New...