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DesertEaglePWN

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Everything posted by DesertEaglePWN

  1. Hey everyone, for some reason my Ghosts (using defaultGhostScript) won't enable/disable. Unfortunately I cannot open the script to view in the editor because of my current Version Control Setup so I can't see the defaultGhost Script. Anyone know why this may be happening?
  2. I tried to do this - but you can't create new branches or views in player dialogue as far as I'm aware. You have to create the branches and views in dislogue views first. Nope, been using Dialogue Views the entirety of the past 3 years and still have had no issues -- the dialogue won't play if you don't load a dirty save with the mod installed though.
  3. That's weird, my Skrim/Data/Scripts/SourceFolder doesn't contain any of these scripts.
  4. I would love to help, but unfortunately I've got another Mod still on my plate that has given me quite a bit of environmental storytelling experience. If you're still looking in a few months I may be able to help out.
  5. Could someone give me -- or direct me to -- the details about what these dialogue issues are? I've been working on a fully voiced quest since the OP was made, and I haven't noticed any real problems with dialogue. Our quest is OnStartEnabled and I just want to make sure I know what I'm doing in case we run into issues later on.
  6. Not sure I entirely understand what it is you want to do. By non-named do you mean an NPC that has no name In-Game? I also don't understand the second part -- I am pretty sure that actors don't respawn in Skyrim. Though new ones may get swapped in. Alike but not the same doesn't clearly tell me what you're looking to do, can you be a little more specific?
  7. I'm in the process of figuring out where these scripts live myself. I am fairly sure that they either live in the .bsa (most likely) or in the Skyrim .esm. You wouldn't happen to know for a fact where these scripts are located would you? As for looking at the source I am pretty sure that it'll be locked down pretty hard even if it is located in the .bsa or .esm. Unfortunately, I don't know specifics.
  8. Sorry, Matthias; that's not what I'm looking for. That is what is described above as merging .esp files into an .esm file (this is how Bethesda built Skyrim). What I'm trying to do is use and independent perforce depot to manage a data folder and track revisions to binaries such that they can be used for a single .esp. Just because the CK doesn't still have Perforce integration doesn't mean you can't use source control (I would already have it up and running for a single .esp if my remote server had enough space for multiple copies of a data folder. I'm looking for more specific information than anything I've found in existing CK Source Control tutorials. EDIT: To emphasize: I am not trying to merge .esp files into an .esm. I am trying to setup an independent source control solution for a single .esp and all of it's files (which in a sense means I am trying to keep revisions of a single Skyrim data folder containing all files pertaining to the mod.) The goal is that submissions to a Perforce server update that depot/repository with the most recent version and leaves all unchanged files in the data file completely unchanged. Mator's script allows one to merge .esp files into a collective .esp which, while helpful, still does not fix the core problem.
  9. Hello everyone, If you've been hanging around long enough, you'll know that my brother and I have been working on a fully voiced quest and dungeon mod for Skyrim for an absurdly long time (one of those over-ambitious projects that never should have happened) as we were both complete beginners to Bethesda Modding at the beginning. We are now in the final stages of development and are looking to setup our .esp and data folders with perforce such that we can have effective collaboration. In looking, I have only seen Perforce used with Skyrim to merge .esp files into a .esm masterfile. If anyone already knows how to setup what I am trying to do, please feel free to enlighten me. At this moment there is a single critical question that needs to be answered to help configure this and I would like to ultimately construct a tutorial for others to follow and I welcome anyone with the experience or knowledge to answer this (preferrably with a validating source of the information.) When running the Creation Kit and making mod changes to a .esp file, what are all possible files/folders whithin the Skyrim data folder could potentially be modified? Perforce is continually trying to resubmit over 100K+ files to our depot -- taking up massive quantities of disk space and large chucks of upload time. This happens when I'm trying to isolate which files are modified by the Creation Kit. and if anyone knows the answer to the above question I would love the knowledge to be shared. Thanks everyone, look for A Big Mistake (A Fully-Voiced Quest and Dungeon Modification) on the Nexus within the coming months.
  10. My two thoughts would be: Script on all possible actors in that area counting up one on a global (don't worry about adding a global it's not a big deal at all - you can use a conditional script property if you're really worried about it). Or, a quest filling Aliases with those entering the trogger if you don't know all possible actors. - Less efficient(ish) - more work Or, you could add a script to the triggerbox polling if akActionRef is dead and adding new akActionRefs to an array and polling the members of the array (formlist might be better). - Polling should generally be avoided + One script Thanks for the reply. None of those are really clean, and I think I'm just going to change the boss fight anyway -- seems to be more interesting to fight boss and minions simultaneously.
  11. Anyone have a good way to check that all enemies in an area (trigger volume) have been killed? Tying to trigger a boss encounter using this sort of approach, and can't seem to find an easy was to do this without adding a global.
  12. Alright, Thanks, Knew I didn't need to compare, but I was just checking that if you request a reference that isn't there that the reference is just 0.
  13. Quick way to check whether an alias is filled as a condition in script? i.e. if (<alias filled>) Does <ReferenceAlias>.GetRef() == NULL/0 if Alias is "None?"
  14. Does DropObject() ( this ) actually remove a count of the form from the inventory, or do I also need to RemoveItem() before I drop it?
  15. Yay! a question I can actually answer. Disabled objects still exist in memory (they are not cleared and thier information is still stored there) but a disabled object does not get rendered (saving GPU overhead) and ignores collision (which may or may not reduce CPU and/or GPU overhead, depending on how Skyrim's source handles the collision meshes.) In addition almost all interactions with the object are ignored, which can save a bit on CPUand/or GPU usage (modern processors can be separate or hybrids of these two so it depends) depending on the volume and processing cost of those interactions. All in all it is better to disable objects that you plan to use again, and <ObjectReference.Delete()> those you will never need to see again. A disabled object uses up system memory but in most regards is ignored by game processes and doesn't use much -- if any -- of the GPU/CPU resources. Hope that helps.
  16. Items in an inventory do not exist as object references, so they cannot fill aliases. You'll have to create the item as an object and put it in the alias before it is added to the player's inventory. The best way to do that depends on how the player initially receives the book. You might need to have the book drop itself out of the player inventory, capture the reference in the alias, then put the book back. (Of course that means you're check will have to detect if the book is already the one in the alias and do nothing if it is.) My main concern with this approach is that the player may see the dropped item, I should be able to disable it and still fill it into the secret_invitation alias if I set the alias to allow disabled correct?
  17. ForceRefTo as the item is added to the player's inventory (OnItemAdded) or you can drop the item, ForceRefTo and then readd it and requip it if needed. Right, but if the others are correct about the item not having an objectref while in inventory than this won't work as OnItemAdded() -- or OnContainerChanged() in my case -- is only run in the event that the item has actually been added to the inventory at which point it has no object reference. Is there a way to choose the initial fill alias based on script? Maybe I could make the HoodedMan (Letter Giver) only get the correct version of the invitation based on the player race at quest start? Ideas on how to do this?
  18. Anyone know a way to fill an alias with an item in the players inventory? Or is there any way to change what an alias gets filled with at quest start based on certain conditions (such as player race)?
  19. Items in an inventory do not exist as object references, so they cannot fill aliases. You'll have to create the item as an object and put it in the alias before it is added to the player's inventory. The best way to do that depends on how the player initially receives the book. You might need to have the book drop itself out of the player inventory, capture the reference in the alias, then put the book back. (Of course that means you're check will have to detect if the book is already the one in the alias and do nothing if it is.) So this seems like it may be the problem. One more question then: when you create an alias and tell it to create a refence to an object in an inventory does this mean the game creates the reference first, assign it to the alias and then place the reference in an actors inventory? I'll have time to work more on my mod later and I'll try to come up with a solution that takes this into consideration and repost after that.
  20. How Can I see a picture of the way the alias is set up? If you th this with a test alias set to an actor, not object, does it work or not? I've had it setup where it takes NONE (actor) as an initial fill target and I've used the placeholder approach shown below (alias is prefilled, later removed then refilled) http://i.imgur.com/LlBcAJX.png
  21. Having trouble filling a quest alias after it has been cleared using the following script. When I try to test this, the alias gets cleared (if it wasn't left empty) but the alias never gets refilled. Does anyone know what could cause this or have any experience with something like this? Scriptname Mod1QPart1LetterScript extends ObjectReference Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) if (akNewContainer == Game.GetPlayer()) Secret_Invitation.clear(); debug.notification("Secret_Invitation Alias cleared") Secret_Invitation.ForceRefTo(self); debug.notification("Secret_Invitation Alias refilled") endif EndEvent Event OnRead() MOD1QPart1.SetStage(stagetoset) EndEvent Quest Property MOD1QPart1 Auto Int Property stagetoset = 70 Auto ReferenceAlias Property Secret_Invitation Auto Some Additional Background On What I'm Trying To Do
  22. Hey all, I have been working like crazy to try to finish and release this fully voiced quest and dungeon mod; however at the moment I am stuck because I am experiencing weird bugs and I can't seem to nail down what is causing them. The biggest problem is that my testing produces inconsistent results between testing trials. For some reason, my mod occasionally works as intended; however, this does not occur all the time. I have tried using various clean saves (straight from the nexus) as well as coc'ing to ctest and then using a default character. For each trial this is my process: Start Skyrim Launcher Check Data Files (selecting required files and the mod .esp) Launch Skyrim On Main Menu: a) open console "coc ctest" or b) load random clean save Once in game: Look at the ground (convention for ID'ing dirty save), save the game in a new slot, load the save that is made. Open console, set appropriate quest stage for custom quest (setstage MOD1QPart1 190), coc to appropriate cell for quest (coc MOD1HalloftheDragon) Run through part of the quest -- sometimes works sometimes doesn't. Does anyone have suggestions of things I can try to guarantee consistent results? I need to know what is actually happening every time so that I can fix any problems, but with inconsistent feedback it has become a nightmare. If anyone has advice or suggestions I'm all ears.
  23. This is a fairly good question. I'd like to have more information on this myself if anyone knows.
  24. This is actually good timing; I'm trying to do something in a script based on a GlobalVariable called PlayerFollowerCount, and my script won't let me cast the GlobalVariable value to an int to use in my script. I'm getting this error: Script.psc(7,5): type mismatch while assigning to a int (cast missing or types unrelated) Anyone know how to use globalvariables to make decisions in script?
  25. Quick and general question. Can someone remind me what the different follower ranks for the current and potential follower factions are? I'm trying to use trigger activated script to dismiss a player's followers or to force them to wait in a single cell. Any ideas?
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