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DesertEaglePWN

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Everything posted by DesertEaglePWN

  1. The enemy uses custom dialogue for scenes and was supposed to use default dialogue during combat. With a lack of forsight I created a custom voicetype and I was hoping I would have to completely redo the existing dialogue in the default voicetype.
  2. Is this possible? If so what functions should I look into? I have an enemy with a custom Voice Type, but I want it to return to a default voice type for combat.
  3. To add shouts for NPC combat do the following: 1. Add all words in the shout to the word list in editor (if they don't already exist.) 2. Create a spell effect for your custom shout (or use the effect of a preexisting shout) 3. Create a new shout Form for the shout you wish to add; fill in the words and select the appropriate spell effects for each word. 4. Add the shout to your NPC's Spell list 5. Ensure that the actor has the 'Allow Shouting' perk and meets the conditions for the shout in the 'voicepowers' quest combat tab This gets much more complicated if you want to use a custom voice, but to use voices for shouts already in game on another NPC you should be able to just duplicate the shout, tweak it a bit and add it to an NPC's spell list. Hope this helps, been working with this alot recently and this is just what I've learned so far. There may be more work involved though.
  4. I too am trying to make a custom shout for a custom box using a custom voice. If anyone knows how to do this it would be insanely beneficial.
  5. Update: So I went back and tried using a custom idle marker with a patrol package and it doesn't seem to work. I was previously using kneel furniture with a sit target package and it worked okay (did a kneeling animation but not the one I am wanting.) Any Idea what could be wrong? I currently have the actor accept a patrol package in the scene. The package is set to start at LinkCustom10 and the idle marker is set as the actor's LinkedRef with this Keyword. The Patrol radius on the package is the default 150, the package is repeatable and "start at nearest" is true (the actor is moved to the location of the marker by MoveTo() prior to the scene). Ride horse is false. All the default flags are checked, the remainder are unchecked and there are no run conditions on the package. Any help would be greatly appreciated.
  6. I've managed to get the followers as quest aliases so that I can refer to their Object References, anyone know how to force a follower to wait on the player in an earlier cell?
  7. Hello guys. If you've seen a lot of my posts it's because I have been hard at work on the huge mod ("A Big Mistake") that my brother Gargion and I have been working on for quite some time. We have gotten most of the main content in now, all that remains is to implement a few final scenes, implement a dragon fight and debug/polish everything up. So, over the next several days I will be trying to work on this dragon fight and there are a few very specific things I need to do (default dragon packages will not work since they will fly through the terrain). Movement: I need the dragon to move to set points in the air while ignoring combat from arrows and spell projectiles (but still take damage from them). In this phase I also need the Dragonrend shout to force the dragon into combat and disable it's flying so that it is forced to land. Once on the ground, the dragon should be using it's default dragon combat package. Health: The dragon will cycle between the air and the ground, and since many packages will be needed to control the flight and fight behavior of the dragon it may very well "leave combat" I need some way to ensure that the Dragon's Health does not regenerate when it leaves combat,. I will be scouring for ways to accomplish what I wish to accomplish, but if anyone knows right off the bat some things I can do to make this happen, please let me know. Suggestions are welcome as well, as I will be looking for solutions to these problems. Please do not suggest alternatives to implementation, this fight takes place in a specialized playspace and it is impossible to use the Dragon's default combat for the entire fight -- unless you can propose a cohesive fix to the "Dragons fly through statics and base geometry problem". Also, even if this were possible it would not give the player the experience that we are hoping for them to have. Thank you very much for any direction you could offer.
  8. I appreciate the leads, but that didn't really help much, some more specific editor refs or script functions would be more useful. Still not entirely sure on how followers work. I need another NPC to mention the follower if there is one and what I really want them to do is to a) wait for the player even if the player leaves the cell, or b) return to their "home point" (where the player picks them up. Don't worry, the followers are only dismissed for the final boss fight for story/scene reasons, they can accompany the player through the entirety of the dungeon up to that point :D Update: Stupid me discovered that there was a PlayerFollowerCount global variable. That worked for the dialogue view, now I just need to find a way to make the actor wait or to go home. Preoblem I'm having is with finding a solid way to get the follower Actor or Object Reference Any ideas would be much appreciated.
  9. Hey guys, been looking for a little while on factions and followers and have sort of established that all current followers (those following the player) must have a certain rank in the CurrentFollowerFaction. Unfortunately I don't know what that is. I know that when creating a follower the rank of the CurrentFollowerFaction must be -1, but I'm assuming this changes when they become an active follower. So what I need to be able to do is this: - Detect any active followers (that are with the player) - Dismiss them from the players side (send them home or have them wait in a previous cell. I DO NOT want to remove them from the factions and I want them to be treated as if the player dismissed them themselves. I need to be able to work the first of these into a dialogue view as I need a conditional topic to play if the player has a follower with them. The other I just need to be able to do in papyrus, but I have no clue what functions/methods to use to accomplish this. Any help would be greatly appreciated. Thanks.
  10. Technically the Human Empire is ruled by Titus Mede II; though they are heavily restricted by the White-Gold Concordat they signed for the Aldmeri Dominion to end the Great War. Shouldn't be a problem I wouldn't think, but if you're trying to be lore friendly I would tread carefully. EDIT: Unless you mean High-King Torygg. In which case go for it. noone will remember him in the sequel =P.
  11. I just used kneel furniture; still having idle marker issues. I'll go back and try the patrol packages later when I'm polishing.
  12. Thanks fore; got the kneeling to work as intended just gotta figure out some phase Issues and my scene should be working.
  13. Thanks; I'm pretty sure the idlemarker is being used; I used a custom UseIdleMarker Package to use Linked Ref with Keyword LinkCustom08 in the scene, and the NPC goes there (he is a unique actor which I MoveTo()'d to get him in place for this scene. If I used SitTarget how would I make the actor leave the furniture?
  14. Thanks for the response; the current animation that is on the idle marker is IdleTG08_Phase2 -- from some Thieves Guild Quest I imagine. Is there a kneeling furniture marker? I'm guessing if I do that I can make a scene package action that makes the actor use it?
  15. Hey, I've been working on a mod for some time and am finally trying to add scenes to it. There is one scene that I had planned out where one of the characters is kneeling, so I created a custom idle marker with the kneeling animation (for humanoid characters.) The problem is that this idle marker is supposed to be used in the scene (actor is told to use idle marker from linked ref by a package) and the actor won't kneel. Despite not kneeling, the scene plays otherwise how it should in terms of phases. The scene does not make sense without this actor kneeling and I've experienced similar problems in other places where idle markers only play one of their listed animations or play none at all. Is there anyone here who understands excatly how these markers work? I could really use some insight on this. Thanks. (X post to Skyrim Nexus forums)
  16. If your computer can handle it, keep the CK open. When me and my brother are constantly working we just leave the Creation Kit open. If this doesn't work for you I'm afraid you'll just have to deal with the warnings.
  17. Hey everybody, I'm pretty new to the forum although I have been working with my brother (User: Gargion) on a fully voiced quest mod and dungeon. I'm posting to get some answers and hopefully put this out there as a source of help for those with similar issues. So here's the story. One night my brother went in and fixed a bunch of scene and quest issues we's been having. He saved and created a backup that night. The next morning I continue; testing the quest and scene to see what changes were made. Everything is okay. I make another backup (to be safe) and began working on one of our cells (cluttering and that mess...) and after about three minutes decide to load my backup instead of manually deleting what I had. (I know I shouldn't have done it.) Long story short - I don't know exactly what happened - once I was done working for the day the scene changes that had been made were gone, but all my changes were there. I must have loaded the wrong backup. I then proceed to open my brother's backup and copy my updated cell into the .esp where the scene/quest changes were made. After my splicing everything seems to work okay, however there is a notable issue. After visiting my copied cell (coc MOD1HallsofInsecurity) I cannot return to a specific point in Whiterun using the coc command (coc WhiterunPlainsDistrict02.) I am not sure if this is the result of my tinkering or what, however, the problem only persist once per load (That is while visiting my cell and using the coc command to Whiterun the command will execute properly the first time. Punching in the command a second time successfully loads the Whiterun cell and everything is working again. Any help or insight would be greatly appreciated. Additional Information: Process for copying the cell Opened Creation Kit Loaded Skyrim.esm and Update.esm Loaded MOD1Q.esp (the duplicated cell's original .esp) and Test.esp (a temporary .esp used to store the cell) with Test.esp being the active file. * I did this because a direct move results in duplicates of all cells as the original and target plugins are both iterations of the same file (one was a backup) Duplicated MOD1HallsofInsecurity (duplicated cell) and renamed to MOD1Temp Saved to Test.esp Loaded Test.esp as active file Rendered Cell MOD1Temp to clarify cell transfer. *No Problems Loaded MOD1QAlt.esp (duplicated cell's destination) and Test.esp with Mod1QAlt.esp as the active file Deleted MOD1HallsofInsecurity Re-Loaded MOD1QAlt.esp (duplicated cell's destination) and Test.esp with Mod1QAlt.esp as the active file Renamed MOD1QTemp to MOD1HallsofInsecurity Saved to MOD1QAlt.esp Loaded MOD1Q.esp as active file Rendered Cell MOD1HallsofInsecurity to clarify cell transfer. Saved to MOD1QAlt.esp Renamed .esp files *"MOD1Q.esp" to "MOD1QMain.esp" and "MOD1Alt.esp" to "MOD1Q.esp" to match .bsa Tested *No problems except what is listed above.
  18. Wish I could help you but I'll need more information. I'm not an expert, but the first thing to do would be to isolate the problem. Start the game with no plugins and then try them one at a time. If you still have the problem with no plugins try re-installing Skyrim. If that still doesn't give you answers start activating combinations of plugins until you isolate the problem. Usually when Skyrim crashes it is due to an exception or roadblock in code which might be caused by mods conflicting with each other. Let me know how this turns out.
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