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kesabelus

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  1. I was about to link to that exact tutorial. There's also a Companion Template esp on the Nexus that has all the basic mechanics set up already. But if you want to learn how Creation Kit works I definitely recommend watching Seddon4494's tutorials.
  2. Have you tried recast-based generation? That's always worked for me, although you do have to tweak a few things afterward. I use the settings listed in Bethesda's navmeshing tutorial.
  3. My impression is that a greeting is the dialogue used in the start phase of a scene, so if an actor says a greeting it will pull the player into conversation. A hello is dialogue an actor will say as you walk by them. Hellos are also used by NPCs when talking to them brings up a default dialogue menu instead of a scene, like when you select your active companion and it brings up the talk/trade/etc menu (eg the player selects Nick and says 'Hey Valentine' then Nick uses his hello 'You need something?' as the menu pops up). You don't need to add greetings into the Misc tab of a quest because it will be added automatically when you make scenes. Hellos have to be manually added.
  4. Hi all, I'm making a quest that 1) requires you to kill all the enemies in an area before setting the next quest stage and 2) the player has to find an object, but there are multiple objects and activating any one of them will set the next stage. I looked at MQ102 for how it handles objectives to kill all the raiders and MQ101PlayerComments for activating a particular object. Both quests have a quest alias that uses a location alias reference with a particular loc ref type attached to the object references. I made custom loc ref types and attached them to the relevant object references, made my quest aliases for the foe and the object, but they don't work. What have I missed? Adding individual aliases for each object like in Seddon4494's kill counter tutorial works, but when you have a large number of objects it's clunky and time-consuming.
  5. I wouldn't be surprised if there is some code somewhere that's messing it up. Earlier I found that when you board the Cambridge vertibird there's scripting to kill Glory again and disable her. Thanks for the suggestion of where to look!
  6. My impression was that SetAvailableToBeCompanion() was to make an actor available as a companion for the first time and AllowCompanion() was for any other scenario (eg they'd been disallowed earlier), but I’ve hit an interesting situation. I'm making a Glory companion mod and after the church attack (which she now survives) she’s somehow no longer available as a companion. AllowCompanion() doesn't work but SetAvailableToBeCompanion() does re-enable her as a companion. The only thing is the message ‘Glory is now available as a companion’ pops up which irks me. I looked through the scripting for RR302, RR303 and RR304 but couldn't find anything that might interfere. Honestly my issue is cosmetic but I’m curious why Glory is somehow prevented from being a potential companion after the HQ attack. It also happens again after Rockets Red Glare. Anyone have any ideas what's happening?
  7. The CompanionAffinityEventQuestScript is attached to a quest called CompanionAffinity. That script handles affinity bumps for quests. Event-based affinity bumps (drinking alcohol, stealing, murder etc) are handled in the actor's companionactorscript under the EventData_Array.
  8. Thank you! I always forget about the DLC companions but that's an excellent method. I'll try this out when I get a moment.
  9. I've edited CompanionAffinityEventQuestScript and added all the properties and functions for my companion, but it doesn't work in-game. I've seen a few topics like this floating around the internet but none with an answer. Is there anyone out there who has managed to get quest affinity working for a custom companion? If it matters, I only added Companion_Likes() to a few quests in the script because that thing is massive and I wasn't going to waste hours adding affinity bumps to all of them only to discover it doesn't work.
  10. You have an excellent sense of timing. I was about to finalise my update, minus this script, but that worked like a charm. Thanks!
  11. Thank you both for your answers. I quickly tried Event Quest.OnStageSet(int stageID, int auiItemID) but when compiling it had these errors: C:\Users\Ellaine\AppData\Local\Temp\PapyrusTemp\NateHolotapeSpawnScript.psc(17,0): First parameter must match the object type the event is coming from, which is quest C:\Users\Ellaine\AppData\Local\Temp\PapyrusTemp\NateHolotapeSpawnScript.psc(17,0): the parameter types of function quest.onstageset in the empty state on script nateholotapespawnscript do not match the original script quest
  12. Hey everyone, I'd like a holotape to enable after a quest stage has been set. Normally I'd just use a quest fragment at the stage I want, but the stage in question is from a vanilla quest and I don't want to mess with vanilla quests unless I have to. So I attached this script to my custom quest: Scriptname HolotapeSpawnScript extends Quest Quest Property MQ102 Auto Const ReferenceAlias Property HolotapeAlias Auto Const Function Startup() If (MQ102.GetStageDone(50) == 1) HolotapeAlias.GetRef().Enable() Else RegisterForRemoteEvent(MQ102, "OnStageSet") EndIf EndFunction Event OnStageSet(int stageID, int auiItemID) If (stageID == 50) HolotapeAlias.GetRef().Enable() UnRegisterForRemoteEvent(MQ102, "OnStageSet") EndIf EndEvent It compiles just fine, but only the first part works. If I load a save that's already reached stage 50 of MQ102, the holotape spawns. If I load a save before stage 50 and play through that stage, nothing happens. Anyone know what's going on? Or an alternative way to get this to work?
  13. I did the same with Nick's quest open, constantly double checking my work against his, and I've just started making placeholder dialogue to test with. Then loading from a clean save every time I wanted to test changes I've made. To test affinity I'd set his affinity just below the threshold then mod a weapon and earn the last affinity bump to trigger his next scene. I've gone over everything multiple times, so I think I have to restart from scratch. It won't take as long this time because I know what I'm doing, but I am not looking forward to implementing all his dialogue again haha. Thanks for your input!
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