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thesniperdevil

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Everything posted by thesniperdevil

  1. Thanks for the tips! Fortunately for me, the implementation I need in my mod allowed me to use registerforsingleupdategametime() on the dialogue, and get all the unloading stuff happening on the onupdateGametime() event :) No crazy things happening so far!
  2. Hey SoupDragon, it appears that using onUnload() has some problematic effects. It appears to cause some unexpected behaviour when entering doors to new areas (such as the entrance to Whiterun). This of course triggers the unload, then a test "if global value ==0" seems to fire incorrectly (the global is actually >1) furthermore, self.deletewhenable() does not seem to fire- resulting in the target npc to re-appear in their original spawn location. So I guess that as the onUnload() event is firing when entering a new area, the global variable is momentarily not loaded, which causes the false positive to my condition? And that at that moment, when the actor is in its unloaded state, deleteWhenAble() does not work? Is there a way around this? (using wait for example) I will investigate myself, but any advice would be appreciated!
  3. This make much more sense than the idea I previously had :p Cheers!!
  4. well, a bit more investigating and messing around seems to have helped :) There are two basic templates taht I used. 1 is the basic follow package adn another is flee from. THis second package I used as a combat overide and had some cinditions to check that the player is in combat and it seems to do what I want! Now I have a problem. When I trigger to clear the alias, the actors who were previously the alias reference lose their follow/ flee packages (which is OK) but revert back to their original ones, which is not OK because I want them to stay still and do nothing because they will be deleted when the player leaves their cell. any tips? T
  5. EDIT- this initial post was solved. so please read down to find the solution you may want. Heya guys n gals. I am taking my first few steps into modding around with ai packages and am having a few problems. In a WIP mod I am working on, I am able to dynamically assign up to 5 random hostile human NPC's into 1 of 5 identical aliases, whilst at the same time doing some script magic to make them non-hostile. Once I have done this, I want the alias to run an ai package that makes them follow me & when I or the alias enters combat, they should flee combat, returning to its follow package once combat is over. After some dialogue trigger, I will then want to get the alias to just stand on spot, mark it to be deleted when I leave the cell and clear the reference from the alias. I have already got the script for the underlined sorted. Can anyone provide some assistance? Most of the guides out on the web are focused on combat followers or daily routines :sad:
  6. Food for thought- you may also have success using IsEquipped(Form akItem) if you need to check outside of an equip/ unequip event.
  7. Hey guys, is it possible to define a quest alias with a papyrus script, clear it on a specified occasion & then assign a new reference after? For (a simplified) example, lets say I created a quest that turned an alias "the one" into a god after the player completed the main story quest. The player could cast a spell on any NPC which would mark that specific NPC as "the one". (aka the spells aktarget becomes the specific reference alias) However if the NPC died, it would clear the alias. ("the one" alias had a script run on death that would self.clear() ondeath ) The player would then need to cast the spell on a new NPC to make them "the one" I've taken a peek at the follower quests, which suggest that dynamically assigning aliases is possible but I cant figure it out :(
  8. :( no replies also a 3rd question. If you had a hypothetical cave that had a respawning bandit inside (just one). And through scripts you provide the player a way to change the faction of said bandit (to say Blades) then that bandit dies- will that cave respawn a bandit in the future?
  9. 1: If you do not specify inter-faction relations between two factions- how will they react to each other in game? -Answer: Neutral 2. Does the PrisonerCuffsAA armour add-on cause the wearer to walk with hands bound behind back? I noted the following biped model: Clothes\Prisoner\PrisonerCuffs_1.nif (and the femail equiv) -Answer: the addon does nothing- you need to script the animation with Actor.playIdle(OffsetBoundStandingStart) Thanks :smile:
  10. Hey guys- I am a fairly novice modder and was thinking of a utlity that might be useful but I wanted to ask the more experienced people if it was possible first. Essentially a utility quest that would make a target NPC start walking to the players location when value A and value B become true (value B explained in a second). Then if either value are false, the NPC returns to location X. Value A would change to positive/ negative to reflect the modders' needs and defined outside the utility- e.g. value A is true when player has a specific item in their inventory. Value B would be part of the utility to ensure the target NPC only walks to the players location at appropriate times (aka not when the player is in a dungeon, specific locations stealthing or during certain quests). The utility would be of more valuable if it could be scalable- e.g. the quest could hold multiple NPC's who could head towards the player on different conditions. Other ideas: use of alias to define speed the target NPC would walk/run at. would this conflict with AI for the NPC, aka combat reaction etc? How to avoid situations where poor npc is staggering across countryside on bleed-out or stuck in some random geometry? So- is it possible and how invasive would it be- compatibility is key, right?
  11. Thanks for the response - although I meant it more for mods that wish to use the courier and perhaps make him look a bit differnet when he is carrying a note for the mod.
  12. So I was wondering- something I see fairly often is the concept of creating custom couriers for various purposes. The solutions that I have seen thus far seem pretty invasive to the game. So I had a bit of an ignorant flash of brilliance that I wanted to pose to the community. The WI Courier quest currently has a few aliases and scripts that allow quests to feed specific items and locations into the courier. Is it at all possible to add an alias that is essentially an outfit? This way, when you have a quest that requires the courier, when it inputs the item, and location data to the WI Courier quest, it also inputs an outfit for the courier to wear? Then have a control to ensure that if no input is provided, you are given a default costume as per the original courier? Like I said before- my knowledge of this stuff is limited and this might not work- but thought that it could be a really good resource for mods who want to change the courier to not look like patsy. Cheers!
  13. In response to post #27527609. #27527849, #27527994, #27528224, #27528879, #27528919, #27529224, #27529299, #27529544, #27529909 are all replies on the same post. I am sure all those skimpy anime mods on the front page don't help in attracting female audiences.
  14. Mod suggestions: Simple Taxes or Taxes of the nine holds - both offer money sinks that give you incentive to continue trading later on when you get more money. Gameplay suggestion: Choose a trade to focus on. It seems that your character doesnt actually produce any goods and simply buys/ sells for profit.So dont harvest gather or hunt. Illusion and speechcraft seem to be good choices for your character. Do you want to be an honest trader who acts as a philanthropist? or a rogue trader who is willing to cheat others out of money and spends money on the finer things? Skooma addict? alchoholic? greedy with food and eats a lot?
  15. Completed: Good luck buddy. it may be worth asking other mod communities too, so you can do a comparison between games - e.g. you may find that games such as league of legends have mod authors with far different aims than Skyrim. FYI I have worked in the games industry and decided to leave, but still mod - so PM me if you wish to get some anecdotes that may lead to further discussion. FYI2: I also did a game themed dissertation for my degree (about emergent gameplay) and can also provide some tips about how to structure an argument. again PM if you want. I fully support any activity that brings gaming into academic circles - helps to legitimise our amazing hobby to the old cronies who think its just child's play!
  16. woah thats a fair few mods. I havent used NMM in ages - so I cnat offer too much advise, however I would reccomend looking at getting LOOT to get your load orders sorted to avoid conflicts. if you still get frequent crashes you will jsut ahve to shorten your load order a bit until its stable, then re-apply mods to see which causes the crashes.
  17. hit their rod, haha love it! I don't get it either, the glory of the internet is just a click away so why settle for nsfw mods? Each to their own I guess Welcome to the community pal. There a load of great mods- just don't go overboard- otherwise you will get crashes. If you search for skyrim gems (in a search engine), you get a listing of mods that are pretty good - saves you sifting through all those boob bouncing follower mods! The only missing awesome mod on skyrim gems is mine though :tongue: Enjoy your modded game :smile:
  18. Hey man- quick note, I would suggest you get this moved over to creation kit forums, seems a better spot than the mod talk for this query. Secondly is your script not compiling? I didn't realise you could make functions global! But you can reference a function from one script in another. Try to get the function working locally and then once you know that's working then you can look at referencing it from another script. Reference from another script: MyScript Property RefMyScript auto ; this creates a property that references the script in your post above RefMyScript.xDoSetString() ; this should run the function in whatever script you call it from. My knowhow is still limited though so I defer to advise of my betters :smile:
  19. nice to see this sort of work! I eagerly await future updates!
  20. There are still new ideas, they just get swamped underneath all the samey stuff. It would be great if the nexus could let you filter out categories to help cut through the chaff. For example I would love to see the latest files this month but filter out the abodes, followers and retextures - so that I can see the types of mods that have a spark of greatness in them.
  21. dude, put a NSFW tag on there or something.
  22. Ditto Matthiaswagg. I also have to shout out for the sound overhauls out there. (I think there are two big ones). Its so enthralling walking through the woods and hearing the birds and insects chirping and buzzing around you with the distant clink of someone mining in the distance.
  23. Falskaar and Helgen reborn are pretty good mods that have good quests associated with them. I would reccomend you search online for "Skyrim GEMS" this guy basicaly takes the best of the best, categorises them and links to them. Brodual and (until recently) Gopher have a great library of video reviews as well. and a shameless plug: taxes of the nine holds :tongue: see sig link.
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