Jump to content

Aragorn58

Members
  • Posts

    561
  • Joined

  • Last visited

Everything posted by Aragorn58

  1. If you look in the lower left corner at the Template Data, she is based on a Leveled Character. If you untick Use Stats those grayed out areas will go away. But in doing so you will affect how she levels with the player. I'm not familiar with the mod, but you could break it in doing so.
  2. You can add this function and properties to your quest script ( the one you created using kmyquest ) int Property DeadBandits Auto Conditional {tracks how many bandits are killed} int Property TotalBandits Auto Conditional {how many bandits do you need to kill?} function IncrementDeadBandits() DeadBandits = DeadBandits + 1 if DeadBandits >= TotalBandits setStage(20) ;change this to whatever stage you want endif endFunctionAnd fill the properties in the CK. And place this on your Bandits Scriptname aaaaaBanditScript extends ReferenceAlias whateveryourquestscriptnameis myQuestScript Event OnDeath(Actor akKiller) ; increment dead count myQuestScript = GetOwningQuest() as whateveryourquestscriptnameis myQuestScript.IncrementDeadBandits() endEventThese two small scripts will count how many bandits have been killed and when the correct number has been reached will set the next quest stage.
  3. As far as I know aliases that are attached to a quest will not fill until the quest has started.
  4. Happy you got it to work. When I get to my computer I will post a few links to tutorials I have been looking at for building heightmaps outside the CK. I'm still experimenting and they are quite old but I have been taking a little from both and learning how things work in Skyrim. As far as LOD goes, with Oscape and TES5LODGEN issues are usually self inflicted.
  5. Just looked at your pics again and one thing has me a bit confused. Normally Sealevel is 0 and your default land height is usually a negative number below the sea. Yours is set to -5000 for sea level and 50000 for Landlevel giving you a range of 55000 which may be to high, and could be your problem. Try setting your Sealevel to 0 and your Landlevel to -5000 and see what happens. Â I just generated land LOD for a test world space I'm working on and everything worked fine. The Heightmap was built with L3DT, passed through TESAnnwyn, and the CK. Â
  6. Things can be a bit strange and not always work the way logic dictates. I have always built my worldspaces in the CK itself and could be why it is when I change the land or sea levels it goes wonky. But I have always used Oscape and TES5LODGen for my LODs. I'm fooling around with L3DT right now just because I like to learn new things and it may be easier and faster than world building in the CK. I may find that the things I've done in the past might not work doing things differently.
  7. As @agerweb said use (1/1 256,000) and also do not change the land or sea levels in Oscape. I have always had success when leaving those settings alone even if they don't match my world spaces. Try not ticking wavefront also. I noticed in the 3rd pic overwrite is ticked It is recommended that you manually remove all generated files before regenerating LOD files so there are no remains of faulty files that may not be overwritten.
  8. Are you sure you ticked Feature Map, and Surface Map, on the first page in Oscape. I have used Oscape and TES5LodGen many times and never had an issue. All the necessary files are always generated. Screen shots of all his settings may be helpful.
  9. Texture mods, followers, armor mods,etc should still work but any mods that add a new player home for instance will not.
  10. This isn't just in custom dungeons it happens in vanilla areas as well. One way to solve it is to place a trigger box a few steps behind the door and when the player only enters enable your enemies. So you do not have to list all your enemies as properties on the script, link them all to an Xmarker. Set the XMarker as the Enable Parent of your enemy, and set the XMarker as initially disabled. Place something like this on the trigger box, Scriptname TESTTriggerSCRIPT extends ObjectReference ObjectReference Property mymarker auto Actor Property PlayerRef Auto Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == PlayerRef mymarker.Enable() EndIf EndEvent Just make sure to fill the properties in the CK. Now the enemies will not spawn until you enter the room.
  11. It has to be one or the other. I don't believe you can call it twice.
  12. OK just rename the script to something unique. I used that small script for a quest I did for Raven Castle in case you or any of your users are using that mod.
  13. Yes. Just remember the time is in seconds. You could use Utility.WaitGameTime(****) and set the number of game time hours you want to pass before the dead are deleted.
  14. If this is part of a quest you could add this to your actors Scriptname cleanup extends Actor Quest Property myQuest Auto ObjectReference Property myActor Auto Event OnDeath (Actor akKiller) If MyQuest.GetStageDone(10) ;or whichever stage completes your quest Utility.wait(30) ; set this for as long or short as needed so the player does ; not witness the deletion. myActor.Delete() EndIf EndEventor possibly this Scriptname RCDeadCleanup3 extends ObjectReference Event OnDeath (Actor akKiller) Utility.wait(120) ;or however long you want Disable() EndEvent Either one will get rid of the dead bodies.
  15. I'm not a scripting expert, but if you post the script in spoiler tags, than someone may be able to help you.
  16. The heightmap editor in the CK is not all that reliable. For small world spaces and such it is OK but still leaves a lot to be desired. Looking at the tutorials you posted is exactly the way I have created worlds in the past and still do it that way. But I have never done anything bigger than -31;32 x 32;-31 (64x64 cells). Here is a link to Tambo media that may help with larger world spaces. The owner of the site has helped me sort out some stuff in the past and his tutorials are very well written. Good Luck.
  17. I haven't fooled with audio too much, but it seems like you did not import your files into the CK like you would any other asset. Once you import them into the CK and place them in the correct places, save the file with whatever name you wish and your new esp will be created. Then you can pack your archive with the same name and should be good to go. :unsure:
  18. That is definitely an LOD problem. I personally do not use the CK to generate LOD, as a matter of fact I do not even open it. I use Oscape and TES5LODGen for all LOD generation. If you have generated LOD files, make sure you delete the old ones before creating the new ones.
  19. Can you post a screen shot or better yet a video clip. From your description that is exactly what happens until LOD has been generated.
  20. I don't understand why coping and pasting won't work for you, I have done it several times for my own mods and I just tried it with Skyhaven Temple and it works perfectly. But when you copy and paste a cell be aware that the navmesh, trigger boxes or encounter zones do not follow, unless there is some technique that I am missing. Also cells like Skyhaven Temple have a lot of objects that are enabled via an xmarker I am assuming through a quest that will not be enabled unless the new cells x marker is linked in place of the original. If for personal use it should not be too difficult but if it is something you plan on releasing it could be an issue. I've done this in the old CK and when I tried to copy a cell in the 64 bit version, the CK froze up. IDK why but I have not done too much in it but convert mods to be compatible with SSE. What agerweb says is correct I used a few vanilla farm houses in a mod, copied and pasted them into a new cell, and just changed the link of the door to my locations.
  21. Have you navmeshed and finalized the cell. Sometimes ambushes will not work properly if the cell has no navmesh.
  22. Hey morrowind1979, awesome that you have a new project. Not a audition from me but a suggestion.It might be helpful to use spoiler tags in your casting call. You've listed 31 roles each with about 3 to 25 lines each. I suggest this because it will make your casting call easier to navigate for any potential auditions and it will reduce the amount of scrolling others will need to navigate these pages. Good luck! Example: I don't know how to add spoiler buttons. It took me weeks to find out how to attach an image lolol LOL took me a while too. Just click the button for BBcode ( the little white square ) {spoiler} your text {/spoiler}. Replace the { } with [ ]
×
×
  • Create New...