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Posts posted by Aragorn58
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Thank you. I wound up doing it in a similar way to how the Thieve's Guild did their first quest (where you confronted 3 people) since the objective was very similar. I wound up making a separate objective and stage for each item, then created an int called something like 'LootedArmor'. Then set each piece of armor to go to a certain stage and wrote scripts using kmyQuest that said if this stage was entered, bump the int up by 1. Once it's 3 or higher, go to the stage where you need to give the armor to the NPC. Probably more complicated than necessary, as seen by your solution, but it works. There's time for cleanup later. LOL
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 endFunction
And 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() endEvent
These 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.
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As far as I know aliases that are attached to a quest will not fill until the quest has started.
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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.
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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.
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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.
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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.
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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.
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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.
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Texture mods, followers, armor mods,etc should still work but any mods that add a new player home for instance will not.
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I am building a dungeon for my first mod of new quests. It's working fantastically but the problem is one of the enemies in the cave will aggro even though they are quite far away and from behind a closed door. If I stand right against the closed door, the enemy will aggro me, and if the enemy in the opening room attacks me, the other tries to help. I've tried messing with aggression and aggro radius changes but the enemy will either not aggro at all or still aggro from far away, even if the radius is at 1. How can I make a dungeon 'encounter rooms' rather than having every enemy notice and try to kill me the moment I walk in?
I see trigger boxes are a common way to do this in Fallout 4's CK, but those 'fight only within this area' boxes are specially made for Fo4. Is there a way to perhaps copy what's going on and implement it in skyrim? Perhaps either a trigger that changes NPCs within it to change relationship with player to 'Enemy' or I could disable the enemies from the start and trigger their enabling after reaching the trigger zone. How could I accomplish this?
Thanks for any help!
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.
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It has to be one or the other. I don't believe you can call it twice.
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Just to let ya know my problems are all solved concerning the arena i was working on. Your script worked like a champ. Thank you for that!
Glad you got it working.
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Okay cool although i like the 120 idea its fast and not actor specific which is perfect for a leveled list of duplicated actor bases so il be using it i think.
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.
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No quest involved sadly. Will the bottom way solve that?
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.
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So what im trying to figure out is if 1. Is it possible for me to create a static property and disable/enable it through script.2. If so assuming dead npcs are it what would happen to them? 3. If not whats a work around for this if ive got a enemy spawning item that spawns the mobs from a lvled actor list to that room? Im aware that using placeatme on a actor wont bloat but after killing the enemis it is slightly disturbing that the enemies wont despawn or disable delete after death. And seeing as i cant force a interior cell respawn through a objectref script im just curious what are the alternatives?
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 EndEvent
or 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.
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I'm not a scripting expert, but if you post the script in spoiler tags, than someone may be able to help you.
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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.
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This is identical to the same way I have done it on Archive.exe unfortunately (I tried several times, one of which having the same options clicked). The problem though is I don't have an .esp file to name the .bsa after.
I should also mention to future replies I did try to make a dummy .esp on CK and follow the rest of the archiving steps normally, changing the .bsa name to match the .esp, but it would cause my game to CTD every time. So I'm at this moment where I'm not sure where to go.
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:
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http://i.imgur.com/3NuAPlX.jpg
Here is a screenshot. It would make sense that it's ground Lod if it was just the terrain, but since it's also the building I didn't think it was a Lod issue.
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.
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I've been trying to figure out how to make a new open world area. I've figured out how to create the world, landscape editing, etc, but I'm experiencing some graphical issues in game.
Basically, it seems that I have a restricted view radius in this world, so that after a short walk away, terrain, objects, and buildings start disappearing.
I want to be clear that this is NOT a Lod problem, the objects don't 'pop' in and out, but rather parts of it start blending in with the sky, so that half of the building is visible, and half isn't, with a very clear border where the building starts appearing/disappearing.
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.
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Hi,
One of the reasons that I wanted to get CK in the first place is that I spent hours using the console to alter the interior of Skyhaven temple and Severin Manor. The results were beautiful but took an age to do and are lost every time I play a new game.
I thought that if I opened CK, duplicated AAAMarkers and deleted the contents of the duplicate cell, that I could then use the cell view window, highlight everything in the SkyhavenTemple interior, CTRL+c and CTRL+v and drop the objects into my duplicate cell...it doesn't work.
My thinking was that the best way to mod a vanilla interior would be to copy it, modify what I wanted to and then alter the vanilla cell LoadCell door to direct the player to my new cell. This way I don't have to **** about with vanilla navmesh etc and cause conflicts.
How is this done and what's the best way to do it?
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.
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Have you navmeshed and finalized the cell. Sometimes ambushes will not work properly if the cell has no navmesh.
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Completed Hope it helps.
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I don't know how to add spoiler buttons. It took me weeks to find out how to attach an image lolol
Hey morrowind1979, awesome that you have a new project. Not a audition from me but a suggestion.Snip.
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:
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Female: Daeva of Sorcery (Ancient demon god of sorcery)
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[player]: What is this place?
This is the realm of black miracles and dark splendor. This is my domain! What do you seek here fleshling?
[player]: How about one of those miracles?
Insect!! You are a lower, inferior form of life! You are not worthy of my splendor!
But do not fret, I shall bestow upon you a miracle worthy of one such as you.
I will turn you inside out and decorate the floor with your entrails! Hahahahahahaha!
LOL took me a while too. Just click the button for BBcode ( the little white square ) {spoiler} your text {/spoiler}. Replace the { } with [ ]
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Have you navmeshed the cell and finalized it yet?
[LE] How to make Nimphaneth a follower?
in Creation Kit and Modders
Posted
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.