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wilwhitt56

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Everything posted by wilwhitt56

  1. So if I did it, it would look more like this?: Scriptname RockRemoveScript extends ObjectReference {ObjectReference Property RubbleXMarker Auto Event OnActivate(ObjectReference akActivator) If akActivator == Game.GetPlayer() ; did player activate RubbleXMarker.Disable() EndIfEndEvent} It's still not showing the ObjectReference property. I'm not sure why it isn't? Should I try to make a new Property?
  2. So if I did it, it would look more like this?: Scriptname RockRemoveScript extends ObjectReference {ObjectReference Property RubbleXMarker Auto Event OnActivate(ObjectReference akActivator) If akActivator == Game.GetPlayer() ; did player activate RubbleXMarker.Disable() EndIfEndEvent}
  3. Working on a script for my mod. For now it's suppose to be attached to an activator that removes rubble when you touch it. I'm also wanting to make to so its give some of that rubble as quarried stone. The script saved, but it's not activating when I touch the shovel ( the activator model). Here's what I got so far: Scriptname 00RockRemoveScript extends ObjectReference ObjectReference Property 00RubbleXMarker Auto Event OnActivate(ObjectReference akActivator) If akActivator == Game.GetPlayer() ; did player activate 00RubbleXMarker.Disable() EndIfEndEvent I'm not sure what went wrong, maybe someone with more experience can see the problem? Also, how would I add the bit for putting quarried stone in the player's inventory?
  4. I was wondering, if you make a mod that used solely the assets in game, do you still need to have mesh and textures folder? Or can you just upload the esp on its own?
  5. Anyone know If there's a mod that makes ice and/or crystals see through or semi-transparent? When I mean crystals, I mean any of the blue/white ones like soul gems, azura, or others. Wanting to do something cool but I need this for it to work.
  6. Ok, so I may have found a "fix" for it, but it's stupid. I completely turned off and on my pc, and it worked. I think it has something to do with that executable they have for it, the Hy-whatever.
  7. ERROR(1025): Failed to output xml file File: temp_behaviors\animationsetdatasinglefile.txt I've been trying to find an answer to this for several days with no results. I'm using MO2, but I noticed it worked when I had it in the data folder of Skyrim SE itself. This is all strange, because it was working fine a few days ago. Does anyone know why this keeps happening, and if so how to fix it?
  8. hmmm, there is that treasure vault mod someone made, maybe I can have a look at the script?
  9. Makes sense. How would the script work though? I'm assuming it involves making the items disabled until a set amount is placed, then have it activate and enable.
  10. I'm curious, is there any tutorials of any kind that tell you how to make treasure vaults? Like placing your gold and jewels in it will make the loot pile up until it reaches the ceiling.
  11. Good news, the quest is now working! Bad news, I can't get the reward to work. I followed what this guys said and made a property for a MiscObject (Gold001) and put this script in the last stage: Game.GetPlayer() . AddItem(Gold001, 30) It keeps saying variable Gold001 is undefined I'm not sure what could make it undefined, so a little help would be appreciated, please.
  12. I've decided to forgo the NPC in question, but now I see another problem. The tutorials I've seen talk about using Aliases for the quest, mainly the quest giver and the ring/amulet. I've benn having trouble with using these, as they cause the quest giver to not speak to me and the ring to not trigger the next stage of the quest. Is there a way to do the quest without using Aliases?
  13. Ok, so I made a NEW quest to replace the old one (it turns out it WAS the Aliases that were causing it, but i'm starting fresh). So far it's actually working, but as usual i've run into a snag. During stage 30, your suppose to talk to someone else after getting a ring. The problem is that the dialogue isn't popping up for him. The dialogue is in the right quest, and I'm pretty sure it's set up correctly. EDIT: the dialogue for HIS QUEST STAGE isnt working, the stuff in his actual dialogue in a separate quest works fine. This is the script that's in his end dialogue, that's suppose to jump to stage 40 ;GetOwningQuest().SetObjectiveDisplayed(30) GetOwningQuest().SetStage(40) The GetStage is in the first part of his dialogue like it should, and is set to 30. That's correct right, stage 30? His ID is set to him as well. This is the script for the Quest Stage: SetObjectiveCompleted(20) SetObjectiveDisplayed(30) There are no Alias at all for them, due to that being the problem in the first one. Would the quest have issues with using two separate people? Could that be the issue?
  14. Ok, so i noticed that it's ANY kind of dialogue. I just tried to do a test dialogue in the Quest Dialogue view, and the NPC that's suppose to have it, doesn't. The only one that works is Alisma, and her dialogue is outside of the quest in her own dialogue.
  15. I fixed #3, I just stuck the ring in the Boss's Inventory. I'm still having issues with Namarina though. I tried everything to fix her, got rid of all the Alias's, updated the SEQ at least 100 times, tried adjusting the quest, NOTHING. Someone did mention that a when a SEQ file is made in the wrong time, it can screw up the dialogue. I'm wondering thats what's going on. If this is the case, then how would I fix that?
  16. Well I fixed #2, but i'm still having issues with 1 and 3.
  17. I'm having issues with a quest I'm trying to make. Nothing over the top, just like fives stages. I'm trying to follow BestinSlots's tutorial on it, but I'm running into a lot of issues with it though. 1.The Quest giver, Namarina, Won't speak to me. It's odd because she use to and would even give me the quest. I kinda noticed it happened after I started working on Aliases 2. When she did give me the quest, the script I tried to write in for the journal ( where once you read it, it suppose to go to stage 3) didn't work either. This is the script I put in the journal's itself: Quest Property CGJournalProperty Auto Event OnRead() CGJournalProperty.SetObjectiveDisplayed(10)CGJournalProperty.SetStage(30)endEvent 3. I jumped ahead to the boss fight and noticed that stage 3 ends, but doesn't jump to stage 4. I also noticed that the ring doesn't end up in the the Boss's inventory like it's suppose to. This is that Script: Scriptname CGQuestRingScript extends ObjectReference Quest Property CGQuestRingProperty Auto Event OnContainerChanged(ObjectReference newContainer, ObjectReference oldContainer) if (newContainer == Game.GetPlayer()) CGQuestRingProperty.SetObjectivedisplayed(30) CGQuestRingProperty.SetStage(41) endifEndEvent These are some of the images of the quest setup as well, just in case that someone see's something wrong. https://imgur.com/a/Jjj0gzw --------------------------------------------------------------------------------------------------------------------------------------------------------------
  18. I've been trying to follow BestInSlot's tutorials on the matter, but now I've hit a snag. I had made some aliases and finished part 3 of his set, but when I tried to talk to the NPC, she now won't speak to me. Could the Alias have messed it up? I also noticed that, when I kill the final boss, It finishes a stage in the list, but it doesn't jump to the next stage. Also, the ring that's suppose to spawn in her inventory doesn't show up. Man, this whole thing is such a mess...I'm so close to being finished. A three year project, right at the finish line, and I smack a brick wall! Here's some images of the quest "set up". Hopefully someone with good eyes for this sort of stuff can see what the problem is. https://imgur.com/a/Jjj0gzw The quest is suppose to be as follows: 1 Talk to Namarina-Stage 0 2 Read journal to find location- Stage 10 3 follow path all the way through until you find boss-Stage 30 4 kill boss, grab ring, talk to Frahlus-Stage 41 5 Bring ring to Namarina- Complete
  19. sorry, that last script is the start of the quest. Where you talk to the NPC that gives you the quest. I posted it to make sure it looked right. It has nothing to do with the triggerbox, not this script anyways.
  20. I'm at the last steps for the quest, all I need is a bit of help with some stuff I can't seem to find on the internet. 1. In the second part of the quest, the player is suppose to read a journal that tells them where to go (aka, it sets off the next stage of the quest). I've tried to set up a script for it, but it doesn't want to trigger. This is what it looks like: Scriptname CGQuestBookScript extends ObjectReference Quest Property CGJournalProperty Auto Event OnRead() CGJournalProperty.SetObjectiveDisplayed(10)CGJournalProperty.SetStage(20)endEvent The script is set in the journal itself. 2. The part after this, I'm trying to set up a TriggerBox just inside the entrance that sets the next stage when the player walks through it. I'm not quite sure how to set up that one. This is the beginning for the quest set in the End fragment for their dialogue, JIC There's something there messing it up.GetOwningQuest().SetObjectiveDisplayed(10) GetOwningQuest().SetStage(10)
  21. needing a little help with two dragons. 1.the first one is a boss type in it's own world space. The problem is that the moment combat starts, he starts flying through everything. The ground, buildings, walls, all of it. Is there a way I can fix this, or do just need to ground him?. The navmesh is there, so I don't think it's that. 2. the second is a summon for the final boss. It works perfectly fine, the problem is the boss. I noticed that, even though I marked to use the spell only once, she'll still try to summon the dragon in but can't. Is there a way to get her to stop trying after the one time?
  22. Sorry, I misspoke. The dialogue I made is in their own individual quests for each person. For some reason though neither the starter NPC nor the final boss will talk. I dont have any other mods active, other than alternate start and levelers tower.
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