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wilwhitt56

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Everything posted by wilwhitt56

  1. OMG everyone is connect to that guard! All of my NPC's for the Manor have that stupid line in their dialogue. Also, for some reason or another, the guards for the house look like they're connected to half of the dialogue choices in skyrim!(I'm speaking hyperbole on that last one, but you get my point.) WHen I did what you said BTW, she still isn't talking to me. Also the quest giver won't talk either. Everyone else talks, but not the two most important NPCS for the mod! They're not connected to a quest yet, so IDK what going on here.
  2. If you mean TES5EDIT, then I don't know how. I've never done something like this.
  3. Having issues with the final boss of my quest. She's suppose to talk to you, but she isn't. It's weird, because earlier she was talking just fine. IDK what changed to make her not. I do notice however that for some reason in her Player Dialogue, along with what she's suppose to say, she's also connected to the riften guard that tries to shake you down for gold. Could that be causing the issue? SHould I delete it? I'm worried it's going to cause some nasty effect if I do, so IDK if I should or not.
  4. Right and he is in a faction with a chest attached to him, with the correct items that he can sell. Which for him is apothecary items like potions, poisons, and alchemical ingredients. In which case the fact that you have made the potions themselves owned by a faction may be the problem. I haven't seen that done before and as a side effect it also may mean those potions can't be sold by any other faction. I figured it out, Turns out it was distance. the Vendor tab under Faction has a distance that tells the npc what they can sell within that range. It was just too short.
  5. Right and he is in a faction with a chest attached to him, with the correct items that he can sell. Which for him is apothecary items like potions, poisons, and alchemical ingredients.
  6. What exactly do you mean by that? You're gonna have to be specific with me, cause i'm a bit slow.
  7. yeah, that's what i used to make the merchants. For the barkeep over half the bottles of drinks work, but then the others won't. I didn't do anything different about them. The drinks in question( for both the ALCH and the Barkeep) are potions and poisons, Shein and ANY kind of mead. I have like, four different kinds of mead and they won't show up in his inventory.
  8. I should be specific, I'm trying to have my alchemist sell these potions: https://imgur.com/a/IfpZayu By having them connected to the ownership of his faction: https://imgur.com/gallery/dTVIcZ6 He doesn't want to sell them for some reason. Anyone know why?
  9. I should be specific, I'm trying to have my alchemist sell these potions: SCK PicBy having them connected to the ownership of his faction: OwnershipHe doesn't seem to want to sell them for some reason. Anyone know why?
  10. The navmeshes work fine, otherwise the guard that goes to the same location wouldnt work. All doorway triangles are green, so were good there. Might be the packages. Gonna delete them and make a fresh one, try it out when I get home. I figured it out, and it's the dumbest thing ever. One. Single. Navmesh point. That's what was causing him not to go to the location designated. Anyways, that's all done. Anyone know how to fix the other thing I'm having trouble with?
  11. The navmeshes work fine, otherwise the guard that goes to the same location wouldnt work. All doorway triangles are green, so were good there. Might be the packages. Gonna delete them and make a fresh one, try it out when I get home.
  12. Having two problems that I cant seem to fix: 1. One of my NPC's for the manor refuses to listen to the Ai Package I gave him. Even though it's done correctly, he won't move to the designated location given. I have over 30 Npc's doing exactly what their packages tell them to do, but he won't. Always a black sheep, huh? I even tried making new NPC's, but the wont move either. IDK whats going on. 2.I'm trying to this thing with a couple of merchants where some of the stuff sitting around the room can be bought using Ownership. It kinda works with the barkeep, but doesn't at all with the alchemist. 1.1-Some of the barkeeps drinks can be bought, but some can't, like DLC drinks from Dragonborn DLC. I have them marked for the Barkeep faction. 1.2 Same goes for Alchemist, but he wont sell any of them. EDIT: Could deleting the Ai packages connected to the NPC fix the problem?
  13. Here's the script I got so far: Scriptname CGAlismaDeathScript extends Actor ObjectReference Property CGCollapseFX AutoObjectReference Property CGCollapseFX02 AutoObjectReference Property CGCollapseFX03 AutoObjectReference Property CGCollapseFX04 AutoObjectReference Property CGBOOMFX AutoObjectReference Property CGRocks01 AutoExplosion Property MyCoolExplosion Auto Event OnDying(Actor CGNPCAlisma)CGCollapseFX.Enable()CGCollapseFX.ApplyHavokImpulse(1,1,0.1,1) <<<<------------RegisterForSingleUpdate(15)endEvent Event OnUpdate()Utility.Wait(5)CGCollapseFX02.Enable()Utility.Wait(5)CGCollapseFX03.Enable()Utility.Wait(5)CGCollapseFX04.Enable()CGBOOMFX.Enable()CGBOOMFX.PlaceAtMe(MyCoolExplosion)endEvent The explosion is working, but the rocks still won't fall. Not sure what I did wrong. The rocks are connected to Xmarkers, which has them initially disabled. When the boss dies, the rocks shoudl re-enable and fall. They're not. Sorry if this sounds to the point, work kicked my butt today. Alright. I think I got it the way I wanted it to look. Decided to remove the boulders and replace them with havokRockExplosions ( since I figured out how to do it :smile:). Michael Bay eat your heart out: Scriptname CGAlismaDeathScript extends Actor ObjectReference Property CGCollapseFX AutoObjectReference Property CGCollapseFX02 AutoObjectReference Property CGCollapseFX03 AutoObjectReference Property CGCollapseFX04 AutoObjectReference Property CGRocks01 AutoObjectReference Property CGRocks002 AutoObjectReference Property CGRocks003 AutoObjectReference Property CGRocks004 AutoObjectReference Property CGRocks005 AutoObjectReference Property CGRocks006 AutoObjectReference Property CGBOOMFX AutoObjectReference Property CGSparks01 AutoObjectReference Property CGSparks02 AutoObjectReference Property CGSparks03 AutoExplosion Property MyCoolExplosion AutoExplosion Property MyCoolExplosion02 AutoExplosion Property MyCoolExplosion03 AutoExplosion Property MyCoolExplosion04 AutoExplosion Property MyCoolExplosion05 AutoExplosion Property MyCoolExplosion06 AutoExplosion Property MyCoolExplosion07 AutoExplosion Property MyCoolExplosion08 AutoExplosion Property MyCoolExplosion09 Auto Event OnDying(Actor CGNPCAlisma)CGCollapseFX.Enable()CGRocks01.Enable()CGRocks01.PlaceAtMe(MyCoolExplosion02)CGSparks01.Enable()CGSparks01.PlaceAtMe(MyCoolExplosion03)CGRocks002.Enable()CGRocks002.PlaceAtMe(MyCoolExplosion04)CGSparks02.Enable()CGSparks02.PlaceAtMe(MyCoolExplosion08)RegisterForSingleUpdate(15)endEvent Event OnUpdate()Utility.Wait(5)CGCollapseFX02.Enable()CGRocks003.Enable()CGRocks003.PlaceAtMe(MyCoolExplosion05)CGRocks004.Enable()CGRocks004.PlaceAtMe(MyCoolExplosion06)CGSparks03.Enable()CGSparks03.PlaceAtMe(MyCoolExplosion09)Utility.Wait(5)CGCollapseFX03.Enable()CGRocks005.Enable()CGRocks005.PlaceAtMe(MyCoolExplosion07)CGRocks006.Enable()CGRocks006.PlaceAtMe(MyCoolExplosion07)Utility.Wait(5)CGCollapseFX04.Enable()CGBOOMFX.Enable()CGBOOMFX.PlaceAtMe(MyCoolExplosion)endEvent
  14. Here's the script I got so far: Scriptname CGAlismaDeathScript extends Actor ObjectReference Property CGCollapseFX AutoObjectReference Property CGCollapseFX02 AutoObjectReference Property CGCollapseFX03 AutoObjectReference Property CGCollapseFX04 AutoObjectReference Property CGBOOMFX AutoObjectReference Property CGRocks01 AutoExplosion Property MyCoolExplosion Auto Event OnDying(Actor CGNPCAlisma)CGCollapseFX.Enable()CGCollapseFX.ApplyHavokImpulse(1,1,0.1,1) <<<<------------RegisterForSingleUpdate(15)endEvent Event OnUpdate()Utility.Wait(5)CGCollapseFX02.Enable()Utility.Wait(5)CGCollapseFX03.Enable()Utility.Wait(5)CGCollapseFX04.Enable()CGBOOMFX.Enable()CGBOOMFX.PlaceAtMe(MyCoolExplosion)endEvent The explosion is working, but the rocks still won't fall. Not sure what I did wrong. The rocks are connected to Xmarkers, which has them initially disabled. When the boss dies, the rocks shoudl re-enable and fall. They're not. Sorry if this sounds to the point, work kicked my butt today.
  15. As above why don't they, or whatever direction they're facing?
  16. IT WORKED!!! Bless you, my guy! Thank you so much!
  17. here's the script so far: Scriptname CGAlismaDeathScript extends Actor ObjectReference Property CGCollapseFX Auto Event OnDying(Actor CGNPCAlisma) CGCollapseFX.Enable()EndEvent I found this one called fakeForceFakeCritter as an explosion, is that it? How do I put it in, cause it's not letting me place it in the scene? Do I attach it somewhere?
  18. I'm wanting to improve I script i'm working on with a timer connected to it. What I want to happen is, on the death of the boss, A timer will count down. At certain intervals FX's will go off connected to Xmarkers. Like at the initial trigger, rocks will fall and collapsing Audio will trigger. At 10 seconds, same thing with an affect happening on a machine in the middle of the room. 15 same thing. At 20 seconds, a Massive magic explosion goes off and a triggerbox activates that takes up the whole chamber and kills the player. Speaking of the rocks, I'm trying to use the rocks from the lean-to traps, but when the initial FX goes off, using Enable parent, they appear but don't move. They just float there. I tested it with an actual movable object (bones) and it does the same thing, but when touched they fell. Am I doing something wrong?
  19. hmmm, I tried placing it in that spot, but it's giving me this back: C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__0507C122.psc(11,0): variable CGNPCAlisma is undefinedC:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__0507C122.psc(11,12): none is not a known user-defined type This is what I put in:;Function TIF__0507C122Actor PlayerRef = Game.GetPlayer()CGNPCAlisma.StartCombat(PlayerRef)
  20. Ok, so I got the dialogue working again. Now I want to make ABSOLUTELY SURE: This one correct?
  21. well that's good, but what about the dialogue thing I found? Could that be the issue I'm having? Script's working! Now that leaves the Dialogue issue I tried to show. As mentioned, I saw that for some reason the dialogue for the Riften guard that tries to shake you down was connected to her dialogue. Do you think that could be causing the problem?
  22. well that's good, but what about the dialogue thing I found? Could that be the issue I'm having?
  23. Seems like it didn't affect the other NPC's, so that's good. I noticed something though. I found a Dialogue button in the Actor's list, and for some reason it's connected to the Riften Guard that tries to shake you down? Could that be what's causing the issue? Also, I think I figured out a death script for Alisma. It saved correctly, but it doesn't seem to be working. the script is connected to an XMarker which is connected to the door, a BG portal for effect, a sound file for collapsing stone, and multiple boulders all initially disabled. When she dies, all of them are suppose to re-enable. Do you see anything wrong with it? Scriptname CGAlismaDeathScript extends Actor ObjectReference Property CGCollapseFX AutoSound Property CGRockCollapseSND Auto Event OnDying(Actor CGNPCAlisma) CGRockCollapseSND.play(CGCollapseFX) CGCollapseFX.Enable()EndEvent
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