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citronblood

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Everything posted by citronblood

  1. Hi, I'm making a follower mod, and I'm trying to get it to talk to Mjoll when they are close by. So I made a new dialogue quest, and put an empty line in the Idle category under Misc, with a script attached to run the dialogue scene after the idle line is triggered. I made sure the script was firing by attaching another line to it, checked and double checked my Quest Aliases, but still, whenever the scene is triggered, only my NPC speaks. Mjoll just stands there, no dialogue no head tracking. My own NPC would just run through its lines without ever hearing the reply. i'm not using any AI packages, since it is just a very simple dialogue, I thought they could talk on the fly. With the quest aliases, I've used both referring to Unique Actor and forcing the specific reference. I have not attached any conditions to the scene, it should fire regardless of location, if follower or anything else. The voicelines for both NPCs are recorded and works fine in the dialogue box. Mjoll's name shows up in there as well as the only NPC that can use said lines. So I'm a bit stumped. This is the first dialogue scene I've ever tried to make but it's not happening at all. Any help is appreciated.
  2. Hi, I am making a simple quest where the player has to collect an X number of items. One of the items is Wheat. So how do I go about tracking the progress? I think it should be like a OnItemAdded script? I've never made a quest before, only dialogue, so I don't really know how to update the quest logs and do the objectives. Basically, I've figured out that I can create a dialogue which only activates when you have enough of the items in your inventory by using the conditions tab in the dialogue, and remove the items upon completing that dialogue. What I need is only the tracking. If anyone can run me through the process of figuring that out? Thank you.
  3. Yeah I've done that. I'm sure the scripts work because the same scripts worked for other NPCs. I can't talk with the animal at all. I click the talk button it won't bring up the dialogue box.
  4. Hi, I am trying to create an animal follower, using the arctic fox as the base. What I've done so far is create a new race based on the Fox Race, made sure to enable PC dialogue and unticked cannot open doors. In the keyword section I added ActorTypeNPC. With the dialogue quest, I added two lines, very simple, Recruit and Dismiss, added the audio and everything. In the dialogue response box, I made sure that my NPC came up in the list where they show which NPCs can use this bit of dialogue. So I go in game, spawn the follower, but it just looks at me and I cannot talk to it. Is there something I'm missing here? Thanks
  5. Quick update, Haven't solved the issue, but it appears that after a certain point, the saves stops working whenever I go through a loading screen. Doesn't matter which one, so long as a loading screen happens, any and all saves after that point cannot be loaded. This is just bizzare. Edit 2: Silverblood Inn in Markarth 100% leads to a crash. Fast travel, using the door, COC all crashes the game immediately. IDK if this is relevant to the previous problem, but this is the first and only cell that crashes my game at the moment. Also, starting a new game and going there straight away does not help. It still crashes.
  6. Hello. I've got a heavily modded skyrim based on Among Sovngarde's Stars. What is happening now is really strange. I'm at around level 30, having sunk a good few days into the current save with no real issues. But today, at some point during normal gameplay, I would stop being able to load saves. Since I continuously use hard saves to keep my progress, I actually notice that any saves made after a random point in time is unloadable. If I try to load it, instant CTD. So i traced back to my last loadable save, and played the game in like three different ways. Going different directions, trying to complete different quests... The game itself does not crash while playing, but if I save, and then try to load that save, it crashes immediately. No idea what is causing this? I could go playing for a good hour, having about 5 saves incrementally, none of them would be able to load. This happens no matter what I do. I load my last working save, there is usually about 10 minutes of safe gameplay, during which I can save and load, after that point, no matter where I am or what I do, the saves will immediately lead to CTD. If anyone has faced a similar situation, or have some idea of what might be the cause, please let me know. If a modlist or logs would help, I can provide those, but they are really long! Thank you very much!
  7. Hi, I'm new to creation kit and scripting. What I am trying to do is put together a simple script, so that whenever the staff is fired, it triggers a script that recharges the staff after say 5 seconds. I looked around, and only really found a OnSpellCast event. On the page it says that this works for enchantments as well, but I'm not sure how to link these things together. I am also not that familiar with the syntax and structure of Papyrus. If anyone can help me with making this simple script, I'd be very grateful! Thank you very much!
  8. I had a look at the script, but I have no idea how it works? Where do I put the script? Do I put it in a quest or on a spell, and if so how do I do that? What do all these functions mean and do? Do I need all of them? I just want a very simple, very basic spell... Can someone please explain to me in detail how any of this works??
  9. Hi, I'm trying to make two spells. Basically, one summons an NPC when casted, and the other one unsummons the NPC. Thing is, I want to reuse the same NPC, so the normal summoning spells won't work for that. I've been reading around and asking people, what I've sort of got is that I need to make it so that the summoning spell has a script that moves the NPC to the player and then enable it. The Unsummoning spell disables the actor without deleting or killing it. Now I have 0 experience with Papyrus, and despite my best efforts I have no idea how to make this work. I tried using a quest but I dunno how to connect that to a spell. I tried using just a spell, but the papyrus script section doesn't let me type in it, etc. I am very confused, so can someone explain to me in detail, how might I create a spell like that, and give an example of how it looks in the creation kit, where to put the scripts, and how it functions? I don't think I'll be able to understand without very specific examples. Really appreciate any help.
  10. Hi, There is an issue which is really annoying me, so whenever I have a weapon of any kind equipped, including quivers and bolts, they seem to be always a bit slower than my character's movement. It is hard to explain, but basically, when I do a sharp turn (180 degrees), for example tapping the back key when facing forward, or just spinning my mouse really quickly, the weapon/quiver would remain in its previous position for a split second before moving to the new location. This is really frustrating. If I'm not doing big turns and are just adjusting my direction a little bit, I don't really notice it, but in a hectic fight where I'm running around and dodging, I see the weapon model leaving my hand, or just clip through my character if its sheathed. Now I don't know what is causing this. Currently I have XMPSE and HDT SMP physics both installed and both working as intended. If anyone has an idea as to what might be causing this, please let me know. Thanks.
  11. Thanks for the reply. How exactly do you change face textures with FO4Edit? I have no experience with it, so if someone could run me through the process... Thank you very much.
  12. I've put this in my previous thread, but this is a different issue so I thought I'd like to give it its own topic. Maybe I'm going a bit haywire for my first mod, but I really really want to change the face textures of this npc. I am using a combination of textures from the FSM texture pack that will give the body a more muscular appearance, and I can get the body textures to work perfectly by using a replica of the NakedBody armor and set it as the skin of the npc. No issue. However, the problem is that I can't do that for the face, and no matter what I do it seems that the npc always uses the default face textures from my main game, since I've painted a tattoo on that face texture, and it doesn't show up in game. So now there is a noticeable neckseam since the head and body textures have slightly different colours. I made a copy of the female headpart, gave it the textures that I had put aside beforehand in the mod folders, and set it to the npc, but it does not work either. I've even gone so far as to creating a whole new race, and changing everything I've made so far to work with the new race instead, but the facial textures still remained the same. Please, if anyone knows a way around this, I would be grateful. Thanks in advance.
  13. Yeah, that's what I ultimately went with, now I've gotten most of everything working, so hair is working, eyes are working, body tattoos have been painted onto the skin file, all's dandy. Maybe I'm going a bit haywire for my first mod, but I really really want to change the face textures of this npc. I am using a combination of textures from the FSM texture pack that will give the body a more muscular appearance, and I can get the body textures to work perfectly by using a replica of the NakedBody armor and set it as the skin of the npc. No issue. However, the problem is that I can't do that for the face, and no matter what I do it seems that the npc always uses the default face textures from my main game, since I've painted a tattoo on that face texture, and it doesn't show up in game. I made a copy of the female headpart, gave it the textures, and set it to the npc, but it does not work either. I've even gone so far as to creating a whole new race, and changing everything I've made so far to work with the new race instead, but the facial textures still remained the same. Please, if anyone knows a way around this, I would be grateful. Thanks in advance.
  14. Great! I'm not too familiar with FO4Edit, and after messing around with it, I'm not too sure as to how to edit eyes and hair in there. I have found the faceparts, but not sure which one corresponds to hair or eyes, and how to replace them. Do I have to type in a code?? Thanks.
  15. Iâll give the preset idea a shot. As with CK and masters, did you mean that I have to change the hair mods and eye mods into esm extensions? In that case would it just be easier to take the specific hairstyle and eyes and put them into a separate mod folder, essentially creating a standalone version? I have prior experience with doing that in Skyrim but FO4 CK is quite different in many ways.
  16. I used a default package as template but Under a new name. After some testing, I found out that the issue was actually with companion management mods like amazing follower tweaks and better companion. Disabling those two made everything work, although I would still like to figure out the reason for incompatibility. Thanks
  17. It's me again. It seems everything is determined to get in my way. So, having gotten around the first few hurdles, I have moved onto character customization. After some research, I cannot seem to find the best way to import one of my presets, which I made at an earlier point, into CK. Clicking on the Import button in the Character Gen Parts tab revealed that I needed an .npc file, which I do not know how to generate. Then I moved onto Face Ripper, which for the most part did its job, but has a few caveats. I imported the face data of the player character from a save, and transplanted it to Gavina.esp, the name of my plugin, receiving a Gavina.3000f9b.esp as an end product. I went ahead and opened this new esp, and the NPC now has the same facial structures as my preset. However, other related parts, such as hair, eye colour, brow, facial tattoos, and some other minute details did not seem to carry over. I ended up attempting to edit these parts in the CK, by setting KSHairdo.esp and Eyesoftheuniverse.esp as masters, finding the eyes and hair that I used in the preset, then manually adding them to the NPC. Refreshing the rendering window in CK showed that the NPC now has the correct hair, but after I save the esp, close CK and enter the game, the NPC still has the default female hair. When I come back into the CK, the NPC once again has the default hair also. Not sure what is causing this issue, since I am loading both KSHairdo and Eyesoftheuniverse in my FO4, my player character who is using the preset, is also perfectly rendered. Now I am not trying to make this follower stand-alone just yet, so I won't worry about doing the folders and stuff, but I will need to make this NPC 100% the same as the preset, just as a proof of concept. Please advise. If there are better methods of importing faces, or if I'm using Face Ripper wrong, then show me the true path to CK success. I pray for a swift response. Thanks in advance.
  18. Here I am again. Really having trouble getting this thing going. So this time, the problem is, after successfully establishing the quests and scripts needed to recruit the new follower, Gavina, meaning that the dialogue works as intended, and she now possesses full functionality of a follower including trading, receiving commands to move, helping in combat etc. Dismissing the follower also works. However, despite having added a Sandbox AI package to her, she does not sandbox in the area which I put her (Jamaica Plains), she simply stands in that very spot. Even after recruiting her to a follower, she remains completely still in that spot. If I command her, she will go where I tell her, and if combat breaks out she will move around and shoot, but outside that, she will not follow me at all. Not sure what went wrong, I'm quite certain that I followed Seddon's instructions closely, and after double checking, I have not recognized any issues with the AI package I gave her. If anyone has a solution to this issue, I will be very grateful. If additional info is needed, I can try and go dig those up. Thanks in advance.
  19. Thanks for the responses. Turns out the only issue was me missing an S in the line. Silly. So I've gotten it to work somewhat, but other issues have surfaced, for example my NPC wouldn't move from the same spot before or after recruiting. The command function works and I can make her stand where I want her to, and she assists in combat. Trading and dismissing also works. However, aside from actively commanding her, she does not follow me around, or engage in any sandboxing activities. I made sure to put the Sandboxing AI package in the actor tab, but it doesn't seem to work. I've no clue what went wrong. I will probably open up a new topic and try to solve the issue. Thank you very much.
  20. Recently decided to make a custom follower. Rather than attempting to make it a comprehensive follower, I just wanted to get some practice in for the real thing. I followed the Tutorial video by Seddon4494 on Youtube, which I followed to the letter (except the names of course). Everything was perfect when I went to compile the Papyrus Script, in the Quest Stages tab of the GavinaCompQuest (Gavina being the name of the companion). In the papyrus fragment section of Quest stage 10, Recruit NPC, I wrote "FollowerScript.GetScript().SetCompanion(Gavina.GetActorReference())" without the quotation marks, and entered compile. The error message that was displayed were as follows: Papyrus Compiler Version 2.8.0.4 for Fallout 4Copyright © ZeniMax Media. All rights reserved.Starting 1 compile threads for 1 files...Compiling "Fragments:Quests:QF_GavinaCompQuest_01000F9C"...C:\Users\Tianjun Wan\AppData\Local\Temp\PapyrusTemp\Fragments\Quests\QF_GavinaCompQuest_01000F9C.psc(7,0): variable FollowerScript is undefinedC:\Users\Tianjun Wan\AppData\Local\Temp\PapyrusTemp\Fragments\Quests\QF_GavinaCompQuest_01000F9C.psc(7,15): none is not a known user-defined script typeC:\Users\Tianjun Wan\AppData\Local\Temp\PapyrusTemp\Fragments\Quests\QF_GavinaCompQuest_01000F9C.psc(7,27): void is not a known user-defined script typeNo output generated for Fragments:Quests:QF_GavinaCompQuest_01000F9C, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on Fragments:Quests:QF_GavinaCompQuest_01000F9C I must mention that I had already created the Property, named Gavina, and is correctly referenced to the Quest GavinaCompQuest and the Alias Gavina. So I am at a loss. I am not sure what has caused these errors to occur, as I have made sure that there were no spelling mistakes, no blanks left unfilled, and the psc file for FollowerScript was inside the source folder. What I do think is a potential issue is that my Fallout 4 and the Creation Kit are both installed on F:\ Drive, while the error messages pointed to C:\ Drive. Not sure if that is related. If anyone has an idea as to what the problem is, or has a solution, I would be very grateful. Please also let me know if I have left out any important info, or if my description of the problem is unclear. Thank you very much.
  21. Ok let me give that a shot! Thanks so much!
  22. Thanks for the reply. I'm not very familiar with models and stuff at all, but I'll give it a shot. By ground objects, are we looking at clutter objects like pots and baskets?
  23. Hi all, Just been trying me hand at modding, and ran into a bit of a bind. So I wanted to create a clutter item, so think a cheese wheel or an apple or a sack of flour, and change its model to a character model. So maybe a goat or a mudcrab. This way, you can kind of get the illusion of having a carcass of the animal. The thing is however, I can't simply make a new item in the CK and slap on the goat model I extracted from the Skyrim BSA, it doesn't work, even if I load the mod it just shows up as a static goat model with no collision and can't be picked up. I looked a bit further into the goat model and I realize that is separated into the goat.nif file and the skeleton file. The skeleton file apparently holds all the collision data, while the goat model is just a model with no animations or anything. I'm wondering now whether there is some way for me to merge the two files together and create a model that can be used a clutter model with all the physics required? Cheers
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