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Ashenfire

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Everything posted by Ashenfire

  1. I figured any of the factions could be set to any number. I will now look at them as a keyword. I will play with that and see if I can view it without setting conditional statements; via GetFactionRank. Also, We set the value of currenthireling to zero or one; so I just figured we could view that state without testing it in a conditional statement. What I'm attempting to do is do a blind count, not keep tabs on who actually is in the playerfollowercount / playerteammate. I just add +1 to playerfollowercount and assign the hireling to a new faction MultipleFollowerFaction. I already did that but the dialogue won't start because playerfollowercount is > 1 2. So then I decided to change all code that changed playerfollowercount (make sure it stayed at zero). This allowed me to have dialogue with other hirelings after I hired one. The problem is that I would hire my second hireling and the first hireling would update and dismiss herself, no dialogue, no notification. So, to follow what changes I made in the script, I observe in the game as I play by using levers. The global stuff seems rather easy now. Talking with you has saved me quite a bit of time at least. I hate starting over, I know for instance that a string can't be stored in an integer. Its just with this new stuff (for me anyways); I don't identify what I'm dealing with efficiently. That means I end up making a fool of myself.
  2. My biggest concern is to be able to observe the state a variable is in; without determining what I think it should be. I want to be able to trace the conditions so I can determine whether I leave something alone, create a new script, or modify one. In this case, I want to observe the value contained by any of the factions ( 0, 1, or are they another #). Once I know this, I can determine where HasHireling is being reset. I want to verify that playerfollowercount is not being reset at the wrong time. I plan on expanding playerfollowercount to be concantenated to the number of followers that were hired by the player; and not be dismissed every time I hire one. I am so far, at this time, looking for a way to get the values they are set to.
  3. Surprisingly, I get mostly what you are saying. You are in general terms expressing what I was asking. I needed the correlations and reading the creation kit wasn't enough. I just learned about the 'variable pointing to another variable', this helps me quite a bit. I grew up thinking only numbers or strings were held in a variable. So I'm learning slowly. I'm using a lever just to test values in the game when I find out that my scripts are not working. The problem is, I use the lever to find out what is happening, with no expectations of what a value should be. I want to use the lever to observe the uncharted territory that I am in so I can evaluate a solution. My current script is trying to pass content of factions (are they 0 or 1) and to pass the content of relationship rank without checking for every possible out come and writing a message for each condition they can be. I had the globals working fine, the way I originally depicted and now the smarter way which you depicted. Not so, with variables that are not handled by globalvariables.psc The following is just a taste:
  4. Thanks for reminding me a faction is an object. I would definitely give you a 'cookie' like in TESA, some kind of reward.
  5. Side note, I already saw those pages you mentioned. Its all greek to me. There is no structure to actually teach it, just raw code. So I am learning very slowly.
  6. I examined all scripts. I even looked for hidden scripts to verify I am not missing anything. My plans are this: 1. Create a sure fire way of creating scripts that detect anything I need them to do, for troubleshooting. 2. My current project is to help myself and Allannaa make multiple hirelings and multiple followers without modifying core dialogue. I just replicated DialogueFollowers and DialogueViews and am now trying to find out why playerfollowercount is not being observed. Which means I changed the code to never increment playerfollowercount; the followers did all dialogue, but the minute I hired a hireling; The previous hireling would update a package and unhire herself; even though she did not mention I already had someone hired. I was trying to use debug.notification to tell me what the values of all the factions hirelings have, playerfollowercount; HasHirelingGV; etc. 3. I know old school programming so this Casting is driving me crazy. I live on Creationkit.com and I mostly have global variables called by functions; figured out. I am looking for some kind of chart or some way to understand what 'environments' each operate on. It just baffles me that a single item like playerfollowercount can not just be displayed; when it has code to be able to check for a condition. By the way, I re entered the global function script mentioned earlier; I finally got it working and replaced the way I did it for Globals. Now I am trying to find something better than casting a value as a string. It isn't working, as you already knew. I am trying to find out the 'laws of casting' so to speak. So I can translate any casting variable to any other type when I need it.
  7. I only declared the faction properties as strings because the compiler wouldn't let me make them integers. This is the problem I am having right now. In the game, the 'string' factions only display "[Faction" Looks incomplete. I shorten the line and that still gets cut off. So apparently I need another solution. I guess I am 'in the same boat' as you explained. Instead, its the variables that look like they follow their own rules in casting. I can't apply the same rules I used with functions, to just getting a standard variable's content.
  8. The lever was duplicated so it would be easy to understand what the lever did. It is for mod testing anyways. If you have 30 items you are testing for, then it is just easier to drop the lever already named for what it does. So in actual game time, I would not being doing that. I would be doing what you had suggested. I did attempt earlier what you typed for the script, for some reason I couldn't get it to work. I will try it again since you vouched for it. I understand the autofill comment. It just didn't work out for what I was doing; for 'being clear'. Lastly, the steps that I used also work for values that are not used in global functions. You can still declare the value of a faction for instance (you cant use a function to call it). string PotentialHirelingNumber=(PotentialHireling as string) Debug.notification("Potential Hireling Number =" + PotentialHirelingNumber) If you can explain how to do 'non functions' easier than what I depicted, I don't mind. This is all I could come up with that worked for items that had functions attached, and ones that did not. Thanks for feedback.
  9. Display Global Variables. Also posted as a question in Mod author forum. I am using the creation kit and all I see is how to get a global variable and then check for a condition to display it. I didn't want to write 100 conditions to anticipate every number the global variable is. I just wanted to display its current number to give me an idea of what is going on with my script (troubleshooting). I don't know all the ways, but I was successful using Debug.Notification. GlobalVariable.psc already has the built in functions so no need to declare a function. Look for the variable you want to display in the creation kit / under Miscellaneous / Global For instance the value held in the GlobalVariableGV auto that will return the value of HasHireling. 1. Define a variable similar to the name of the global variable you want to display. Example: GlobalVariable Property GlobalHasHirelingGV auto. 2. Declare a temporary variable that will get the value of your GlobalVariable. Example: int HasHirelingValue=(GlobalHasHirelingGV.getValue() as int) 3. Display the temporary value in a debug statement so user can see the test in the game. Example: Debug.notification (" Current Hireling Global : " + HasHirelingValue.GetValue() as int) 4. Compile 5. Declare the property GlobalVariable GlobalHasHirelingGV as "HasHireling" 6. Place the script on an activator, like a lever that has animation, Name the script that extends object reference conditional. I did this for a duplicated Norlevl01 lever. I have a step by step " How To" if anyone needs. Just email sharemodinfo_ashley@yahoo.com or visit projectashenfire.org and check contact us link.
  10. I am using the creation kit and all I see is how to get a global variable and then check for a condition to display it. I don't want to write 100 conditions to anticipate every number the global variable is. I just want to display its current number to give me an idea of what is going on with my script (troubleshooting). How can I display the global variable's content, in this case an integer; without checking for every possible value it might be? Edit / UPDATE: I don't know all the ways, but I was successful using Debug.Notification. GlobalVariable.psc already has the built in functions so no need to declare a function. Look for the variable you want to display in the creation kit / under Miscellaneous / Global For instance the value held in the GlobalVariableGV auto that will return the value of HasHireling. 1. Define a variable similar to the name of the global variable you want to display. Example: GlobalVariable Property GlobalHasHirelingGV auto. 2. Declare a temporary variable that will get the value of your GlobalVariable. Example: int HasHirelingValue=(GlobalHasHirelingGV.getValue() as int) 3. Display the temporary value in a debug statement so user can see the test in the game. Example: Debug.notification (" Current Hireling Global : " + HasHirelingValue.GetValue() as int) 4. Compile 5. Declare the property GlobalVariable GlobalHasHirelingGV as "HasHireling" 6. Place the script on an activator, like a lever that has animation, Name the script that extends object reference conditional. I did this for a duplicated Norlevl01 lever.
  11. Face was okay. The first time I used 4k UNP. Her skin did not match her body skin. I deleted the modified toccatta file and changed just her hair from a fresh .esp. Installed as UNPB 4k Her hair changed just like before, even when attempting to make it brown. I only changed her hair but I could see the 'neckline' where her head would be severed from the body. I don't use unpb, cbbe, etc; so they are at least responding to changes as I made them. They are not vanilla.
  12. Activated Toccata esp. showing head preview causes many issues with missing .tri files. Ignoring standard preview warnings shows the character. changed haircolor from auburn to haircolor12blacktrue Loaded skyrim and coc whiterundrunkenhunsmen (easy place to start when testing hirelings) player.placeatme 05000d62 Her hair was changed from auburn to a bland charcoal grey & white
  13. I successfully changed hair using vanilla characters, no mods, tested in game. So I was going to download the Toccata mod to replicate the proecedures, but I saw it is rather 'involved'. Do you use any of the following: UNP, UNP skinny, UNPB, UNPB-BBP, SevenBase ? Do you use any other follower mods that might interfere? If you do use UNP, UNP skinny, UNPB, UNPB-BBP, or SevenBase make sure they load before your mod.
  14. I shall help you out tomorrow. I will wrap up phase 1 in my current lab. I will then work on it and at least see if I can document it for you, see if it changes for me as well. I am assuming that you are verifying that your .esp file has been saved, is in the data directory, and is included in your loadup list. Skyrim Loader page-click on DATA FILES, your .esp has been checked for loading and is not interfered with other mods.
  15. Yeh, I changed hair and face. Verify that either data/textures and data/meshes have the sub folders with the name of your mod. For instance: ~Steam\steamapps\common\skyrim\Data\Meshes\Actors\Character\FaceGenData\FaceGeom If you want, you can send the file and I can test it.
  16. Also, if you want to email it to sharemodinfo_ashley@yahoo.com, I can take a look at it directly.
  17. I will take a look at it, might be a day or so.
  18. I also played the game in vanilla mode, no mods except the one with my new follower and her facepaint. No saves, always start by coc to area with the NPC.
  19. I use ctrl F4, then I save from the kit. It worked just fine.
  20. Some steps below I guessed you already did, but I'm just putting it out there. Verify you have: 1. Checked the 'ALLOW DIALOGUE' option on your automoton NPC. 2. Used a voice that allows dialogue. This means spider automotons won't have speech. 3. Made the automoton friendly to you so it is willing to talk. 4. Made the automoton in the same faction for the player which is the "playerfaction". Also, I have made a FALMER talk with dialogue and this is how I know. I did a HOWTO written tutorial based on Hellcat5's video tutorial. If you ignore the creation of the falmer in the tutorial (adding skin armor and such); and just focus on the npc creation, you will see it is the same as any npc. http://tesalliance.org/forums/index.php?/tutorials/article/132-create-a-race-in-this-case-a-talking-falmer/ And of course if you want to make it able to be hired or just want to know the way creationkit.com does it: http://www.creationkit.com/Creating_a_Companion
  21. And give sloppy a cookie. Thanks. I am attempting to get my website up to full power so I can do heavy modding again.
  22. "You can compare PlayerRef if it's defined as an Actor," I'm with you on that.
  23. Yep, that would be the next step. The difference there is that the actor is actually defined [ Actor PlayerRef = Game.GetPlayer() ] In other words, I don't believe you can do a comparitive value with AkCaster, it has to be defined with a variable and then you compare the variable with Game.Getplayer().
  24. Assuming a potion is part of an ACTOR script, I would ask why are you using player.ref? I have only used player.additem("declareditm,# to give, true/false) Also, if you actually typed: MyItem, 1, ture and it is not a typo, it should be: MyItem, 1, true Where was the script placed? On the NPC or on the potion? What property was assignedf to MyItem? Also: The syntax is wrong You are missing another ACTOR statement where as by example: ExamplesEvent OnEffectStart(Actor akTarget, Actor akCaster) endEvent
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