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Ashenfire

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Everything posted by Ashenfire

  1. Well, this sucks. All this time. An entire world of people and no leads?
  2. Are you creating a faction for a story line? As always use creationkit.com. Join the TES alliance for tutorials. or I have a step by step .odt format. or You can put up with the copy and paste that is not as pretty. This is self explanatory. You can create one in a minute. You don't have to complete every option. In the Object window: Click on Character. Click on Faction. Right click 'new' Name the ID something that follows a sequence like: first 4 letters of quest+factionname etc. Example: PQSTIluvBunniesFaction If for the very odd chance, that someone else names their faction IluvBunniesFaction in their own quest; you will avoid collision because you put the 4 initials of the quest in front "PQST" Name field: Add a name consistant with the story line in your quest. NOT like nameid. You can use the interfaction relations to help boost your quest. They will fight each other or become your ally. In your faction, create ranks so that when a player achieves a certain number of quests under her belt, she can be promoted and get privileges or skills. Crime: Tracking crime gets difficult. If you are making a hireling with a brand new faction, don't make the crime portion too difficult. Just use the upper portion including 'don't report crime if in faction'.
  3. I am confused why my created NPC will LOCK a door but will not UNLOCK the same door. 1. No story manager or quest has been started. The area is meant for people to come across and see them working hard on their farm. Later on, when it all works; I will add a quest line. 2. I have created the NPC's sandbox package to go inside his home at 6pm. 3. I have used the console command to unlock the door 10 minutes before 6pm. 4. He will travel to the door and LOCK it. He will then go inside as the package dictated. He will come outside at 5am like the package dictated but will not UNLOCK the door. I have made sure no characters are in his area to lock the door unexpectedly. I have made the cell friendly to a new faction I created. The faction has 'can be owner' check marked. The npc has the key to the house and it works. My test character is loaded from the starting Bethesda screen by using 'COC' + nameofmymod. What am I missing?
  4. @Isha Your esp plugin tutorial has a broken link.
  5. I am confused why my created NPC will LOCK a door but will not UNLOCK the same door. 1. No story manager or quest has been started. The area is meant for people to come across and see them working hard on their farm. Later on, when it all works; I will add a quest line. 2. I have created the NPC's sandbox package to go inside his home at 6pm. 3. I have used the console command to unlock the door 10 minutes before 6pm. 4. He will travel to the door and LOCK it. He will then go inside as the package dictated. He will come outside at 5am like the package dictated but will not UNLOCK the door. I have made sure no characters are in his area to lock the door unexpectedly. I have made the cell friendly to a new faction I created. The faction has 'can be owner' check marked. The npc has the key to the house and it works. My test character is loaded from the starting Bethesda screen by using 'COC' + nameofmymod. What am I missing?
  6. Just a few questions: 1. Did you setup your quest? Aliases will not fill unless your quest starts. 2. When I used the check box to start quest on loading story, it broke and never worked again. I was forced to use the story manager to start the quest and fill my aliases. 3. If you are sure your quest starts. Make sure the aliases fill in order. They have a priority and will not fill if the alias points to something that won't exist until later.
  7. LOL, I backup my mod with every change I make. I am paranoid the dialogue will break. One story line can easily have 30 backups! I think I will be in the mood to try it in a day or so.
  8. Thanks for the update Malachias69! Isha -- you got me curious. I am now wondering that if my 'Mod A' was my warehouse that has my potion shelves, could be merged into 'Mod B' so I can drag and drop my items. It is so tedious making 60 dummy potions, linking them to triggers, creating new keywords; etc; all for 4 versions of potion racks. Is it possible to merge so I can drag and drop my work?
  9. That should help prevent lag, assuming the script was comparing numerous property values. I will probably forget how to use it, but only because I did not adapt to papyrus or new school. What are the advantages or reasons...to have an esp plugin that is dependent on another esp? Is it because one esp is too large?
  10. @Galadreal: I examined the bookshelf system and retrofitted them to be potion shelves. I modified the scripts as well. I was thinking that if I modified it again, I might be able to make them take masks for display.
  11. @ShadeyBladey: Change Perks - add a perk via dialogue. I did this tutorial before but here you go.
  12. Skybrary: Skyrim Library.....collected information from many resources.
  13. @sssl4yer Do you have any mod help items? I have a Skybrary already started and uploaded, but I can't seem to find a way to start a quest from another quest; or advance a stage when 2 quests are running in parallel. Every time I try a function on the STAGE tab or in dialogue, compiler just complains. Copying from Wiki and creationkit.com isn't helping. I already have the first part of the quest working, so I am at least familiar with advancing stages inside the same quest.
  14. For starters that will probably do. It seems a bit much though. Just be careful changing core actors, items, etc.
  15. This topic can be closed. I was going through topics and cleaning house. To answer this: I had mistakenly used the 'make active' on the wrong .esp project I was working on. Once I removed the reference and loaded from a day earlier project, the error went away.
  16. I am learning this too. I do know that the packages are only conditional. They don't MAKE things happen, they just take advantage of something in a radius. That is why changing to your new cell location won't work. Changing it in the AI package just means he will do stuff when he gets there. Check for packages that show an NPC wandering from one location to another, for the purpose of tending to their crops, brewery; etc. They might meet you during travel. This means they change cell locations or world locations. If you can't find those packages then you have to create one where you tell the npc to walk to the new location. When I get up tomorrow, I will browse the internet and see if I can remember where I saw that tutorial.
  17. Short version: 1. How do you start a new quest from another quest? 2. How important is it to use the correct node category (change location, remove item)? 3. Why are parts of my quests 'lagging', is it because of not using correct story manager types? For instance : Player would complete a task and player gets the reward and it is no problem. But then on the same NPC, when player comes back to get a new reward, the ObjectiveDisplayed, Stage advancement, add item will take up to 30 seconds. LONG version: I was using creationkit.com and I have finally reworked my entire quest line to rid itself of the 'dialogue bug'. No quest that I make will ever 'start enabled'. So now the NEW problem is that I can't make several of my quest nodes run at the same time. I have a main Story Manager Node that I want to keep track of all my other quests. So that would allow me to have a MAIN side quest inside the parent node and around 15 'mini' quests. The main Story Manager Node would keep track of the 15 mini quests and decide when to reward the character or when to make the story advance, give relationship options;etc. When those mini quests are done, then the ObjectiveDisplayed for the starting story line, will complete and the main quest will be completed. Not all of my 'mini quests' are stacked inside my parent node. For example: Using a node (not the one I actually am using). AshenfireParentNode type of node is 'changelocationevent' / branch condition: when player reaches Angis Camp Location Ashenfire child node1 type of node is 'changelocationevent/ questnode condition when player reaches Angis Camp and is over 6th level The above node works great for me, but I can't get it to start a new quest called VapormistSQ. The vapormistsq quest does not rely on change location (player is not going anywhere so the event must happen differently). So in the quest that was from the PARENT NODE, I added an amulet that was scripted to change the stage of the parent and that worked just fine. In the same script, I added a change container script to start the VapormistSQ and it won't fire up. I of course had added another node in the Story Manager at the same level that the parent node is. So when you unexpand the branch nodes, AshenfireParentNode and VapormistSQNode are shown at same time. The VapormistSQ node is a 'removeitem' event and the quest it starts 'the yellow quest name where you make dialogue' has the drop down selected for 'remove item' event. Whew...taking breath. Have more to say but maybe we chew on this first.
  18. I have not seen one in particular just for that. As far as I can tell, when you see other characters 'wearing' certain armor, it does not mean it will be in their inventory to loot. Modders generally make the items available to the inventory and the player won't know the difference. A modder could create a skin that makes it look like someone is wearing cool armor, but doesn't have to make it actually EXIST in the dead npc's inventory, or even in the GAME.
  19. If you are saying it won't recognize what you do in the Skyrim Creation Kit: 1. Make sure whatever you are changing / creating is in an .esp file in the same directory with 'common\skyrim\data'. Don't put it in same directory as the Nexus mod files. Also Nexus has two windows, if you see YOUR .esp file in the 'plugins' window then make sure it is active. 2. Make sure the .esp file you create is 'active' in the creation kit when you save. 3. Whatever changes you made, are you creating dialogue, scripts, Story manager with them? Are they just races by themselves, no story line yet?
  20. http://skyrim.nexusmods.com/mods/32760 Ongoing how to in Clipmate, openoffice. etc.. It has links to videos, yes....but mostly they are TEXT/ODT/Clips of how to do it step by step. They refer to scripts and ideas from wiki and creationkit.com I also contributed. They are consolidated so people will join me and we can create a larger library.
  21. Allannaa.. It's me again. I have watched a lot of youtube videos. The ones that actually did a good job were interpreted by me and put into document .odt form. Also I used clipmate. .ODT is open office and can be used as .doc as well. Included are: Quest Creation. Story manager. Home Purchase or decorate. Create a vendor Create a follower housecarl or companion Create Weapon Rack and put items on rack Create a Mannequin (use warehouse or do it from scratch). Create a book or a note. Create message box with conditions. Create a mining node. create package for npc Create Traps, prefab, button, door Dialogue Create Falmer race that talks Events & Triggers Add Map Marker during a quest Make NPC do a task Portals and Room Bounds Inventory (add or remove) Get Actor Values like Health Toggle Activators Re animation, summoning, tet time, spell casting, ghost effcts Basically I did some myself and got the rest of the information from different sources and put them all in ONE place. ONE big difference: Even though there are links with scripts, I also did a paint by the number approach and told the user WHERE to click. Step by step, NOT discussing scripts or their functions. So if anyone is interested *I didn't want to 'plug' unless people are interested*.
  22. Ok....instead of writing the scripts.I will do the REALLY Low tech solution.....paint by numbers! I will assume everything will work already with the old lady once you undo all the suggestions we told you. 1. Place the trigger. On the CK bar where you load/save/undo/redo/grid / havok /dialogue/navmesh..... Click on the 'T' stands for Trigger.It is in a cube. Choose the drop down 'TriggerBoxEnable' by using SEARCH: TriggerBox Click on the area where it will exist and use the size arrows. Press '2'when you want them to appear/disappear. No need to edit the trigger properties.No need to cut and paste your own scripts. No messing with papyrus 'end' fragments. 2. Create Objects or use existing objects. Drop Items from *ALL window or any furniture you already had copied over will do. So in YOUR case you have the OLD LADY.This works for her too. 3. Link Objects to the trigger. In YOUR case the object will be the OLD LADY. So you double click the OLD LADY or any other item you want to enable/disable. A. To have the objects ENABLE Click on the TAB:ENABLE PARENT Use the 'Set Enable State to Opposite of Parent' check box. Click on Select Reference in Render Window and then click on your created trigger. B. To have the objects DISABLE Click on the TAB:ENABLE PARENT Do NOT use the 'Set Enable State to Opposite of Parent' check box. Click on Select Reference in Render Window and then click on your created trigger. 4. Leave the properties from the trigger script on default, unless you have knowledge to make it work better. For instance you can click on the SCRIPTS tab. Click on the only script there: defaultenabletrigscript then click on 'properties' There are 3 items you can manipulate. The last one is 'when to trigger' if it is on '0' it will trigger on ENTRY. If it is '1' it will trigger when leaving the trigger. By the way...these steps are courtesy of my SKYBRARY project.
  23. It's related somehow. I had previously deleted the nav meshes in AngisCampLocation and re did it. It worked. Well...I caused alot of OTHER problems that made me delete that mod and start over. But....somehow it allowed me to remove that barrier. What is that PURPLE barrier / plane that shows up when you are testing characters paths after finalizing? Also what are the occlusion planes main function?
  24. I am sure everyone has seen that message in the game when they try to go past what the map shows. So my question is: How do I extend the range of a certain boundary so that message will disappear. Example: I am at AngisCampLocation. If you were to face the hill where the stairs go you see her cabin on left. If you were to face the right of the stairs you see the mountain. Following that mountain on the right you will eventually get the boundary message "you can not go that way'. This is close to the cliff area. I want to make that boundary 'extend' by 10 feet so I can do my script, patrols package, add items like camp fire, etc. Many other reasons, these are a few. So, you will still get the boundary message, but it will be MOVED by 10 feet. I already looked at nav meshes. I used the Show/Hide window and turned on EVERY option. I even used the nav mesh find cover edges, finalize, pathing. I can not manipulate the purple boundary it will find near the cliff. It makes your npc walk above the ground and ignore the nav mesh below it.
  25. Keep in mind, the last mod you removed doesn't indicate IT was to blame. In other words, there are many reasons why ctd happened. I had your problem when I made a house mod. I could not get more than 2 house mods to work at the same time. I got a so called 'mod memory cleaner' and it allowed me to have 4 house mods active at the same time. I thought it was all 'a ok' but then when I added 3 bookshelves to my house mod, it went right back to CTD when leaving the house. Memory .....such a pain. Also it isn't necessary the number of mods you have. In theory you can have 254 - 256 mods. It is how much memory keeping track of meshes, modified 'skif' properties, dummy markers, quests that are 'running' but are not active..etc.
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