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Ashenfire

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Everything posted by Ashenfire

  1. NEXUS versions: Proudspire Manor Normal Version (modified library) both normal and royal have following: Dagger racks with activators Large display racks that use the activators More mannequins (13 total in the basement) More weapon racks. Upstairs: Dagger racks in bedroom with activators Extra weapon rack for mages. STEAM community versions: http://steamcommunity.com/sharedfiles/filedetails/?id=96930110http://steamcommunity.com/sharedfiles/filedetails/?id=91189957
  2. Create your Hireling as an NPC 1. Create your NPC or copy existing one. FACTIONS: (4) MUST EXIST 0 Potential Follower 0 Potential Hireling -1 Current Follower -1 Current Hireling AIPACKAGES: Not necessary to fill it. If you somehow don't have dialogue yet, then do the following. 2. Open the Quest Dialogue Browse mercenary player dialogues or dialogues of the NPC that you are familiar with. 1. TOPICS: Find a dialogue you like and copy each line. They will have star next to it. 2. Open copied dialogue. Change getisid to your actor or quest usually 3 to change.
  3. That is an improvement, if the script compiled successfully, lol. I believe you had issues with scripts? I was hoping you mastered the dialogue, so in this case if you want to, you can give me your esp file and I will modify it for ya. If you have free filezilla to ftp files, then my ftp site is ftp://ashleylscott.dyndns.info username sanctuary password (there is not a password) click on PURSE click on public inbox and ftp the file. OR email me : [email protected] We need to fix your dialogue so that it detects that you are in the quest and are at the right stage of the quest. I can help with that if you want. It will all fall into place once the dialogue is accepted by the NPC.
  4. I have seen 3 ways and the only way I got to work was doing this in dialogue: PL GetItemCount (choose item from dropdown) == 1
  5. The following is tested, I actually did this via DIALOGUE. I borrowed it from the decorate house dialogue which will activate your furniture once you purchase the home and upgrade. In this case it will disable an npc. The problem is that it happens immediately and looks strange for npc to disappear after talking. So, I will work on that next. If you don't want to wait, you might do an ALTERNATE dialogue which means don't have the old lady do the conversation. The player will talk to another npc in the area out of sight of the old lady. She would then disappear and the PLAYER won't be the wiser. 1. Add this to one of the dialogue begin, end fragment boxes. decoratemarker.disable() (when you click somewhere else, it will CREATE a script) 2. Drag an Xmarker to the outside part of your cell. Do not modify. 3. Double Click on Oldlady NPC that you created and click on: Enableparent tab Select reference in window to the xmarker you just dropped. You will not modify anything here either. 4. Inside the dialogue script that got created when you added 'decoratemarker.disable()' , you will delete everything the script created except: scriptname tif_(name of your script) ;begin fragment code ;next fragment index You will paste this under all 3 of the above headers: ; =================================begin script ============================================ ;BEGIN FRAGMENT Fragment_0 Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE decoratemarker.disable() ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment ObjectReference Property DecorateMarker Auto ; =======================================End Script ===================================== 5. Test it in the game.
  6. I will check out a code and see if it works. I was in the middle of my own project, but 90% of my project results in banging my head against a jagged steel wall. I will take a break and see if I can have a quest complete then disable the character.
  7. Thank you, lol.....all the other windows I could edit, this didn't follow same routine..how embarassing.
  8. Well, judging by your 'tree' it dawned on me that formlist was an actual tree item in the kit, so I am looking at that now. I tried to create a form list but it won't let me put anything in it.
  9. I don't know how to make a form list. I will check out Calixto though. I'm trying to make the characters more smart so when a player starts talking to certain npcs, they will generate new dialogue not offered otherwise.
  10. The following code works, but it is too ' linear '. A lot of my items are one of a kind unique items. They only exists 1 time in the world. So am I right to believe they need a form? I want Angi to detect if the player got her amulet THEN set the stage or give the player a reward. I don't want to anticipate every dialogue and stage for the quest. It is a bit redundent giving 3 to 5 dialogue routines just for 1 reward to take in account different probabilities like when certain npc is dead, another is alive, out of 3 amulets how many did you find....too much to keep track of. I want to be more flexible when characters find unique items it will give new spontaneous dialogue with many characters. GetOwningQuest().Setstage(20) ; Angi now likes character Game.GetPlayer().Additem(Gold001,1000) Game.GetPlayer().RemoveItem(ANAngisHeirloom,1) ;rem define gold001 in properties as MISCOBJECT ;rem define ANAngisHeirloom in properties as ARMOR As you see above, the script ASSUMES player has the amulet. Also, what if player wants to keep the amulet? I want to detect the amulet and give the player the choice to keep it, etc.
  11. I'll post it then, because remember the alias.getref never works for me, I just declare it in the properties. Also would you clarify 'persistant' ?
  12. The form was a problem for me. I never got Aliases to work for me. I found a work around by naming them in the fragment script or using the properties button in the fragment script area. So far it works for me. I did this for the amulet and the book I wrote so I know it works. The problem is when the characters in my mod try to detect the amulet and book they don't do it. In fact the scrtipts from wiki like the one you gave, never compile. I have an amulet aliased in the fragment script called ANAngisHeirloom. I already created the property. Amulets are listed as ARMOR property. I can't seem to get the form to work. I am still going over what you posted, I couldn't get the script to compile because the form and other parts of the code are causing errors on compiling. I was hoping that there was another way without the form. The wiki site has 2 references on how to detect inventory items but I am having difficulty making them work. I am very old school (d.o.s, basica, turbopascal) and all this new programming stuff is greek to me. I was planning to detect the amulet on a person's inventory during dialogue with an NPC, they would then at that time take it and set a stage. I already accomplished this part, the problem is that the dialogue has an alternate option the character can do and its still needed to check the players inventory for the amulet and set the stage to a different number if the amulet was not acquired when asked to get it.
  13. How do I have a script detect if a player has a specific item in inventory, like an amulet?
  14. Also if you want NOOK or Kindle: http://kotaku.com/5862692/want-to-read-all-the-skyrim-books-like-right-now
  15. Try creationkit.com for lots of your answers. Your answer is COC then the name of the cell So if you have a cell called bartshome then you type coc bartshome in the console.
  16. I haven't come across that. I can't be sure if it is a built in problem. I have enough problems with my mannequins walking around my house. Easy fix, go out of house, save, come back in they are back in position.
  17. 1. There is a limitation on number of lights in a room. Creationkit.com has tutorials to answer all your questions. 2. Hellcat5 and I have made a warehouse so you can copy and paste weapon racks, mannequins, etc. This ensures that you wont have the problem of angled weapons. It will always work. Also if you press 'm' to make the markers show up , you can place your white marker closer to the racks to make it look better. 3. Between creationkit.com, darkfox127, 13oranges, hellcat5, they teach you all you need to know. Your navmesh issue can be resolved: warehouse mod to easily copy items fully functional: http://steamcommunity.com/profiles/76561198017160534/myworkshopfiles?appid=72850 I can't quote the number of lights, but is maybe like 2 per a small area, I just remember reading and moving on since I wasn't doing lighting at the time. The people I mentioned above are all on youtube.
  18. Heya! I did the thief inventory thing to. It taught me how to successfully add items to my characters inventory. 1. I never figured out how to make ALIAS items drop into inventory. I did EXACTLY what you did, I burned for 5 days in frustration. 2. I figured it out though!! I did mine via DIALOGUE. So lets say you had your oldladylist that you want to give to the player via dialogue....... 1. You create the oldladylist item as normal. I would seriously create it as a book / note and not as any form list. 2. In the dialogue you go to the fragment script area (begin or end). 3. You write the script and save it , even though it fails. *Copy this in the fragment area: Game.GetPlayer().Additem(OldLadyList1,1) ;define variable OldLadyList1 in the PROPERTIES from the Begin or End script box 4. Once script fails, click on the PROPERTIES tab and click ADD property. It will ask you to choose INT or some other property, you will drop down the list and click on BOOK then on the second drop down you will select your oldladylist1(what ever YOU originally called it on creation) 5. Recompile and it should have no errors now. 6. Remember, the Alias reference didn't work for me either, so I tried it this way and it works. 7. Do the same procedure to drop any other item like an amulet. Just remember that you will change the BOOK reference to ARMOR, they treat amulets like armor.
  19. I have a nexus downloaded file called Skryim Performance and crash prevention. file name is: skyrim performance mod.esp also I was searching in the steam community http://steamcommunity.com/sharedfiles/filedetails/?id=86285405&searchtext=performance I haven't used that one, but I believe it will help.
  20. Most of my CTD, crash to desktop was because I had more than 2 house mods. I would disable them and all would be fine. Since then I found a mod that cleans up memory and now I have 5 house mods and I'm loving it. That being said, you might want to disable the majority of your mods that deal with houses, meshes, etc. Then load skyrim, save your game. I know it is in the Breezewood home but make a save without the extra mod info etc. Scripts can run even though the mod is disabled. Try transitioning. If not, enable your mods again and try transitioning; this will enable mods on a clean save. I am thinking the .ini is not the issue. I recommend this way to save your time you spent on the character. Otherwise, if you don't care about the character, start a new game and see if all mods work from scratch.
  21. Do you use new meshes, modified weapons,clothing, new armor etc,can you unload esp files and then transition? Not always a memory usage issue.
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