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KhajitDave

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Everything posted by KhajitDave

  1. I think it's related to the World Spaces. Starting in A -> B -> C = crash! Starting in A -> B -> Tamriel (outside Riverwood) = no crash Starting in D -> B -> A = no crash So I assume there was some kind of problem with C. Never mind, as long as I can avoid the problem that's all that matters.
  2. Thanks. I don't have any custom nifs but I think it might be related to disabled objects, I've had trouble with that before. I'll try removing the objects and see if that helps
  3. I have "Interior A", accessed through Worldspace B, which is in turn accessed through Worldspace C, which is accessed via Interior D. My mod takes place in A & B, but I recently added C & D as a kind of "set-up" area where the player can choose equipment and perks etc. Therefore you can't return to C & D due to how the doors are arranged. Originally on starting a new game, the player starts in Interior A and there were no problems. Today I added areas C & D, but I encountered a crash. When going from D -> C -> B -> A, there's a crash when loading the A cell. Starting in A = No crash Starting in B, then entering A= No crash Starting in C. then B -> A = crash! Starting in D, then C -> B -> A = crash! Any idea why? It defies logic
  4. Ah, that might be where the script is going wrong. I'll try adding an "if pGlobal == 0...." condition
  5. Thanks for your help! Unless I've made a mistake, the script still isn't working correctly- I seem to be having the same problem as before. Waiting 1 hour at a time will see the fire gradually go down, but waiting 6 hours seems to be the same as waiting 1... I guess I'll need to think of a new approach.
  6. As far as I know, What you're trying to do isn't as simple as you think. I think water basically acts like a barrier- crossing through the barrier puts the player into "water mode" which starts the swimming animation etc. If you've just increased the water height then I guess that means when you start the game, because you're starting underwater, you're not crossing the barrier so the game acts like it's above water. What I'd do if you wanted to see what it might be like is first set up an alternate start mod which skips the intro quest. Then, create some kind of platform ABOVE your new water level and make it so that the player starts there when starting the game. Then, dive into the water and explore underwater Skyrim.
  7. Oh I see. Thanks very much for taking the time to help out with this. You mentioned "empty state" but my script doesn't have any states set. I figured I didn't need them. If you wouldn't mind, could you take a look at how I have the current script and tell me what needs to be changed? I'm having the following error: "type mismatch while assigning to a int (cast missing or types unrelated)", perhaps because I don't have any states set up? Here's the script:
  8. I've set "float property CurrentStage auto" But I'm getting this error: type mismatch while assigning to a int (cast missing or types unrelated)
  9. Yeah that's what I've done, at least I think I have. Is this corrrect?
  10. I guess I've stored the CurrentTime as a local variable with this: float GetCurrentTime = ST However, the next part is giving me some error messages: variable CurrentStage is undefined cannot subtract a none from a float (cast missing or types unrelated) type mismatch while assigning to a int (cast missing or types unrelated)
  11. Thanks for your help! When you say "store the current time....", how do I do that? I'm a beginner at papyrus scripting
  12. I've made a script for a fireplace where the fire grows when firewood is added, but gets smaller as time passes, eventually becoming just a pile of ashes: but there's a problem: As you can see in the code, the fire goes from stage 5 to stage 0 incrementally every hour. So if you press the wait button and wait one hour a few times, or just don't do anything and literally wait, you'll see it happen. However, if I wait and select a chunk of time, e.g. 8 hours when I go to bed, when I get up, the fire will only have gone down 1 stage, presumably because the script only works once per wait. How can I get round this? I was thinking I'd need to create a timer where the "Current Time" is compared to a "Start Time" value which was set upon adding the firewood. So because 5 is the maximum and I can't add more wood at that level, sleeping for 6 hours would mean the hour different between the StartTime and CurrentTime is greater than 5 so the fire will be at Stage 0 upon waking up. Is that possible? If so how would I go about writing the code? EDIT: Just realized the Survival Mode has similar time-based stuff (I think), I'll check it out
  13. Oh I see, well thanks for confirming that for me. Just for the record I've fixed the problem by having the quest create the objects at Xmarkers
  14. I don't know if this is just a general Skyrim bug or if it's my fault, Basically I have an activator which has a script. The script starts a quest stage, and the quest stage adds an alias (specifically it Enables an object in a room which is marked "Start as disabled"). However, upon reloading a save from earlier (i.e. before the quest enabled the object) or starting a new game, the object is still in the room even though it should be disabled. If I close down Skyrim and start again everything is reset as it should be. Anyone know what's going on? Thanks
  15. The first few times I create an archive to upload a mod I'm working on it works fine, but later I get this error message which prevents the archive being created. Because I'm constantly editing my scripts and testing them out, it means I have to keep shutting down and reloading the Creation Kit and my file, so is there a way to prevent this error from occurring? Thanks
  16. Thanks for the replies everyone. dylbill- I want it to be an Xbox mod as well as PC so I don't think I'll be able to use Papyrus Extender I managed to get it working BUT there seems to be a bug which causes the game to crash. I think I've isolated it to the changing of the water position. What I did was have a magic effect which detected the weather every 10 seconds. (Strangely, this magic effect always seemed to be operating even though I had attached it to a spell and spell tome). Upon detecting rain, it would set a global variable to 5. I used one activator for the rain barrel but attached a script which would give different outcomes depending on the global variable. The rain barrel had some water but right at the bottom (stage 0)- trying to use it would display a message saying there wasn't enough water. When it rains, the global variable is set to 5 and a trigger box raises the position of the water in the barrel to the max height (stage 5). Using the rain barrel sets the global variable to 4, and lowers the position of the water a little. Using it again sets it to 3, and lowers the water again, and so on. However, as I said, there's a bug and I don't know what's causing it. I'm thinking if I have the water as a quest alias it might solve the problem.
  17. Thanks for your help. AFAIK I think my original idea of just having an extra mesh appear/disappear should be fine. In fact I've just realised the same mechanic could be used to create puddles around the house when it's raining.
  18. Thanks for your help. I think this would work, except that (I think) it would only work if it was raining in the same cell as the rain barrel. For example, if the rain barrel was in Riverwood, and one day I went to Whiterun and it started raining, I would expect the rain barrel to be full when I get back to Riverwood (assuming it rained there also). That's why I need some way for the script to be active all the time, and for some way the rain barrel can "know" it rained when the player was in a different location. I'm a beginner at scripting, but here's what I'm thinking: 1. There could be a script on the player, as a constant magic effect, that periodically checks if it's raining, say every five minutes. 2. If the script does detect rain, then it changes a global variable (my understanding is that these are used as persistent variables which stay constant unless changed) 3. Upon entering the rain barrel's cell, a script on the rain barrel activator would check the global variable. 4. If the Global = 0 (hasn't rained), no water would appear and the player wouldn't be able to collect rain water. If the global = 1 (has rained), there would be water and the player would be able to collect rain water. 5. Exhausting the rain water supply (e.g. using it x times) would reset the global variable to 0 and would disable water. What do you think? I'll go about testing it now. BTW, as for the water effect, I don't think I need to use a visual effect. The extra mesh should be fine ("rain barrel water" or something, in the Activators group). I think a good idea would also be to adjust the height of the water each time you use it.
  19. Hi, I have a rain barrel outside a custom house (static object, open top, empty) I want to create a quest/script where, when it rains, the rain barrel static object is replaced with an activator of the same model (allowing you to collect water from it), and a water surface is created/enabled at the top. If possible, I want it so that if the player is in another cell, and it rains, then the rain barrel will be full upon returning to it. I'm not sure how to create this. I was thinking that Raining would change a "Global" variable, and upon entering the cell the objects would check this variable and either load or not based on the Global value. Taking all the rain water out of the barrel would reset the Global variable so that it won't refill again until it rains. Any ideas? Thanks
  20. Hi everyone, I'm currently working on my own alternate start mod. I want to be able to release it for all platforms including the PS4, so that means I can't create new scripts. What I want to know is how to make it so that when you start the game in a different location (e.g., in an inn or something), the Intro Quest has already progressed to the point where Helgen is destroyed, and you have to speak the people in Riverwood. There's a PS4 mod called "Fast Alternate Start" which does this. Upon starting a new game and choosing how you want to begin (in a faction, owning a house, in an inn etc), the Main Quest is set to "Before the Storm", and instructs you to speak with Alvor in Riverwood. If you visit Helgen, it's destroyed and occupied by bandits. Ralof is still hanging around. There's also the option to start as a Dark Brotherhood member, for example. You start in the Falkreath sanctuary and the quest instructs you to speak to Astrid, who's waiting for you in the sanctuary. In my attempt to replicate this, I set a script on an activator, which sets the quest stage when you've finished making your character and are ready to begin. However, this seems to advance the quest to a certain point, but doesn't bring everything else along with it. For example, when I tried to replicate the Dark Brotherhood start, it said to "Speak to Astrid", but she was still in the Abandoned Shack instead of the Sanctuary. With the Main Quest, it said to "Speak to [...] in Riverwood" (because the game didn't know who I sided with in the intro), and when I went to Helgen, it was un-destroyed and the characters were still there- Lokir etc. So it seems like I need some way of not only advancing the Quest stage, but also making sure that everything before that has been concluded. It's essential I can do this for the Main Quest, though including faction starts and also starts where you own a house would be nice, though not essential. Unfortunately I have no way of contacting the "Fast Alternate Start" mod author, though his/her name's "Bellasarius" in case anyone knows lol. I vaguely remember reading a guide on how to make Alternate Start mods, and again I have a vague recollection of having to change certain "Global Variables". Also I think I found the guide on another forum- the name I can't remember but it was some kind of "university" style group where you could take "lessons" in modding. It may have been the "Arcane University" who have perhaps moved everything on to Discord now so the forum no longer exists. I hope someone can help! Thanks a lot.
  21. (posted in the wrong place, sorry, please delete) Hi everyone, I'm currently working on my own alternate start mod. I want to be able to release it for all platforms including the PS4, so that means I can't create new scripts. What I want to know is how to make it so that when you start the game in a different location (e.g., in an inn or something), the Intro Quest has already progressed to the point where Helgen is destroyed, and you have to speak the people in Riverwood. There's a PS4 mod called "Fast Alternate Start" which does this. Upon starting a new game and choosing how you want to begin (in a faction, owning a house, in an inn etc), the Main Quest is set to "Before the Storm", and instructs you to speak with Alvor in Riverwood. If you visit Helgen, it's destroyed and occupied by bandits. Ralof is still hanging around. There's also the option to start as a Dark Brotherhood member, for example. You start in the Falkreath sanctuary and the quest instructs you to speak to Astrid, who's waiting for you in the sanctuary. In my attempt to replicate this, I set a script on an activator, which sets the quest stage when you've finished making your character and are ready to begin. However, this seems to advance the quest to a certain point, but doesn't bring everything else along with it. For example, when I tried to replicate the Dark Brotherhood start, it said to "Speak to Astrid", but she was still in the Abandoned Shack instead of the Sanctuary. With the Main Quest, it said to "Speak to [...] in Riverwood" (because the game didn't know who I sided with in the intro), and when I went to Helgen, it was un-destroyed and the characters were still there- Lokir etc. So it seems like I need some way of not only advancing the Quest stage, but also making sure that everything before that has been concluded. It's essential I can do this for the Main Quest, though including faction starts and also starts where you own a house would be nice, though not essential. Unfortunately I have no way of contacting the "Fast Alternate Start" mod author, though his/her name's "Bellasarius" in case anyone knows lol. I vaguely remember reading a guide on how to make Alternate Start mods, and again I have a vague recollection of having to change certain "Global Variables". Also I think I found the guide on another forum- the name I can't remember but it was some kind of "university" style group where you could take "lessons" in modding. It may have been the "Arcane University" who have perhaps moved everything on to Discord now so the forum no longer exists. I hope someone can help! Thanks a lot.
  22. Why so? I don't think I've done that with any finished mods I've uploaded yet, but have some I'm working on where I'm doing exactly that lol.
  23. Thanks, photopea.com seems to work well. GIMP can't open the BC7-compressed file but I suppose if the texture is finished it doesn't matter, as long as it works in the CK/Skyrim.
  24. @scorp10 Thanks for your help. I downloaded the nVidia Texture Tools Exporter Plugin but it doesn't seem to work- maybe because my PC doesn't use nVidia drivers. @thumbincubation Oh, sorry, I forgot to mention Cathedral Assets Optimizer. It works but doesn't seem to shrink the file size much- for example a 16mb file (no mipmaps) ends up as 21mb (with mipmaps). The original vanilla file is only 5mb with mipmaps. I'll try paint.net.
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