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Everything posted by MesaSolar
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[LE] Captive NPC getting up and walking away?
MesaSolar replied to MesaSolar's topic in Skyrim's Creation Kit and Modders
Do you mean to add that to the above script? Or make an entirely new one with just those two parameters? -
[LE] I dont see my map in the cell view?
MesaSolar replied to senecalalexis's topic in Skyrim's Creation Kit and Modders
Did you check "set active file" when you selected your esp to load? -
[LE] Captive NPC getting up and walking away?
MesaSolar replied to MesaSolar's topic in Skyrim's Creation Kit and Modders
I found this script in FO4 and wonder if it could be adjusted for skyrim? Scriptname DefaultCaptiveActor extends Actor ;This script pops a message box when activating the prisoner;if player frees, adds captors, himself, and prisoner to factions to make people hate each other;You should make sure elsewhere that the captors have aggression high enough to attack their enemies Group MainPropertiesbool Property DisableOnUnload = false Auto Const{after being freed, this actor will disable when unloaded}bool Property AlsoRemoveFromCaptiveFaction = false Auto Const{after being freed, this actor will also be removed from the CaptiveFactionUse this for actors that will be attacked while fleeing}int Property AggressionAfterFreed = -1 Auto Const{freed actor will be set with this aggression}EndGroup Group SetStagePropertiesQuest Property myQuest Auto{ If this is set, set the stage on this quest if StageToSetWhenFreed is not -1If myQuest is NOT set, it will try to set the stage on the owning quest}int Property StageToSetWhenFreed = -1 auto const{ this stage will be set when the prisoner is freed }int Property StageToSetOnCleanUp = -1 Auto Const{ this stage will be set when we try to clean up the actor }bool Property bSetStageOnlyIfPlayerFreed = true auto const{ false is always set stage when prisoner is freed } EndGroup Group CleanUpPropertiesFloat Property CleanUpTime = 180.0 Auto{ Timer is started after freeing this prisoner, then once it has expired, clean up is viable when possible}EndGroup Group AutoFillPropertiesKeyword Property RESharedDialoguePrisonerSetFree Auto const Message Property REPrisonerMessageBox Auto constFaction Property BoundCaptiveFaction Auto constFaction Property CaptiveFaction Auto Const RefCollectionAlias Property Captors Auto const{ Try to get this from quest script REScript }EndGroup bool bound = True int iDoNothing = 0int iSetFree = 1int iSetFreeShareItems = 2int CleanupTimerID = 999bool ReadyToCleanup = false Event OnInit()AddToFaction(BoundCaptiveFaction)EndEvent Event OnLoad()if bound; TODO when we have it;playIdle(OffsetBoundStandingStart) ;DL added this for short term useSetRestrained()SetFactionRank(BoundCaptiveFaction, 0)EndIfRegisterForHitEvent(self, Game.GetPlayer())EndEvent Event OnUnload()if DisableOnUnload && ReadyToCleanupClearFactions()Disable()DeleteWhenAble()endifEndEvent Event OnTimer(int aiTimerID)if aiTimerID == CleanupTimerIDReadyToCleanup = trueendifEndEvent Event OnActivate(ObjectReference akActionRef) if IsDead() || IsinCombat() debug.trace(self + "OnActivate() IsDead() or IsInCombat() so not showing message box") Elseif Bound == true debug.trace(self + "OnActivate() will call show message box") Actor ActorRef = self int result = REPrisonerMessageBox.show() if result == iDoNothingdebug.Notification("DO NOTHING") elseif result == iSetFreedebug.Notification("SET FREE") FreePrisoner(ActorRef, OpenPrisonerInventory = False) elseif result == iSetFreeShareItemsdebug.Notification("SET FREE SHARE ITEMS") FreePrisoner(ActorRef, OpenPrisonerInventory = True) EndIf EndIfEndEvent Event OnHit(ObjectReference akTarget, ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked, string asMaterialName) if AkAggressor == game.getPlayer();Game.GetPlayer().AddToFaction(REPrisonerFreedCombatPrisonerFaction);AddRemoveCaptorFaction(REPrisonerFreedCombatCaptorFaction)endifRegisterForHitEvent(self, Game.GetPlayer())endEvent Function FreePrisoner(Actor ActorRef, bool playerIsLiberator= true, bool OpenPrisonerInventory = False) debug.trace(self + "FreePrisoner(" + ActorRef + "," + playerIsLiberator + ", " + OpenPrisonerInventory +")") ActorRef.SetFactionRank(BoundCaptiveFaction, 1) if AlsoRemoveFromCaptiveFactionActorRef.RemoveFromFaction(CaptiveFaction)endif ;DL added this for short term useSetRestrained(false) ActorRef.EvaluatePackage()if playerIsLiberator;Game.GetPlayer().AddToFaction(REPrisonerFreedCombatPrisonerFaction)EndIf if OpenPrisonerInventoryActorRef.openInventory(True)EndIf ActorRef.SayCustom(RESharedDialoguePrisonerSetFree)bound = False ;AddRemoveCaptorFaction(REPrisonerFreedCombatCaptorFaction) if StageToSetWhenFreed > -1if playerIsLiberator || bSetStageOnlyIfPlayerFreed == falseif myQuestmyQuest.SetStage(StageToSetWhenFreed)else;GetOwningQuest().SetStage(StageToSetWhenFreed)endifendifendifActorRef.EvaluatePackage() ;Start The clean up timer, actor will not be clean up till after thisStartTimer(CleanUpTime, CleanupTimerID)EndFunction ;call when quest shuts downFunction ClearFactions() ;Game.GetPlayer().RemoveFromFaction(REPrisonerFreedCombatPrisonerFaction)RemoveFromFaction(BoundCaptiveFaction);TryToRemoveFromFaction(REPrisonerFreedCombatCaptorFaction) ;AddRemoveCaptorFaction(REPrisonerFreedCombatCaptorFaction, false) if StageToSetOnCleanUp > -1if bSetStageOnlyIfPlayerFreed == falseif myQuestmyQuest.SetStage(StageToSetOnCleanUp)else;GetOwningQuest().SetStage(StageToSetOnCleanUp)endifendifendifEndFunction The only change I could see to make would be from this: RESharedDialoguePrisonerSetFree to THIS: WESharedDialogue where WESharedDialogue is the dialogue used by freed captives. So I tried making that small adjustment and creating a new script but I go the following error message: Starting 1 compile threads for 1 files...Compiling "APWDefaultCaptiveActorScript"...G:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\APWDefaultCaptiveActorScript.psc(10,6): Unknown user flag ConstG:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\APWDefaultCaptiveActorScript.psc(12,6): Unknown user flag ConstG:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\APWDefaultCaptiveActorScript.psc(15,5): Unknown user flag ConstG:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\APWDefaultCaptiveActorScript.psc(17,8): no viable alternative at input '\\r\\n'G:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\APWDefaultCaptiveActorScript.psc(23,5): Unknown user flag constG:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\APWDefaultCaptiveActorScript.psc(25,5): Unknown user flag ConstG:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\APWDefaultCaptiveActorScript.psc(27,6): Unknown user flag constG:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\APWDefaultCaptiveActorScript.psc(30,8): no viable alternative at input '\\r\\n'G:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\APWDefaultCaptiveActorScript.psc(35,8): no viable alternative at input '\\r\\n'G:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\APWDefaultCaptiveActorScript.psc(38,9): Unknown user flag constG:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\APWDefaultCaptiveActorScript.psc(40,9): Unknown user flag constG:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\APWDefaultCaptiveActorScript.psc(41,9): Unknown user flag ConstG:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\APWDefaultCaptiveActorScript.psc(43,20): Unknown user flag constG:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\APWDefaultCaptiveActorScript.psc(45,8): no viable alternative at input '\\r\\n'G:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\APWDefaultCaptiveActorScript.psc(115,0): mismatched input 'Function' expecting ENDEVENTNo output generated for APWDefaultCaptiveActorScript, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on APWDefaultCaptiveActorScript -
NPC is in Captive Faction Using SitTarget AI package linked to a ShackleWallMarker ShackleWallMarker and NPC both linked to an Xmarker But when I get too close to the NPC they just fall out of the shackles and stand up. Need to do 2 things: 1st make them stay in the damn shackles and 2nd free them from the shackles after clicking on them. Thoughts?
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I've seen a lot of conflicting information on lip files in multiple forums so thought I'd ask again in case anyone has come up with something easier. I followed this tutorial for Skyrim LE https://www.nexusmods.com/skyrim/mods/86538?tab=posts&BH=0 Got the the section about facial animations and nothing happened. Then I read you need fonixdata.cdf from Fallout 4 to be in Skyrim/Data/Sound/Voice/Processing Dropped that file in there and now the facial animation option from Gameplay looks like it's working, but no lip files are actually generated for my mod. I know the file paths are correct because I can hear the audio of custom dialogue in game, just no facial animations. I also tried to Generate Lip from the dialogue view option but no luck there either. I've seen a couple of posts that you need to generate lip in 32 creation kit for Skyrim LE, but I can't find a download for that anywhere. Appreciate any help on this.
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[LE] Linking Lvl enemies to furniture
MesaSolar replied to MesaSolar's topic in Skyrim's Creation Kit and Modders
It is. I'm using LvlDraugrAmbushBossMale -
I've got a lvl draugr boss that is supposed to be linked to a sitting throne. Used Linked ref and select ref in render window to select the throne Then a defaultactivateself trigger from the lvl marker as setactivateref But he seems to be ignoring both conditions. When I enter the room he is standing up and immediately attacks even though I haven't entered the trigger yet.
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I set up a swinging blades trap with a defaultActivateSelfTRIG And it seems to work on entering the trigger, but the blades stop swinging almost immediately. Do I need to use a different trigger or add something else to the trap?
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[LE] Making a door with conditions
MesaSolar replied to AnkhAscendant's topic in Skyrim's Creation Kit and Modders
I think what you are looking for is doordeadbolt01. Just place it on the back of the door and link the door to it as you would a pull chain or lever. Is it possible to get a message that the door is barred when you click on it? -
How would I make a voice come out of thin air? In Fallout CK there are intercoms you can use. I need a similar effect for Skyrim where at a certain quest stage the player hears a voice as part of a scene. Appreciate the help!
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[LE] New Mod Author Help
MesaSolar replied to MesaSolar's topic in Skyrim's Creation Kit and Modders
Thanks for that. I've noticed that if I go to an interior space, then view the linked door to the world everything seems to load properly as well. A bit of a pain but it seems to fix the problem. -
Hey everybody, I have some experience modding Fallout 4 but decided to give Skyrim a try. Noticed something weird about the CK. It looks like cells aren't loading properly even after pressing F5 to refresh the screen. I'm missing some landscaping and NPC's. I also don't see any idle markers. Working on adding a couple of NPC's to Whiterun right now but don't want to drop them right on top of another one. So is this just a bug in the Skyrim CK or is there a way to fix this?
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No grass in custom worldspace
MesaSolar replied to MesaSolar's topic in Fallout 4's Creation Kit and Modders
Got it fixed. Just deleted my ini file and relaunched the game. Magically came back. Thanks for the help guys. -
No grass in custom worldspace
MesaSolar replied to MesaSolar's topic in Fallout 4's Creation Kit and Modders
This is the only grass text in my fallout4.ini file [Grass]iMinGrassSize=20bAllowCreateGrass=1 -
No grass in custom worldspace
MesaSolar replied to MesaSolar's topic in Fallout 4's Creation Kit and Modders
All vanilla grass It basically looks like the texture has been smashed into 2d instead of 3d. And as far as I can tell I don't have grass disabled from the ini file. -
No grass in custom worldspace
MesaSolar replied to MesaSolar's topic in Fallout 4's Creation Kit and Modders
Vanilla grass. It basically looks like the texture has been smashed into 2d instead of 3d. And as far as I can tell I don't have grass disabled from the ini file. -
I have 2 custom worldspaces in my mod that show grass in the CK but not in game. Anyone else run into this and how do I fix it?
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Gaps in ground on custom worldspace
MesaSolar replied to MesaSolar's topic in Fallout 4's Creation Kit and Modders
Reading up on that from the Creation Kit website was a bit over my head. Could you explain further? -
Gaps in ground on custom worldspace
MesaSolar posted a topic in Fallout 4's Creation Kit and Modders
I have a custom worldspace that has gaps in the ground. Looks like blue sky with grid lines. Any idea what causes this? It only appears in game, not in the CK. -
Hidden/Secret door with switch
MesaSolar replied to MesaSolar's topic in Fallout 4's Creation Kit and Modders
Solved. A lot easier than I though. Select door, go to Activate Parents, Select ref in render window and click on activator. -
I know I've seen a youtube tutorial on this somewhere but can't seem to find it. Trying to make a hidden door that looks like a plain brick wall open with a button/switch. I don't care how it opens. Could explode, slide open or swing open. Any way is fine. Appreciate the help in advance. -MesaSolar
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I'm working on a large quest mod and need help with some decals for walls/sides of buildings. I don't have much experience in graphic design or anything like that. Wanting decals for each house of cards: Clubs, Diamonds, Hearts and Spades. And also a red rose. Will include you in credits for my mod.
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Call Of Union - W.I.P. [Need help]
MesaSolar replied to TerrorOnes's topic in Fallout 4's Creation Kit and Modders
I would try looking at the Seddon4494 YouTube channel. He has some great tutorials. I"m a first time modder as well and those have been a huge help to me. https://www.youtube.com/channel/UC8xg-EQk4U5AmkvBJfHGYDg -
Script help: Setting up a NPC running race
MesaSolar replied to MesaSolar's topic in Fallout 4's Creation Kit and Modders
Looks like I got it down. I copied the AI package DefaultPatrolLinkedRef and added a couple conditions. 1. Public Package Data: Default wait time 0 2. Flags: Maintain speed at goal & Preferred speed Run 3. Conditions set GetStage >= (MyquestStage)