Jump to content

ArtemSHikoff

Members
  • Posts

    10
  • Joined

  • Last visited

Nexus Mods Profile

About ArtemSHikoff

Profile Fields

  • Website URL
    http://tesall.ru/user/32307-artemsh/
  • Country
    Russia

Recent Profile Visitors

3305 profile views

ArtemSHikoff's Achievements

Rookie

Rookie (2/14)

0

Reputation

  1. Get it now Thank you, yeah I often tick "must complete" box to make sure it WILL be done :))
  2. I've experienced it only when used Oblifall Openening Hours. In vanilla I've just never noticed this behaviour. Thus, I was really surprised when this thing occured in my mod.
  3. Thank you! You mean this helps to see precisely a hiatus between packages?
  4. Thank you very much! I try to tick it. Hope it'll work for quest guys. I have made several in-game notes about daily routine for quest purposes. These lags make these notes useless :)) Moveto maybe very harsh, it just teleports a person to the marker, right? Very specific procedure. I tried to arrange a more subtle and immersive experience... PS Now I understand why different shops in my custom settlement have opened themselves not precisely at 8 AM... PPS Energy, if Oblivion Fan Wiki is correct (I see the same in english wiki, but can't find it for now), is about NPC's speed (?) when they travel to marker or patrolling. Smth like that.
  5. Idk why is it so but npc in my mod don't follow their own schedules precisely. Ex.: I've arranged a "travel" package to the marker (in exteriors) at 5 AM and staying there for 2 hours. Npc Sleep Package was arranged from 22 PM to 4 AM. But in fact the character sleep for 5:30 or similar (everytime time lag is different) and only after that he asleeps and goes to the point. I have to check the location (custom tavern) where NPC sleeps to make him go to the marker. I've checked his packages for several times and every time he has arrived to the point at different time: 5:40; 6:25; 7:20 (!), etc. I don't understand what I did wrong. Some schedules work precisely, some do not. I've tried to change "energy" to 100 points in AI menu of every NPC but it doesn't change anything. Please, any advice will be helpfull.
  6. I get it, thnak you people. I'll try to name them and see will it work or not.
  7. I'd created some static objects already but after that I decided they should work as activators. Ex.: I want to activate tombstone to read about a burried person. I tried to imply collisionbox as a mesh for an activator and put it on the object I want to be active. But it doesn't help. Game knows that collision is there but you can't actually activate this collision. I'd be glad for suggestions what to do here!
  8. firstly you should find a praying animation in animation menu which is located at the one of the tab's folder. find animation and copy the path of the animation. create your custom animation and paste the animation path of the vanilla pray animation. check the condition: choose your custom praytoken by inserting "getitemcount" condition. after that we can work with our npc. You should create an AI package at the AI schedule. smth like JohnDoePraying7x5 where 7 is 7 AM and 5 is a duration. choose use item at state for a package. after that find in STATIC object menu "marker" and place it where you want npc to stand their knees and pray. make sure you choose this marker in AI package third folder (right after conditions folder mentioned earlier). after that in conditions of the created package you choose 'getitemcount" and add your custom praytoken to the inventory. that's all. You get npc who everyday prays and 7 AM on the marker you made. P.S. I've seen an actual date of the thread only after I finished my advice
  9. Is it a way to make script check if player has ANY object of certain type? Context: I have activator "if player has poison in inventory he can poison an object". But Idk what function can do that. I need smth which will check if player has ANY of poisons in his inventory (potion poison or smth like that) and if it's true, messagebox can let him poison an object. Thanks to anybody who'd try to help.
×
×
  • Create New...