Jump to content

acidzebra

Premium Member
  • Posts

    1630
  • Joined

Posts posted by acidzebra

  1. If you have copied and pasted THIS script exactly as written and it still doesn't work, I don't know what to tell you. This compiles for me, that's all I can say.

     

    Scriptname CHANGEFORYOURSCRIPTNAME extends ObjectReference   
    
    quest property CWE02 auto
    ObjectReference property CWFortSoldierImperialCWE auto
    
    
    Event OnLoad()
         Debug.Trace("Every object in this cell has loaded its 3d")
         if CWE02.IsRunning()
         CWFortSoldierImperialCWE.enable()
         endIf
    EndEvent 

  2. Scriptname testquestscript extends ObjectReference   
    
    quest property CWE02 auto
    ObjectReference property CWFortSoldierImperialCWE auto
    
    
      			Event OnLoad()
               	Debug.Trace("Every object in this cell has loaded its 3d")
               	if CWE02.IsRunning()
               	CWFortSoldierImperialCWE.enable()
               	endIf
    EndEvent
    

     

    compiles just fine for me (if it'll do what you want is another matter). Like I said, you don't appear to need a function.

  3. You can call functions from inside of event blocks, but you don't need a function block here. Events and functions are separate building blocks.

     

    So

     

    event someevent()

    somefunction()

    endevent

     

    function somefunction

    [some stuff]

    endfunction

     

    Now the event will call on the function.

  4. I'm glad I'm not the only one having issues with Arcwind point; I found it because I tend to ask Arngeir if he heard about any words of power and it was probably the mods I'm running but there were tons of dreadlords FUSing all over the place, a bloody dragon (severely upgraded due to deadly dragons), an army of skeletons, and I think even some hapless bandits and/or adventurer NPCs who stumbled onto the scene (and were massacred).

     

    It was I could do to grab the wordwall (which was (a) useless and (b) glitched and the Greybeard kept trying to send me back argh) and the skillbook and run off with my tail between my legs, cost me a lot of invisibility potions.

  5. Yes. Multiple of each and any combination. Think of properties as a way of tying your script to world objects, events, and quests (and even sharing data between scripts). Functions are like in any scripting language, a block of code you can call on from somewhere else within the same script for more efficient coding. Events are what the script uses to check for certain conditions in the game world to act on.
  6. Does anyone know what might be causing the problem, also do I need a Nav-Mesh edited around my hose exterior?

     

    Yes, that would be a good idea.

     

    "Detect Life shout it showed my horse right under the stable floor/inside the building model"

     

    Gods-damned horse stealing gnomes! Make them rue the day! Rue I say!

     

    But seriously, navmesh. It's good for your horse.

  7. Just like with skyrim.ini you can set ugridstoload in your skyrimeditor.ini (except it lives in the same directory your tesv.exe is in). I've got it set to 9 (set it to odd numbers btw) but if your computer can't hack it of the scene is very complex... crash goes the CK.

     

    Aaaand you will still have to press F5 a lot.Just one of those things. But are you editing in more cells at the same time? Just focus on the one you're working in, then move on to the next.

     

    My general finding with the CK is when you try to force it to your way of working (whatever that is), you're going to have a frustrating time. If you, on the other hand, adjust your work flow to the CK, everything goes fairly smoothly.

  8. ...I've been playing skyrim for ages but only just now found Kagrenzel?

     

    Good ride, though. Did it twice just for laughs.

     

    (also, I went though my entire first playthough without discovering you could hotkey favorites but that was just did not RTFM)

  9. Open a console, type

     

    player.placeatme 00013BBF 10

    and you get 10 nazeems.

     

    Ulfric is a little trickier as there are different versions, unkillable ones and killable ones.

     

    Open the console again, type

     

    help ulfric

    and look for the lines with _NPC, they will have a code, just like "help nazeem" will get you the code 00013BBF which I used above. Then spawn some ulfrics, and see which ones die.

     

    Save beforehand! This is just therapy, not part of your actual game :)

  10. You're running wild, trying things without really knowing what you are doing. You need to run through the basic tutorials so you get a grasp of how papyrus handles things, even (and maybe especially) if you have experience with other scripting languages. Like Steve said, you need to declare properties in your script (notably for the quest), then link that script quest property to your actual quest.

     

    About properties specifically

    http://www.creationk...s_%28Papyrus%29

    The basic introduction

    http://www.creationk...us_Introduction

    Step-by-step tutorials

    http://www.creationk...rus_Hello_World

    A lot of example scripts

    http://www.creationk...egory:Solutions

     

    You're trying to run before you can walk. I can just about crawl right now. Steve is a marathon championship title holder ;)

     

    For completeness' sake

     

    script SOMESCRIPTNAME extends ObjectReference
    ;declaring the properties
    quest property CWE02 auto
    ObjectReference property THEGUYYOUWANTENABLEDREF auto
    ;event block
    Event OnCellLoad()
    	if CWE02.IsRunning()
    	THEGUYYOUWANTENABLEDREF.enable()
    	endIf
    EndEvent

     

    And as Steve pointed out, this should be put on a hidden object or trigger, not on the NPC.Then you should open the properties for the script and link the quest property to the actual quest and the objectreference property to the NPC reference in your scene.

     

    BUT please go through the tutorials.

  11. I feel like a sociopath now for setting most people who annoy me to nonessential then taking them out. I swear I seldom do this in real life! :whistling:

     

    Seriously though, it's a good thing I have many NPC mods otherwise Skyrim would be a barren place.

     

    I once went to the throat of the world and spawned 50 Ulfrics and 50 Nazeems just so I could blow them all off of the mountain top. IT WAS GLORIOUS.

    ...I should probably shut up now.

     

    Surprisingly, Grelka is still alive in my Skyrim.

  12. This thread

    http://wiki.tesnexus.com/index.php/Working_with_animations_in_Skyrim

    Also this thread

    http://forums.bethsoft.com/topic/1293826-rel-havok-animation-converter/page__st__150__p__20091076#entry20091076

     

    As for being too lazy - conversion is always going to be more work and less precise than working with the right toolkit in the first place :)

     

    I don't know of any specific tools which would guarantee a 100% safe conversion, as you've already noticed.

  13. Ah, but the filter box. The filter box is what makes skyUI great - if you're a packrat. Which all of my characters turn out as. Click the filter box > type part of name > get neat shortlist of results. Heaven.

     

    @luzburg: if you don't know any better, you just put up with it. And dump all your excess stuff in a chest.

  14. Well that's a relief. All this time I thought there was an obvious pattern I was missing

     

    Nah, I hated that "puzzle". Obviously there is a correct sequence but since you don't get any useful feedback, it's quicker to solve with button mashing.

     

     

    I grew up in the era of PC adventure games - from Maniac Mansion to Myst with all the Sierra Quest games and Monkey Island in between (and before - chronological ordering was never my strong suit), I've played and finished them all. Didn't have a handy internet page with walkthroughs available either.

     

    What puzzles there are in skyrim are not very interesting and the solution is often given to you beforehand or is blindingly obvious. I've always wondered if that was a concession to the console crowd or lowest common denominator appeal or what.

     

    For people interested in adding puzzles to their mods, here's a high-level overview article of puzzles found in adventure games and which may give you some ideas:

    http://www.adventure...e/features/423/

    The references it quotes at the end are also worthwhile reads.

     

    Hell, I'll just link to this essay by the designer of Monkey Island even though it's listed in the references, because it gives useful tips.

    http://grumpygamer.com/2152210

  15. Can you post the script you have created thus far please?

     

    My example script was only a snippet - it wasn't a competed thing you can just drop in and go.I may have given you bad advice - the isrunning() is part of the quest script. Or you could have forgotten to declare the right properties.

  16. I've only released 4 home mods but even the 2 bigger mods I've been working on use vanilla skyrim exclusively. I want my mods to be available to the largest possible public. Not everyone has or is interested in HF and DG (for me, vampires don't do it although I got it for the crossbow/soul cairn/castle fun and adoption/kids are meh), but I will definitely be buying DB.

     

    So for me it's a conscious choice to stay away from DLC requirements in my mods simply because it may restrict your audience.

     

    Unless there is some kind of super-duper ultra set of meshes which I just can't pass up - never say never right?

  17. The last thing to do before you're finished with the teleport doors is to Finalize the Navmesh of both the interior and exterior cells. To do this for the interior cell just press Ctrl+E or click the Navmesh Button http://www.creationkit.com/images/2/29/EnableNavmeshButton.jpg and then Finalize the navmesh by pressing Ctrl+ 1 or clicking the Finalize Buttonhttp://www.creationkit.com/images/e/e8/FinalizeNavmeshButton.jpg. A navmesh triangle under the yellow Teleport Marker will turn green after finalization. To do the exterior cell you go through the same process, except make sure your camera is inside the cell you are trying to Finalize the Navmesh in. Hit the B key while in an exterior cell to Toggle Cell Borders on/off.

     

    http://www.creationk...ing_a_Load_Door

     

    You also have the option under menu Navmesh > Finalize Cell Navmeshes

  18. I can't answer you for what sort of event you need, it's your setting. You could try something like this as a script on the NPC

     

    Event OnCellLoad()
    self.disable()
    if (myquestname.IsRunning())
     Debug.Notification("Hurray, enabling NPC")
    self.enable()
    endIf
    EndEvent

     

    There are many sort of events to test for, which one you need depends on what your needs are

×
×
  • Create New...