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Cynster

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Posts posted by Cynster

  1. Where are technical questions about creating things via Creation Kit/Geck/other tools supposed to go? For Skyrim I have been using mod troubleshooting, but it looks like it is meant more for mods that are already released and not your own. It would be nice to have a very technical oriented place to post problems scripting/using the tools to make new content similar to what Bethesda has on their forums for questions about the creation kit.
  2. Who cares? If his sponsors want to drop him, it's their choice.

    This.

     

    I don't understand why people care about sponsors dropping in any situation. If they drop, they drop. It's not like he "deserves" to have x sponsors dropped, so x sponsors will drop. On both the right and the left I am really tired of this. If sponsors don't drop when someone does something you morally object to, take notice and don't buy from them. If the sponsors agree I think they should have every right to keep sponsoring no matter how ridiculous he can be. Same on the left. There are some real nuts that say some stupid stuff too and it never seems to phase their sponsors either until in both cases when the media goes crazy and demands it and then finally one might drop them.

  3. Oddly, even lack of feedback is feedback to me. I don't take mod comments personally. If I get an endorsement/kudos then I know whatever I created was on the right track at least a little bit. And it's usually to do with people's preferences and what is popular to have. A negative comment doesn't really mean much to me other than that there is a part of the community that doesn't care about this type of mod to the point of commenting negatively. Usually it is just one, and I just consider that a difference of opinion.

     

    The most helpful to me are actual bug reports/comments including things that don't work and personal requests regarding the mod. That means someone didn't just download and delete it right away. It means that it was on the right track enough that someone is taking the time to make it work for them. That means the most, more than endorsements or anything.

  4. I have had an odd thing occur that if I record the voice for a new topic I just created after setting conditions without closing and reopening, the voice file will not save properly or something. I always have to close the topic, open it back up, then record and I am usually good.

     

    I am also having an issue where the follower text prompts appear but my custom follower does not say the text although she says quest text and I did the same methods. The only DialogueFollower text she will say is the location key triggered ones, which is kind of weird. So I'm curious for an answer on this one too.

  5. So when you are editing your landscape and you're in your landscape editor (the button that looks like a picture frame with trees), you right click and I'm assuming texture turns black. If that happens you need to left click the area where it turned back and press i to delete a few textures because there are too many.

     

    Is that your texture issue? That it turns black? If not I might have been a little ahead of myself.

  6. I think that would be possible. Easy to do if you had the baby immediately spawn in a crib and not have to really get into new animations for it all.

     

    As for the food, it would probably be good to use a hunger mod in addition to the custom one.

     

    Anyway what you are asking is doable. It would be a bit of work, but definitely possible and not necessarily hard to do in my opinion.

  7. I have a solution :) for those with the same problem! Someone at the Bethesda forums figured out what I was doing wrong :)

     

    There was an issue ultimately with how I was setting the follower.

     

    1. Place in your papyrus script on the dialogue where they decide to follow you, which also sets the relationship:

    (DialogueFollower as DialogueFollowerScript).SetFollower([Your NPC's Name here])

     

    2. Set properties DialogueFollower type:Quest

    [NPC name] type: Actor (you can select it in the rendering window if not auto-filled)

     

    compile and it should work!

     

    Be sure to add dialogue for following, one for each circumstance in DialogueFollower quest. And follow all of the other basic follower requirements. If anyone has any problems please feel free to message me :)

  8. I'm not very experienced, but I've made a few mods and I'm starting a quest one now. For that one I've done some voice acting. I've also done some navmeshing, character creation, building unique structures using vanilla meshes, homes. Anywho - like I said, I'm not very experienced, but I would like to help if you need an extra voice or extra help here and there. If you'd like to take a look, you can view Cuilalie Haven - especially the Optional WIP where I've done voice acting for her (obviously it isn't done yet). It's a very young sounding soft voice, kind of forlorn maybe. So if you needed a character like that, -shrug- but I have never worked on a modding team and I wouldn't want to hold you guys back.

     

    From a modder's perspective - ideas are great, but I like working on my own the best, and what would help me the most (or inspire me) would be requests or suggestions of things that you could incorporate into many types of mods, because then I can do a bit of what I enjoy and include something that is wanted too. For example - just reading your first post, it struck a cord with me - yes, we need more quest mods. And that is something lots of modders can do on their own time and at their own pace individually - and I'd prefer lots of different types of quests than huge quests, not that huge quests aren't neat. But I think it would have more of an impact on a smaller scale with a focus of quests - but you can't force anyone to do what you want them to do. Sorry, just kind of rambling on... Just my opinion, if it helps >.<

  9. Yep I did that too. It doesn't seem to do anything. I even tried doing it Esbern's way - and that was the only way I could even get her to follow, but that's following without using the followerDialog quest pretty much. She's following as a PlayerFollower not as a CurrentFollower. For some reason the CurrentFollower scripts just don't work with her voice type.
  10. Yep - that's what I did. Every topic she has her own voice recorded thing to say, unique to her NPC - and I used the same sorts of values as the others in each topic. There's something else I think that needs to be set to allow her voice type to be a follower, but I have no idea what. For example, the "Follow me" dialog - she has that. It just never shows up for her in game. And I know she is a follower because I was using the follower overhaul at one point and she got that default "you know" dialog option that all followers get. So she really is a follower -- she just doesn't follow correctly or have the dialogue showing up - unless I change her voice type.
  11. Okay - I solved it. If you have a unique voiced character it looks like you can't use the follower faction (until I guess I find a way to add it - even adding it to the form list doesn't work) - But you can use the PlayerFollower and script/package your way to following.

     

    If anyone wants to have a follower with a unique voice - check out Esbern as a starting point. He has various followPlayer packages, and the quest sets his followPlayer status and removes it.

     

    With help between DizzasterJuice and Esbern's properties this is how I got there:

     

    In your quest, when you are asking your player to follow you - pick a stage where they start to follow you.

    In that stage, add a papyrus fragment and input [variables] instead of the brackets:

    Actor [variable for your actor] = Alias_[Quest Aliases variable for your actor].AddToFaction(PlayerFollowerFaction)

    [variable for your actor].SetRelationshipRank(Game.GetPlayer(),2)

    * Add a property Faction:PlayerFollowerFaction

    -----

    In your dialogue, find the topic where you ask him/her to follow you and add a papyrus fragment, where xx is the state number that you added your follower scripts to:

    GetOwningQuest().SetStage(xx)

     

    The thing I need to solve is getting the follower text to work - she follows, but indefinitely. I'd like to be able to tell her to wait, but since she is following as a player follower and not a current follower, she isn't using the follower dialogue..

     

    I could hard-code it of course - and maybe that's what I have to do. So if someone is wanting to do that, just keep doing the topics like you did the first, but removing them from player follow, etc.

  12. I am making a new voice type. Thanks! I will try that. Thank you so much for your help!

     

    EDIT: I am in the faction window for the follower faction, but I don't see where you can add voice types. Where would I add it? Thanks so much for your help :)

     

    I've double checked that everything in my dialogue matches the follower dialogue - the only thing now is adding my voice to that faction (where I'm not seeing where you would do that.) and also getting her to actually follow me. I can tell her to stop following me with the script you gave me - but that's it.

  13. So, my actor is in the follower class/potential follower class, and the relationships are done - she has her own unique dialogue. I'd like to be able to trigger her to become a follower at some point in the dialogue. Is there a way to set that using Papyrus scripts in the topic window?

     

    Thanks for any help! I really appreciate it.

     

    2nd issue - just having the dialogue show up at all, even if I cheat and already add her to the follower faction -1

    I think the main issue is that I am doing the voice myself - I've gone through the quest "DialogueFollower" and added a topic specific to my character for each one, recorded them all, and normal dialogue works fine with her, just the follower ones do not show up. Is there something I'm missing?

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