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Helena7t5

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Posts posted by Helena7t5

  1. I use the PC version of this game. I have a crossbow, I have bolts, both are in their assigned slots in Geralt's inventory but how the heck do I use it?

    The options menu does not seem to have a key bound to it. Please take pity on a Witcher 3 noob!

  2. I've had the same problem and as I like to make followers (dishy guys) and like to dress them just right it is a real pain to have this problem as it takes hours more of your valuable time!


    After uninstalling and reinstalling deleting local content and verifying cache all of which made no difference I have just solved the width issue by editing the SkyrimEditorPrefs ini file found in the "Steamapps/common/skyrim" folder.


    To edit preview window size


    1) Make a copy of the SkyrimEditorPrefs file and call it SkyrimEditorPrefsCOPY, just in case you accidentally make a hash of it (it happens), save it in the same folder so it's easy to find if you need it!


    2) Open the original file and look under "General" starting at the top, down about 6-8 inches from top of list.


    Here is a section of the list with the bit you want to find, separated out in green;


    bBackgroundLoading=1

    bRotateCameraAroundLastSelection=1

    bInvertCameraPanY=1

    bInvertCameraPanX=1

    bInvertCameraRotationY=0

    bInvertCameraRotationX=1


    iPreviewX=644

    iPreviewY=82

    iPreviewW=768

    iPreviewH=584


    iPickingPreferencesH=0

    iPickingPreferencesW=0

    iPickingPreferencesY=0

    iPickingPreferencesX=0

    sPaletteFileName=


    Copy the numbers that you see under the iPreview section above and change yours to these values. Save the file.


    The original (shown below in red) gives these figures, make sure yours is not in reverse order as mine was;


    bInvertCameraPanX=1

    bInvertCameraRotationY=0

    bInvertCameraRotationX=1


    iPreviewH=750

    iPreviewW=158

    iPreviewY=82

    iPreviewX=644


    iPickingPreferencesH=0

    iPickingPreferencesW=0

    iPickingPreferencesY=0


    As you can see the iPreviewW ( width) is originally set to 158 which is why the box was so thin. I don't know why this is but assume someone at Bethesda just screwed up, it's the only box that can't be resized by dragging!


    Mine works fine now after years of struggling! Hope it helps you.
  3. I'm not 100% sure, but since Creator kit is really a lot like constuction set. I suppose its quite the same.

    If I'm right (and I can't garantee I am) you can ad a person by going to actors by right click and click a buton like: new, create, create new, something like that. You can chance setting by clicking on it to however you like. Make sure its in the folowerfaction, and make sure to ad her somewhere in the world in the render view, cause else she will not be in the world. Also, I would ad some conversations, but just basic stuff ^^.

     

    Just gonna test how far it works :smile:.

    This is a great idea, I feel the same about the stewards on offer. I tried to use Kjargo (or whatever), the Khajiti who asks you to find his Moon Amulet, but he didn't have the dialogue. Make a few choices including some dishy guys (pretty please)!

  4. To solve the thin Preview window problem;



    SOLUTION

    -------------

    I've had this problem for years now, it's deeply frustrating and takes hours more of your

    valuable time to achieve anything!


    After uninstalling and reinstalling, deleting local content and verifying cache all of

    which made no difference, I have just solved the width issue by editing the


    SkyrimEditorPrefs ini file found in the "Steamapps/common/skyrim" folder.


    To edit preview window size


    1) Make a copy of the SkyrimEditorPrefs file and call it SkyrimEditorPrefsCOPY, just in

    case you accidentally make a hash of it (it happens), save it in the same folder so it's

    easy to find if you need it!


    2) Open the original file and look under "General" starting at the top, down about 6-8

    inches from top of list.


    Here is a section of the list with the bit you want to find separated out in green;


    bBackgroundLoading=1

    bRotateCameraAroundLastSelection=1

    bInvertCameraPanY=1

    bInvertCameraPanX=1

    bInvertCameraRotationY=0

    bInvertCameraRotationX=1


    iPreviewX=644

    iPreviewY=82

    iPreviewW=768

    iPreviewH=584


    iPickingPreferencesH=0

    iPickingPreferencesW=0

    iPickingPreferencesY=0

    iPickingPreferencesX=0

    sPaletteFileName=


    Copy the numbers that you see under the iPreview section above and change yours to the

    values in green. Save the file in it's original place overwrite if it asks you to.


    The original (shown below in red) gives these figures, make sure yours is not in reverse

    order as mine was;


    bInvertCameraPanX=1

    bInvertCameraRotationY=0

    bInvertCameraRotationX=1


    iPreviewH=750

    iPreviewW=158

    iPreviewY=82

    iPreviewX=644


    iPickingPreferencesH=0

    iPickingPreferencesW=0

    iPickingPreferencesY=0


    As you can see the iPreviewW ( width) is originally set to 158 which is why the box was

    so thin. I don't know why this is but assume someone at Bethesda just screwed up, it's

    the only box that can't be resized by dragging!


    Mine works fine now after years of struggling! Hope it helps you.

  5. I've just switched to Windows 7 from XP and am getting the same message as ZombieUK,

     

    "MASTERFILE: Unable to complete operation due to failiure removing previous file.

    Plugin 'Data\MYMOD - Hard.esp' may be locked or read only.

     

    Temp file' Data\MYMOD - Hard.tes' Contains saved data.

     

    Context: DEFAULT

    "Yes to all" will disable all Warnings for this context."

     

    Unfortunately the link in Branimirzg's post does not seem to work, would somone be kind and post me an idiots guide to what you did to fix it?

    I'm sure others must also be experiencing the same maddening glitch!

     

    Pretty please :)

     

     

  6. I've done the Yes Man, NCR and Mr. House endings and, just from a combat/ excitement perspective, the NCR one was by far the best. From a storyline perspective, I liked the Mr. House one the best maybe in part because I have the mod that allows a peaceful resolution with House and the BOS. (I'm still thinking of doing the Legion ending, but just can't seem to bring myself to ally with a bunch of misogynist slavers.)

    I'm with you there, the NCR end is pretty exciting and I cannot stomach the Legion. Each time I play through it I tell myself I'm going to try siding with the Legion for variety, however, whenever I come across one of the twisted sickos, my finger twitches of its own volition and I find myself villified before I know it!

    I really wish there was a Followers ending, where the desert could be reclaimed and made to bloom again after the various factions co-operate, but maybe that's too girly an ending for most gamers.

  7. It's a great pity you can't "name and shame",but I guess we should be grateful the little twit isn't out fixing firecrackers to cats tails, or kicking over bins.

     

    Thanks for the info, and thanks for all your hard work, it must be a real headache at times like this!

  8. "Raider Queen"- Brilliant, highly entertaining ! I'm really loving the band !

     

    Only thing I could do without are the girls gyrating buttocks, but that's just because dancing girls don't do it for me, not really a criticism, just personal preference!

     

     

    "Ghosts of the past"

     

    Loved this one, completely captured the spirit of the game.

    The little "devil on the shoulder" character - perfect and the soundtrack couldn't have suited better.

     

    Overall really entertaining, thanks for brightening my day.

     

     

     

    Cheers

  9. Has anyone managed to crack the problem of adding new lines to child NPC's yet ?

    I don't mean to add an audio file, just to "speak" the line using subtitles.

     

    I am pretty good at adding dialogue in a variety of ways and at different times, to adult NPC's no problems there, but children just don't say the line. I know the line is added because they perform the idle that I have associated with it, just, no subtitles appear.

     

    If I change the child to an adult in the drop down list in their character traits, they immediately start saying the lines without any other changes.

     

    This seems to be a basic glitch with the GECK, and may be insurmountable, and I cannot find any reference to a solution on UTube or the WIKI.

     

    Currently I have resorted to making a very short adult but it's far from ideal.

     

    Any comments appreciated.

     

     

     

    Regards

     

     

    Helena7t5

     

    (aka Nanny Oggins)

  10. Ok, I'm really confused. I keep going into the Fallout 3 forum , clicking where your message is posted, and ending up on what appears to be the New Vegas technical site.

     

    Maybe its too early in the morning or maybe the snow has frozen my brain, if so, ignore the following !

     

    However, if its the Fallout 3 (Fonts )Default ini you're after, here it is !

     

     

    [Fonts]

    sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt

    sFontFile_2=Textures\Fonts\Monofonto_Large.fnt

    sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt

    sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt

    sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt

    sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt

    sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt

    sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt

     

     

    Regards

     

    Helena7t5 (aka Nanny Oggins)

  11. I'm trying to create a custom magic ring with a restore health effect, but I only want it to heal the character one point every few seconds, instead of every second. Any suggestions, or a way to do this without scripting, would be much appreciated.

    Thanks in advance!

    If you have a quest script associated with the ring you could put the scripting there, I believe the default processing time for quest scripts is 5 seconds but you should probably check this on the WIKI .Or you could set the fQuestdelay to 5 yourself at your script head.

     

    hope that helps

  12. so recently I have been trying to get into modding and have been following a tutorial I found online and I went though it and I have built myself a little cell to replace the choroll oak and crosier inn basement and I have run across a little problem I deleted the northarrow thingy and can't find it in the object viewer did I do something wrong or am I just being stupid. Also any general modding advice would be a god send.

    The arrow object can be found in WorldObjects/Statics. I usually nav to Statics and hit "N".

    Don't know whether you are aware of this, so forgive me if i'm telling you something you know, but the arrow sets relative North in order to match up with the quest arrow in the "outside" world.

    In other words, take a note of the direction your cell door is in the adjoining cell and match your North marker to that, NOT the other way round. Sometimes newbies think they have to turn their inside cell to match North or they have to orientate their cell to match the outside cell. Much, much better to set your first cell piece to 0,0,0 in the editor and use the North Marker to make it match up. Soooo much easier to snap your pieces to a grid if you start from 0,0,0.

     

    hope that helps.

     

    General modding advice, the best I can give is to find yourself a Guru Lol !

    If you can make a friend of a more experienced modder who will be generous with their time, you will go a lot further a lot faster. This way you can PM them rather than waiting in the hope that your post gets picked up. When I started several years ago I got ignored or got very short shrift and it kept me off the boards for years I was so intimidated. No question is dumb if you have searched for the answer and can't find it.

     

     

    Regards

  13. Ok, you open the Quest menu and go to the 'Quest Targets' tab, choose your NPC in the Target Ref box, then go down to 'Conditions'. Obviously you will want to choose 'GetStage', 'YourQues't 'stage 10', for each NPC.

    After that you could add a second variable for each NPC as a script variable in your Quest script (GetScriptVariable), incremented in your Topics result script box, so that as you speak to them the variable is set differently for each.

     

    ie in your quest script you set a variable called 'MyChat', in your Topics you have 3 Topics called NPC1, NPC2 and NPC3

     

    As the Player talks to the first NPC the Result box for that Topic sets the quest script variable 'MyChat' to 1, second NPC sets it to 2 and 3rd to 3. Now all you have to do is go back to the 'Quest Target' tab and use 'GetScriptVariable', 'YourQuest'

    choose variable, and do that for each NPC. Then if the variable doesn't match in game, the conditions won't allow the target arrow to display.

     

    I think that should work but I confess that this is theory, I've never actually done it quite this way ?

     

    Good luck

  14. Finally ! Thanks to your sound advice, I have now got the Truffle hunt section working perfectly. in fact, due to the absense of repeated stage bump message boxes, it is even better than I'd hoped.

     

    Many thanks, you'll definitely get a mention in my Readme.

     

    Regards

     

    Nanny O :biggrin:

  15. I am not sure of the structure of your scripts. The quest variable must be initialized in the quest script. In that script it could be called HBLQuestVar. All other scripts referring to it would then have to call it HBLTruffleQuest.HBLQuestVar. The variable is only initialized in the quest script. For simplicity, you could retain the quest stage numbers as values your variable will hold. Result scripts on quest stages will need to be moved to your scripts.

     

    ;;;;;;;;;;;;;;;;;;;;;;Boar Eats apples;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    Short HBLQuestVar
    
    If (ApDis1==0)&&(HBLQuestVar == 10)&&(HBLPApple1.GetDistance HBLFarmedBoar <= 100)
    
        HBLPApple1.Disable
        HBLPApple1.MoveTo HBLPigApplePlaceMark 0, 0, 10
        HBLFarmedBoar.AddItem HBLPigApple,1
        Set ApDis1 To 1
    endif
    
    ; for each apple then;
    
    If (HBLFarmedBoar.GetItemCount HBLPigApple==3)&&(AppCount ==0)&&(HBLQuestVar == 10
    
        Set AppCount To 1 ;When Boar has 'eaten' 3 apples
       Set HBLQuestVar to 20
        Set Restart To 0
    endif
    
    End
    
    ; Obviously ApDis1 (2 & 3), AppCount and Restart are declared variables in the script header.
    
    ; The quest script resets after the timer reaches 7 days to HLBQuestVar == 0, 
    ; and PC gets the Messagebox: (Messagebox "Time for more truffle hunting! etc. etc.")
    ; The variables are reset to HLBQuestVar == 0 again in the following script.
    
    Begin Gamemode
        If HBLQuestVar == XX
             HBLTruffleQuestStage10Trigger.enable
             HBLTruffleEnableMaster.enable ;Truff Patches appear
             HBLPApple1.enable
             HBLPApple2.enable
             HBLPApple3.enable
             Set HBLTruffleQuest.ApDis1 To 0
             Set HBLTruffleQuest.ApDis2 To 0
             Set HBLTruffleQuest.ApDis3 To 0
             Set HBLTruffleQuest.AppCount To 0
             Set HLBQuestVar to HBLQuestVar + YY   ;  OR    Set HLBQuestVar to ZZ 
    
        EndIf
    End
    
    ; HLBQuestVar == 10 is then triggered by the PC activating a Trigzone as s/he picks up the 
    ; apples that are newly re-enabled.

     

    Many thanks for your time David. I will apply this and get back to you when I've tested it.

     

    Regards

     

    Nanny O

  16. Done. I think it looks pretty good; I managed to get the lettering to reflect like metal.

     

    Just barely too large to put in as an attachment, so here it is.

     

    Wow, you're a real star, can't wait to try it out.

     

     

    Many many thanks. Obviously you'll get the credit if I ever get the darn thing finished !

     

    Nanny O

  17. You're absolutely right David ! I did as you suggested and found that it was actually at stage >>50. It's puzzling, as the references that should only enable at 0, and 10 do exactly that, which is why I assumed the repeat stage was working.

     

    I shall certainly not use 'repeat stages' again !

     

    If you would be so kind as to indulge me a little longer, I'd really appreciate it if you could post me a little bit of example code. I mean, how would you use quest variables in this way, It'd really help.

     

    Thanks for your help so far, I should have asked earlier but I tend to be stubborn when It comes to working stuff out for myself !

     

    Regards

     

    Nanny O

  18. I've been receiving reports of another malicious ad on the adserver that is causing people to get directed away from the site with an attempt to install malware on their systems.

     

    First of all can people confirm or deny this?

     

    If people confirm it I can go on to stage two, which is systematically removing each ad agency I use until I find the culprit and blocking them until they resolve it.

     

    Thanks for any assistance you can provide.

     

    No, haven't had any suspicious activity. I'm on XP use Firefox and my anti spy/virus etc ware is Avast .

     

    If that's any help.

  19. Thanks for the offers of help, I really appreciate it :)

     

    The special apples are enabled/disabled by scripts, but I take your point Ub3rman123 it's an easy mistake !

     

    Ok, first I should say that in fact, the quest stages do repeat. I've ticked the 'allow repeated stages' box on the Quest Data page, then reset the stages with scripts. It works fine until the apples don't disable the second time round. I'll try to be clearer;

    There are 4 stages 0,10,20 and 50 . Stage 10 is triggered by a trigzone as player approaches & picks up apples, stage 20 is triggered by the boar having 3 std apples in his 'stomach' (container), stage 50 is triggered by his script when the boar ends his hunt package after an hour.The std apples are then removed from his container. Incidently, I know they are removed because I've added a PC spell to check his inventory and they are gone after stage 50.

     

    Stage 0 is initially triggered with a once only Topic, 'Buy Boar' and resets with a timer script within the quest script, its a std timer followed by ;

     

    ;;;;;;;;;;;;;;;;;;;;;;Boar Eats apples;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

     

     

    If (ApDis1==0)&&(GetStage HBLTruffleQuest ==10)&&(HBLPApple1.GetDistance HBLFarmedBoar <=100)

     

    HBLPApple1.Disable

    HBLPApple1.MoveTo HBLPigApplePlaceMark 0, 0, 10

    HBLFarmedBoar.AddItem HBLPigApple,1

    Set ApDis1 To 1

    endif

     

    for each apple then;

     

    If (HBLFarmedBoar.GetItemCount HBLPigApple==3)&&(AppCount ==0)&&(GetStage HBLTruffleQuest ==10)

     

    Set AppCount To 1 ;When Boar has 'eaten' 3 apples

    SetStage HBLTruffleQuest 20

    Set Restart To 0

    endif

     

    EnD

     

    Obviously ApDis1 (2 & 3), AppCount and Restart are declared variables in the script header.

     

    The quest script resets after the timer reaches 7 days to stage 0, and PC gets the stagebump message box. The variables are reset at stage 0 again in the quest Stage Result script box.

     

    HBLTruffleQuestStage10Trigger.enable

    HBLTruffleEnableMaster.enable ;Truff Patches appear

    HBLPApple1.enable

    HBLPApple2.enable

    HBLPApple3.enable

    Set HBLTruffleQuest.ApDis1 To 0

    Set HBLTruffleQuest.ApDis2 To 0

    Set HBLTruffleQuest.ApDis3 To 0

    Set HBLTruffleQuest.AppCount To 0

     

     

    Stage 10 is then triggered by the PC activating a Trigzone as s/he picks up the apples that are newly re-enabled.

     

    This all works, yeah I'm as surprised as you but it does Lol ! Over and over and over it works but,..the darned apples don't disable the second time around and so the boar container doesn't receive the std apples and so he doesn't get the 'Hunt' Ai package !

     

    I 've tried using the formid's of the 3 PigApples instead of the name, but the result is the same.

     

    This mini-quest is really quite fun as the PC has to be very agile to 'snatch' the truffles. It takes only about 90 mins (game time) and is entirely optional each reset.

     

    hope you have some ideas fellas, my brain is overheating !

     

     

    Regards

     

    Nanny O

     

    aka helena7t5

  20. I'm in need of a large (Tamika Vinyard size or larger) sign saying

    "Cornucopia Farm - propery of the Imperial Office of Commerce" The name should be large with the rest smaller underneath. If a pic of an actual cornucopia horn with fruit corn etc could be added that would be a bonus.

    I'd be very grateful if some generous soul could make it for me as I don't have the tools or frankly, the time to learn to model!

     

    I'd be willing to do some coding (provided it is not too top end), cluttering, dialogue or whatever in return, I'm not bad but not a top-flight coder.

     

    Cheers

     

    Nanny O

     

    aka Helena7t5 :thumbsup:

  21. Not a title that rolls off the tongue I know ! The problem I have is this;

     

    I have a Murder mystery Quest mod which begins on a large working farm. Before the PC solves the mystery s/he has a very limited stock range but bringing the culprits to justice unlocks many more options. One of these is a tamed boar which, when fed 3 specific special apples, will show the PC a grove where truffles grow. these are both valuable and useful.

    Because I want the PC to only be able to access the truffle patches weekly, and with the boar present, the quest disables various triggers and then resets after a week. The basic principle works like this:

     

    PC gets quest when s/he buys the boar, so quest is running from then.

    PC finds 3 special apples, all separate individual items made by me from the std apple mesh and texture.

    PC holds out apples to boar and they disable - (the boar "eats" them.)

    As each special pigapple disables it adds a normal std apple to container (the boars body.)

    When boar container contains 3 apples the boar gets a new package added by AddScriptPackage

    The special pigapples having disabled are sent back to their X mark where they wait to be enabled again when the timer runs out.

    After boar has found several truffle patches for the PC you get a stage bump, all items are removed from the boar, all declared variables are reset

     

    This all works perfectly ! What does not work the second time around is that, having obtained the special apples again when they're enabled at their x mark by the timer, they do not disable when "eaten" as they do the first time and the boar does not therefore receive the AI pack that sends him off to hunt for truffles.

    I have been working on this Mod for three whole years, mostly because I cannot solve this problem. I would very much appreciate some help! I have to admit to being beaten on this, I've tried every darn thing I can think of. I would post the code but its long and involves several scripts, I will if necessary but don't want to take up half the site!

    I think the mod is worth posting for others as it has a number of interesting quirks, an exciting skirmish and a relatively challenging mystery, but I really want to fix this first.

    Thanks for reading this far !

     

    Regards

     

    Nanny Oggins

     

    aka Helena7t5

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