Jump to content

Shivzz0119

Members
  • Posts

    39
  • Joined

  • Last visited

Everything posted by Shivzz0119

  1. That's exactly what I thought at first for all of them. Except when I use hatm_0.nif and hatm_1.nif on my male Nord his head disappears...possibly they are for females. Is this in-game? I know sometimes the CK can be weird and disappear heads in the render/preview windows.
  2. What do you mean "70% is off the grid"? Also try refreshing your cell window if anything. Even though rarely, sometimes placed objects get hidden. Or try deleting the effected area and "rebuild" it.
  3. Very strange indeed. Maybe you're NPC's can't interact with the furniture OR there must be something wrong with your package. Or maybe the MoveTo(). Try placing an NPC in the cell itself (although the way this is going it might not make a difference) Maybe provide Screenshots of your package or scene?
  4. Hi I don't know if this will help much but you could try ForceStart() (like start but kills anything else the NPC is involved in, i.e. its more aggressive). Try using IsPlaying() as a debugging tool, 1 = yes, 0 = no. If those two don't help you, consider their Aliases have not been filled correctly due to being in use by other quests. Please also note that most times, their current packages could prevent them from starting new ones. Consider opening up their aliases and adding a Sandbox package, or waitAtCurrentLoc or something of the sorts to override their AI Packages. (You might have to use an EvaluatePackage() command.) Oh and BTW, you're scene should have some conditions just to get it going. A lot of them made by bethesda do, especially the important main quest ones.
  5. Hi I don't know if you're still working on this, but I saw it unanswered. What I would have done, is simply create 3 magic effects. One to summon each actor. Make sure that when you make these actors add them to the PlayerFaction, so they're treated as an ally and use a script like SetActorTeammate to perform this. Create a spell/power and add all 3 effects to it.
  6. Could you offer some more info to how you're mod works? How can you add a combat style to an inventory?
  7. Wow. Thanks a lot for the extensive answer. I'm going to bookmark it if when I get stuck again. I needed that explanation more than I though I did. So does that mean that for the initial script where you "changed your mind" could you delete those properties? So, in general / as a rule of thumb am I to understand you can remove properties that are completely unused? I don't quite get what this means. So for example If I had a script attached to furniture so when its used by the player it adds an enchantment to an item, I would have a property of the Player, the enchantment to add, and the item to add it to. Going by what you said, If I wanted to scrap my idea, I would have to go to all the all references of furniture I placed in the CK, and delete them accordingly or what?
  8. It's common knowledge now that scripts are hode-coded (baked) into a save file when you add an esp onto your game. Therefore deleting it during a throughout can cause papyrus errors and constant searches for properties that no longer exist. But why can't you just delete those scripts added by the mod from the data folder. I've heard this doesn't work and I don't really know why. As for updating, as a mod author how does one go about this if the information has been baked into the save? For example, If I want to patch a bug which would require new scripting, could I remove the old script, replace them with new one and have them swap the old .esp for the new .esp or is the save already "tainted" and would they have to start afresh?
  9. Yeah after looking at TES5Edit (or SSEEdit now as its called) I realised it wasn't that big of a deal. Thanks - don't know why i didn't think of it earlier
  10. Alright so I ran some tests on some actors. One for when the alias is cleared, the other for when the quest ends. I ran another quest using a custom keyword to find references and I unchecked the "In loaded area" box. In game, since I placed them in the sleeping giant inn, I fast traveled to Solitude and run the "purgecellbuffers" comman just in case. In both instances, the aliases filled correctly. I assume this means they're not persistent, right?
  11. A method commonly used by Skyrim is to have an activator surrounding the rack, and run a side-script that removes the weapon from their inventory and place it in the rack. You can either use that same script to open the door, or have it open when you press the activator by using LinkedRefs
  12. Hello all. I'm not exactly new to scripting, but not advanced either. I stumbled upon this concept of "persistence" when trying to find out why one of my quest aliases weren't working when set to a unique character. I found this link on Github explaining forms, references and aliases. It says: ^^ What exactly does this mean? So If I placed an actor in my world and he wasn't persistent all his packages and scripts would be reset each time? If I damaged him and reloaded would his health be back to normal? This is quite confusing to me. It also says that any obj-ref is no longer persistent when cleared from its alias. But the CK Wiki says Which one is correct?? It says again that if an obj-ref is persistent it will carry the same ID, and maintain all its info. Does this mean if I place something in the world it has a randomly generated ID or something? I don't quite get that either. Lastly, on script properties. I get the general Idea that a papyrus script property makes the object persistent, but I read somewhere on github that they are freed from memory upon deletion. However on the CK wiki it says that it will always remain persistent(???), so its recommended to wrap it in an alias using the story manager. I know this is a lot, but I am generally confused and would really appreciate it if someone took the time to help :smile:
×
×
  • Create New...