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leedavis

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Everything posted by leedavis

  1. Thanks for anyone who is familair with Animating Actors using scripts. I need a script that causes the player to sit, whether or not there is a place to sit. I know this sounds odd, but for my mod, it makes perfect sense. I can't use chairs or invisible sit markers because they are static and have limitations. I need a script command for animating the Player to sit when moved to a specific location. My keywords for CK Wki searches are; Animation Force Animation Animating Sit Sitting (If I missed some useful Keywords, please let me know) This is the only usful link I found, but it doesn't state how to call an Animation HKX file. http://www.creationkit.com/Idle_Animations I also found the animations I would like to use. chair_frontentervar1.hkx chair_idlebasevar2.hkx chair_frontexit.hkx I just need help in calling them from a script Thanks.
  2. Bummer...I got excited. chairinvisiblesingle is a static object and cannot be moved in game or by scripts. I need the Player to be able to sit when I tell him to. Also, I dragged it into my cell and tested it...I couldn't use it in game. How do I make it work? Edit: Crap. That was easy. I added an "OnActivate" function script to an Activator, so that when the Activator was "Activated" it would "Activate" the "chairinvisiblesingle" (that is a lot of activating going on) END Edit I'll keep trying to make this work. Thanks anyway.
  3. LOL! Reminds me of Martigan's Monster Mod. The Zombies never stayed dead. Realistic, but scary as hell. I actually have another scripting question if possible. How about a script that animates the Player. I'd like to allow the player to sit on a non-sitable object. Thanks
  4. Okay I tested this and found it was partly true. The other problem was if my "Base Model" the trigger was made from wasn't named, aka "Chest", the activate option would not show up. Another problem is that if I had a script on my chest, the trigger would duplicate that script causing problems with the "triggerRef" so the player was triggering the chest instead of the triggerbox, which is an issue with the chest script knowing who is triggering the chest. I need the triggerbox to pass itself as the trigger, and not the playerRef. Sorry if this wasn't a scripting issue. Thanks for looking into it though. As for the CK Wiki, I don't ahve Auth to change it. ADDED COMMENT: I had to work around this problem. I found an alternative solution. So no need to help any farther. Thanks
  5. Well your gonna have your hands full FG if this post goes Viral. I'm actually having a problem with Primitives and scripts. I was refered to this post by Gasti89. He has been a great help with my scripting. Here is a quote from my last email QUOTE I have two, but we'll start with the most annoying one. World Objects->Activator->"defaultActivateLinkedChest This item exists in game. Near the tower were you first kill a dragon is a destroyed house with a buried chest. The chest has a L_noncollidable Primitive linked to it using the above Activator and similar Script that activates the chest using the Primitive. In game this works as expected. Copy and Pasting both the Primitve and the chest (TOGETHER ONLY) continues to work. However, seperate C&P breaks the link and it can not be repaired. Nor can a new link to ANY other activatable object work. Draging the above Activator in the game through the OBJECTS Window fails to create the Activator. It will show up in the Item list in the CELL Window, But can not be attached or linked to any activatable object. This concept is CRUCIAL to the mod I am working on. I need to learn how to activate objects using Primitives. ENDQOUTE Hope you can help me solve this issue. Thanks
  6. Sad that no one has replied to this question. I have just started haveing the same problem and was searching for the answer. Were you able to solve the problem since???
  7. It shouldn't take me more than a week to finish. If I need any more help can I Message you??? When Im done, look up this mod... BUILD YOUR OWN HOUSE (BYOH) And tell me what you think. Thanks again.
  8. Thanks so much. Can I put you in the credits when I finish my mod???
  9. LOL Sorry it took me so long...I started a new script, wrote it down by hand, double-checked for errors, attached the PROPERTY references and saved. Ran in game and it worked...both Enabling and Disabling. The PROBLEM must have been the old script was corrupted (explains the save issue). Thanks again, Please feel free to post how to do the Quest method if you have time. I hope it isn't too different from OB.
  10. Okay....I made a new script, copy and pasted the old script changed the error....AND IT WORKS. Now do you still want me to try the linking to lever??? Thanks so much by the way...Papyrus is not like Oblivion scripting...I'll have to relearn everthing.. EDIT: spoke to soon. I was able to disable the new house with the lever. But when I went back to teh script and changed it to enable (and checked "Initially disabled) it didn't work Only seems to work for disabling instead of enabling
  11. WTF I can't save the script now. I keep get the "Are you sure you want ot discard you changes" message even after ctrl S
  12. Crap now the Script Editor WILLN'T save my changes...I'll have to close and reopen the CK.
  13. LMAO I unchecked "Initially Disabled" to see if the house would show up overlaying the old...to see if maybe there was a mesh problem. It showed. The funny thing is I had set the old house to opposite "Enable Parent" and it wasn't showing in game. I laughed for a few minutes on that one.
  14. Yep the house is in a cell, I named the "Refrence Editor ID" and checked "Initially Disabled. This is the same process for Oblivion
  15. Okay I now see what you meant by "FILL" in your earlier posts. I did all this and it still isn't Enabling. In Oblivion there was a check box for "Persistent Reference" I can't find this in Skyrim's Creation Kit. Do you know about this at all Thanks. Checking out Vid
  16. I looked at the script for the Nordic Pull bar... Copy and pasted everything but the name and added the lines you meantioned...to get this Scriptname A00BYOH extends ObjectReference {Starting script} ObjectReference Property byohfarmhouse05door Auto import debug import utility Auto STATE Waiting EVENT onActivate (objectReference triggerRef) self.BlockActivation(true) playAnimationandWait("Pull","Reset") byohfarmhouse05door.Enable() self.BlockActivation(false) endEVENT endState I deleted the norpullbarSCRIPT so mine replaced it. The animation still worked BUT my extra line did not get implented. I must still be missing something important.
  17. The script is attached to a nordic pull bar. As of now, I just want to learn how to enable/disable Static objects, so pull the bar. old house disappears, new house appears. Very simple. Later I'll add this to a quest so the player cant see the enable disable action. Thanks for yuo help by the way. If you know of tutorials for this, please send me a link. I just could figure it out mysefl using teh links given above.
  18. okay so I looked at my script and it added this line ObjectReference Property byohOldfarmhouse Auto but how does this help the script know which object to disable/enable
  19. I tried this and it will not creat the property...the Script Errors Window opens and says the same thing. What do you mean FILL? There is no option to fill. only TYPE, NAME, ARRAY (check box), INITIAL VALUE, HIDDEN (check box), and DOCUMENTATION STRING As for the IF showhouse, this just means do once (OBLIVION had a doonce function)
  20. What you see is all I know to do...the Wiki didn't say anything about havign to DEFINE anything.
  21. I'm trying get a damaged house to disappear and a normal house to appear. I tried this script: Scriptname A00BYOH extends ObjectReference {Starting script} import debug import utility int showhouse Auto STATE Waiting EVENT onActivate (objectReference triggerRef) if showhouse == 0 byohfarmhouse05door.Enable() showhouse = 1 endif endEVENT endState I get this error: Starting 1 compile threads for 1 files... Compiling "A00BYOH"... c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\A00BYOH.psc(12,2): variable byohfarmhouse05door is undefined c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\A00BYOH.psc(12,22): none is not a known user-defined type No output generated for A00BYOH, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on A00BYOH\ The Creation Kit Wiki doesn't explain how to use .Disable() or .Enable() http://www.creationkit.com/Disable_-_ObjectReference http://www.creationkit.com/Enable_-_ObjectReference So what did they fail to explain. Thanks.
  22. I disagree. If he just wants more life to a town, Enable/Disable works great. I see it more as visitors coming to do business in town. They really have no Dialogue or Quests, they just add realism to towns. It is a lot more complexe to give Extras beds and homes. I hope you figure this out so I can work it into my MODS.
  23. See, that just ruined my mod! Whats the point of going through all the creation of a new world space if the CK cant finsih it...I think Bethseda is toying with all the fans by releasing a partially working CK. "ARG! All my dreams have been smashed to re-animated ash."
  24. Yea I"ve already begun making templates with blender...but it has been a while and 2.62 is so much different then when I first used it back when OB was popular...so if any one knows some available modelers that can help me with the detailed work, I can concentrate on the mod itself...
  25. Have you tried it? Make yourself a beautiful pond with dirt, mud, grass, rocks, bushes, and trees. I did. Have fun with the CK.
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