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Everything posted by SemprusGalligan
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LE Custom Guard Dialogue/Creation Kit Help
SemprusGalligan replied to SemprusGalligan's topic in Skyrim's Mod Ideas
I'll list what I have in what Tabs and you tell me what you think the problem might be. Quest Data Tab: ID: [Name] Quest Name: [blank] Priority: 90 Quest Dialogue Conditions: IsGuard, None, == 1 GetInFaction, Faction:[factionname] == 1 Dialogue Views Tab: AttackSheogorath[branch] TopicText: " I'm sorry.. your lordship " Topic Info: Response Text; '" Tsk, Tsk. You will be. " Conditions: IsHostileToActor Reference:'PlayerRef' == 1 GetCrimeGold NONE == Global;CrimePettyCrime OR GetActorValue Variable03 < Global; GameDaysPassed OR GetDaysInJail NONE == 0 GetCrimeGold NONE > 1 Begin: [blank] End: akSpeaker.GetCrimeFaction().SendPlayerToJail() Player Dialogue Tab: Subtype: ForceGreet That's all I've got, something has to be conflicting somewhere. Hope you know, because I sure don't. lol -
LE Custom Guard Dialogue/Creation Kit Help
SemprusGalligan replied to SemprusGalligan's topic in Skyrim's Mod Ideas
I just need it to be where when you attack him you are automatically forced into dialogue with him, and can not exit out of it. Give him a forcegreet package that starts the dialogue you want, with the condition that he IsHostile to the player (which would mean that the player has attacked them). Then it should forcegreet that dialogue. For the begin topic fragment in that, DisablePlayerControls and the player won't be able to exit the conversation (or have a walkaway where the guy attacks - this should link to a topic with akSpeaker.StartCombat(Game.GetPlayer() in the begin fragment if you want the guy to attack if you leave). How do I set it to the player? Right now I have it as IsHostiletoActor and then have the Run On set to Player, with the Comparison at == and the Value at 1 You want it set to IsHostileToActor, Run On Subject, [Target] as PlayerRef (in cell (any)) and the Comparison at == 1. I still can't get him to ForceGreet. I attack him and he becomes hostile, and I get a bounty ( A custom one I have him set to, so that when the dialogue is finished I am sent to jail, which is a floating prison marker that will make me fall to my death ) but it doesn't force the dialogue, I can get to it by speaking to him, but it doesn't happen on it's own. Hmmm. Just making sure - he does have the forcegreet package with the right topic set up, correct? With the proper flags checked so it works when he's hostile (not sure if there are any that would prevent this, it would be good to check)? I'm not 100% sure. I'm new to scripting, I followed a tutorial on YouTube. Maybe you could give me some step by steps? Or know of a good tutorial for me to take reference to? -
LE Custom Guard Dialogue/Creation Kit Help
SemprusGalligan replied to SemprusGalligan's topic in Skyrim's Mod Ideas
I just need it to be where when you attack him you are automatically forced into dialogue with him, and can not exit out of it. Give him a forcegreet package that starts the dialogue you want, with the condition that he IsHostile to the player (which would mean that the player has attacked them). Then it should forcegreet that dialogue. For the begin topic fragment in that, DisablePlayerControls and the player won't be able to exit the conversation (or have a walkaway where the guy attacks - this should link to a topic with akSpeaker.StartCombat(Game.GetPlayer() in the begin fragment if you want the guy to attack if you leave). How do I set it to the player? Right now I have it as IsHostiletoActor and then have the Run On set to Player, with the Comparison at == and the Value at 1 You want it set to IsHostileToActor, Run On Subject, [Target] as PlayerRef (in cell (any)) and the Comparison at == 1. I still can't get him to ForceGreet. I attack him and he becomes hostile, and I get a bounty ( A custom one I have him set to, so that when the dialogue is finished I am sent to jail, which is a floating prison marker that will make me fall to my death ) but it doesn't force the dialogue, I can get to it by speaking to him, but it doesn't happen on it's own. -
LE Custom Guard Dialogue/Creation Kit Help
SemprusGalligan replied to SemprusGalligan's topic in Skyrim's Mod Ideas
I just need it to be where when you attack him you are automatically forced into dialogue with him, and can not exit out of it. Give him a forcegreet package that starts the dialogue you want, with the condition that he IsHostile to the player (which would mean that the player has attacked them). Then it should forcegreet that dialogue. For the begin topic fragment in that, DisablePlayerControls and the player won't be able to exit the conversation (or have a walkaway where the guy attacks - this should link to a topic with akSpeaker.StartCombat(Game.GetPlayer() in the begin fragment if you want the guy to attack if you leave). How do I set it to the player? Right now I have it as IsHostiletoActor and then have the Run On set to Player, with the Comparison at == and the Value at 1 -
LE Custom Guard Dialogue/Creation Kit Help
SemprusGalligan replied to SemprusGalligan's topic in Skyrim's Mod Ideas
I just need it to be where when you attack him you are automatically forced into dialogue with him, and can not exit out of it. -
LE Custom Guard Dialogue/Creation Kit Help
SemprusGalligan replied to SemprusGalligan's topic in Skyrim's Mod Ideas
There's actually a function that sends the player to jail (as well as one for resisting arrest). I'm about to go to bed so a quick explanation will have to do until tomorrow morning. I'll also add it to my ever growing list of tutorials to write on my site. But there's a function called SendPlayerToJail. You'd want to call it on the speaker of the guard dialogue's crime faction - in the End Topic Fragment for your jailing dialogue: AkSpeaker.GetCrimeFaction().SendPlayerToJail() I'm not entirely sure how to set up the jail itself however, as I've only dealt with vanilla guard dialogue. But it might be helpful for you to look at GetCrimeFaction just to fully understand it. Then you'll want to look at the vanilla crime dialogue (DialogueCrimeGuards is the name of the quest I believe, or just under Character>Quest>Generic>Crime or something like that). I also found a tutorial on Creating Custom Crime Factions that may be of some use to you. (Also if that doesn't help this should.) I'm not sure how much help that was, but I hope it at least pointed you in the right direction. This has worked slightly for me. I've gotten him to speak to me in my own custom dialogue. Trouble now is getting me to be sent into the sky to fall to my death lol Wait, alright. I have it to where he says the command and sends me to jail. BUT! I need it to where as soon as you attack him, you are forced into the dialogue and are not allowed to exit out of the conversation, only accept your fate. -
LE Custom Guard Dialogue/Creation Kit Help
SemprusGalligan replied to SemprusGalligan's topic in Skyrim's Mod Ideas
There's actually a function that sends the player to jail (as well as one for resisting arrest). I'm about to go to bed so a quick explanation will have to do until tomorrow morning. I'll also add it to my ever growing list of tutorials to write on my site. But there's a function called SendPlayerToJail. You'd want to call it on the speaker of the guard dialogue's crime faction - in the End Topic Fragment for your jailing dialogue: AkSpeaker.GetCrimeFaction().SendPlayerToJail() I'm not entirely sure how to set up the jail itself however, as I've only dealt with vanilla guard dialogue. But it might be helpful for you to look at GetCrimeFaction just to fully understand it. Then you'll want to look at the vanilla crime dialogue (DialogueCrimeGuards is the name of the quest I believe, or just under Character>Quest>Generic>Crime or something like that). I also found a tutorial on Creating Custom Crime Factions that may be of some use to you. (Also if that doesn't help this should.) I'm not sure how much help that was, but I hope it at least pointed you in the right direction. This has worked slightly for me. I've gotten him to speak to me in my own custom dialogue. Trouble now is getting me to be sent into the sky to fall to my death lol -
LE Custom Guard Dialogue/Creation Kit Help
SemprusGalligan replied to SemprusGalligan's topic in Skyrim's Mod Ideas
First off, this has nothing to do with my post, and is rude. If you want to ask for help you should do so in your own thread. But I'm nice so I'll lend some advice. It could be 1 of 2 things. Either you haven't generated the facegendata. Which can easily be done by clicking on the name of the created person in the Object Window under Actors and pressing ctrl + F4. Or You're having a conflicition between a body mod and a face texture mod. Now please, do not respond on this thread anymore unless it pertains to my question. -
LE Custom Guard Dialogue/Creation Kit Help
SemprusGalligan replied to SemprusGalligan's topic in Skyrim's Mod Ideas
Basically what I'm looking for is to make dialogue for a character so that when you attack them they can send you to jail, like a guard. -
LE Custom Guard Dialogue/Creation Kit Help
SemprusGalligan replied to SemprusGalligan's topic in Skyrim's Mod Ideas
I know of this, yes. Was hoping someone could provide me with step by steps for just this one specific situation though. -
Thank you! We're working very hard to bring this magnificent project to life for you. Just keep an eye on this thread and you'll see more updates soon.
- 141 replies
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I'm working on a large and ambitious mod that brings The Shivering Isles back to Skyrim. In a sequel format. I wish to have the Golden Saints and Dark Seducers with their own dialogue, of course. And to replicate what happens when you attack Sheogorath. I know about crime factions and the like, but I need to know how to make the dialogues and scripts. Can someone tell me how or at least link me to a good tutorial? It would be GREATLY appreciated.
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I'm working on a large and ambitious mod that brings The Shivering Isles back to Skyrim. In a sequel format. I wish to have the Golden Saints and Dark Seducers with their own dialogue, of course. And to replicate what happens when you attack Sheogorath. I know about crime factions and the like, but I need to know how to make the dialogues and scripts. Can someone tell me how or at least link me to a good tutorial? It would be GREATLY appreciated.
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I'm working on a large and ambitious mod that brings The Shivering Isles back to Skyrim. In a sequel format. I wish to have the Golden Saints and Dark Seducers with their own dialogue, of course. And to replicate what happens when you attack Sheogorath. I know about crime factions and the like, but I need to know how to make the dialogues and scripts. Can someone tell me how or at least link me to a good tutorial? It would be GREATLY appreciated.
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Some more screenshots and updates. First, a new enemy type. http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/2014-10-09_00001_zps39c6ddf1.jpg A hooded man standing at the end of a pier. Alright, big woop. http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/2014-10-09_00002_zps3f51caa5.jpg Woa! Didn't see that coming! Introducing the Sleeper. http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/2014-10-09_00004_zpsac472560.jpg Not the friendliest, or best at making friends. But hey, if I were that ugly I'd probably hate everything too. http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/2014-10-09_00005_zps64ffde10.jpg But they die all the same. Also, more good news! I've gotten the LOD set up for the most part. Everything in the distance can be seen from far away, now you can admire the scenery up close, and far away! Also, Sheogorath might be getting a full makeover. A mix between his Oblivion counterpart and the Skyrim concept art, as well as other things. I'm not talking about those. Till the next update.
- 141 replies
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Oops, you're right. I linked the wrong one, I had both saved in my Bookmarks.
- 141 replies
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It's a fantastic mod made by MrPwn http://www.nexusmods.com/skyrim/mods/57873/? And thank you, the kind words and support help tremendously.
- 141 replies
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They were created by Vicn, here on the Nexus. He has given me permission to use them.
- 141 replies
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Exactly my intentions! I feel that the differences between the two sides should be greatly exagerated. And they shall. Glad you like it!
- 141 replies
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Now I know I've been showing a lot of Mania lately, but I've been working on Dementia, too! So here's some screenshots showing what I've been working on over in the more demented side of The Isles. http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/2014-10-08_00018_zps7ccee603.jpg Definitely getting spooky over in Dementia. http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/2014-10-08_00014_zps401444e3.jpg Though there are some safe havens. http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/2014-10-08_00015_zpsbd305134.jpg Annnd some not so safe places. Such as this long stairway leading to a very dangerous castle. http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/2014-10-08_00016_zpsb68da117.jpg They don't like strangers.. http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/2014-10-08_00017_zps8c31a2f4.jpg They've even forged a Gatekeeper, this time made from armor, instead of flesh. Should last longer in a fight. http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/2014-10-08_00019_zpsedde7bf8.jpg And introducing the Great Hunger. A beast that is constantly starving and can never get full, so he claws, he eats, and he devours. Till my next update!
- 141 replies
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- tes
- the shivering isles
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Some more new screenshots today. http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/2014-10-08_00001_zps20634992.jpg There is now an official entrance to The Shivering Isles, via a strange door on Lake Illinata. http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/2014-10-08_00003_zps2c55b72a.jpg http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/2014-10-08_00004_zpscce53dbc.jpg http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/2014-10-08_00012_zpsf84d44af.jpg High Top is just about finished it's layout, then I can start throwing some NPC's in there to inhabit it. http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/2014-10-08_00013_zps8207b3f8.jpg I've also gotten rid of all the Blackreach Crystal/Rocks and Mushrooms. I felt it was a bit too much. We now have more well suited mushrooms placed around Mania and Dementia that resemble the original giant fungi more, like in Oblivion. http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/2014-10-08_00009_zpsac9ce3ee.jpg Spiders that inhabit both Dementia and Mania. These ones as shown above are ones that inhabit Mania, they glow bright and burrow underground. The Dementia counterparts I will show later. Anyway, that's all for now. Till the next update.
- 141 replies
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I didn't even notice that.. wow. Lol Wonder why they switched it up like that? My guess is because they didn't think it was that important. True. True.
- 141 replies
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I didn't even notice that.. wow. Lol Wonder why they switched it up like that?
- 141 replies
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Yes, definitely. He's very talented! Almost sounds like the real thing.
- 141 replies
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- tes
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