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Willowran

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Everything posted by Willowran

  1. I have now discovered that the scene and phase are starting, and the action is probably not starting because the actor's alias reference is not being filled. From what I've read, this may be because references are filled at the initiation of the quest- and since I've been bugtesting as I go along, the save I'm currently working on is midway through the quest. I'm going to create a clean save and see if that will resolve the issue.
  2. I discovered that the scene was actually starting. The scene starts, the first phase of the scene starts, but the action in the first stage of the scene does not start. The first state has an actor run to within 100 units of a marker. The marker is on accessable land, the land has a functional, proper navmesh, and the actor is properly declared. How could I figure out what about that action was causing the scene to stop/freeze?
  3. You're not calling it correctly mate :D. You'll need to change your if statement to the following: if (ParentQuest.GetStage() == 32) If statements are still code statements they just contain an expression that results in a boolean (True or False, this is typically auto casted so no need to cast it yourself in most cases). So treat them as you would any other statement except the expression must evaluate to a boolean, that's the only difference. Thanks, mate. I got confused by the wiki in which the syntax was described as "GetStage QuestID." Thought it was weird that it was formatted differently from most commands. Thanks. :D
  4. While trying to get another script to work, I get the "no viable alternative at 'GetStage'. Searching the internet tells me that that error shows up when an if-statement is not in an event, but my code is in an event, and it still returns that error. The script is as follows: Scriptname TundrezlftCityDoor extends ReferenceAlias ObjectReference Property TundrezlftCityDoorOnActivate1 Auto Quest Property ParentQuest Auto Int Property QuestStage Auto Event OnCellLoad()if GetStage ParentQuest == 32TundrezlftCityDoorOnActivate1.Enable()elseTundrezlftCityDoorOnActivate1.Disable()EndifEndEvent Event OnActivate(ObjectReference akActionRef)if GetStage ParentQuest == 32GetOwningQuest().SetStage(40)EndifEndEvent
  5. I've a scene in a quest that I activate once a quest stage is reached, but that scene never actually starts. Here is the script for the quest stage: SetObjectiveCompleted(20) SetObjectiveDisplayed(30) Utility.Wait(1.5) Game.FadeOutGame(False, True, 2.0, 3.0) Utility.Wait(1) Actor PlayerRef=Game.GetPlayer() Game.FastTravel (Loc1) PlayerRef.MoveTo (Loc1) Companion.MoveTo (Loc1) Utility.Wait(1) StormScene1.Start() Debug.notification("The scene should have started.") The first action in the scene has an NPC traveling at a run to a nearby location. At the beginning of the action, a debug notification should pop up telling me that the scene has actually started, but that never happens. The conditions for the action demand that the action only take place if the specific actor is the person acting, and only in this stage of the quest- and I have checked both to make sure they're working. I have also checked and finalized the navmesh in the cell, just in case it was a lack of navmesh preventing the actor from moving to the set location. Any thoughts?
  6. So I tried this. You have Worldspace Tamriel, which is the parent worldspace to "WorldspaceParentWeatherTransmitter." WPWT has a region that shares a weather type with Tamriel, and has a custom weather type (CW1).WPWT is the parent of worldspace "Storm," which has the same CW1 weather as WPWT in one region, and in a smaller section (inaccessible by the player, but part of the region), has a second (clear-sky-ed) custom weather (CW2)."Storm" is the parent of "City," which is supposed to have the CW2 weather set.WPWT shares a weather type with Tamriel and "Storm" in a region. "Storm" has one region sharing a weather type with WPWT, and one region that shares the weather type with "City," which has only one region with that type of weather.Each worldspace has their primary weather set on that level (worldspace tab), as well.Unfortunately, both "Storm" and "City" custom weathers are not showing up.In "Storm," the precipitation is there, the fog is there. However, the clouds are supposed to be blowing extremely quickly, whereas in the sky the clouds are not moving at all."City" (the main problem here), has the same clouds. The sky color/aurora texture can be seen in tiny gaps through the cloud, but that's it.Any further thoughts? Might I have done something wrong?
  7. Whelp. My bad, I don't post here often, and didn't realize I was doing something wrong (have recently been browsing a different forum where bumping is practically required if you ever want an answer to a thread). So then, new question. Since clearly no one either knows a solution to my troubleshooting problem, or is planning on posting here, what should be my next step in trying to resolve my issue? Also, gotta say. Bumping is not disallowed by the ToS for technical issue threads, so long as it does not happen too often, and only when the thread isn't getting any replies. So.
  8. So the mod I am working on has two new exterior worldspaces. Worldspace A is parented by Tamriel, worldspace B is parented by Worldspace A. Worldspace A is always stormy. Worldspace B is supposed to be taking place in the "eye of the storm," so to speak, and so should always be clearskied and pleasant. However, worldspace B's sky is permanently covered in thick grey stormclouds. Worldspace A has them too, though since it is a stormy world space I don't really care. I cannot figure out where the clouds are coming from. As you can see from the attached screenshot, the climate's weather has only one possible weather setting, which has clouds disabled, no cloud texture added, and cloud texture set to pitch black. In-game, however, as can be seen from the other image, the clouds are both existing, and not black. I've searched the webs, and all I have found are the standard weather tutorials which show me how to alter weather and clouds... which is not the issue. Both clouds and weather are set to being cloudless (clouds specifically disabled, precipitation is set to "none" and weather classification as "pleasant"). I cannot figure out where this bug is coming from. Any thoughts?
  9. I think I found that bug. A worldspace was being recorded as being its own parent worldspace. Toggling that would cause the game to crash as it loaded, and when i fixed that problem the game loaded fine. That said, this whole worldspace thing is continuing to be bugged. I have created my worldspace, got my LoD, fixed the landscape, set the imagespace and weather conditions via the weather and climate windows, and then connected that via the worldspace window. Basically, this is what I have: Tamiriel is the parent of WorldspaceA, which is the parent of WorldspaceB. A and B have their own unique climates. Both, however, have low-hanging dark grey storm clouds that I can;t get rid of. This is not so much a problem for A, since the worldspace is usually stormy anyways, though it would be nice if these low clouds moved as fast as I set them to. B has cloud textures disabled, and the three cloud colors set to black for all hours of the day. The imagespace is set to "skyrimcleardawn." When I go in-game, there are heavy snowstorm clouds hanging in the sky that make nigh impossible to see the custom sky texture I threw up. So far, the only way I've been able to remove the clouds is to set the image, weather, climate, and sky cells all to sovengade's worldspace's. With Sovengarde climate and sky cell, the sky is clear. With any other sky, heavy clouds. I even duplicated sovengade's weather, tied it as being THE weather in my homemade climate,, and the sky is still full of heavy clouds when I go in game. I have no bloody idea why this is happening. THoughts?
  10. So I figured out what was causing the CTD, but I have no idea why this is the case. I went back into the mod, and undid my last change. My last change changed the climate used by an external worldspace to a homemade climate. That homemade climate basically took "SkyrimClear" weather, and that was it (so essentially, in this place it would never rain/snow/fog up, because weather would always be clear). Undoing that change and the mod works fine again. I have no idea why this would be the case. Any ideas? And any idea as to why this crash is not found by the logs?
  11. CTD FIXED. NEW PROBLEM, PERSISTENT CLOUDS: I think I found that bug. A worldspace was being recorded as being its own parent worldspace. Toggling that would cause the game to crash as it loaded, and when i fixed that problem the game loaded fine. That said, this whole worldspace thing is continuing to be bugged. I have created my worldspace, got my LoD, fixed the landscape, set the imagespace and weather conditions via the weather and climate windows, and then connected that via the worldspace window. Basically, this is what I have: Tamiriel is the parent of WorldspaceA, which is the parent of WorldspaceB. A and B have their own unique climates. Both, however, have low-hanging dark grey storm clouds that I can;t get rid of. This is not so much a problem for A, since the worldspace is usually stormy anyways, though it would be nice if these low clouds moved as fast as I set them to. B has cloud textures disabled, and the three cloud colors set to black for all hours of the day. The imagespace is set to "skyrimcleardawn." When I go in-game, there are heavy snowstorm clouds hanging in the sky that make nigh impossible to see the custom sky texture I threw up. So far, the only way I've been able to remove the clouds is to set the image, weather, climate, and sky cells all to sovengade's worldspace's. With Sovengarde climate and sky cell, the sky is clear. With any other sky, heavy clouds. I even duplicated sovengade's climate, and the sky is still full of heavy clouds when I go in game. I have no bloody idea why this is happening. THoughts?
  12. COC qasmoke from the main menu then coc to your room to test your new room and guards. If your save has NPC data already loaded, it won't change until the game is forced to reload the data, ie, no longer present. Not sure what COC is? Mmm. Perhaps I should clarify. My mod is less reliant on two other mods, but exists as two separate mods. When I first started with this thing I would save everything to one file, and then everything to a second file (redundancy in case one of the esp files got corrupted for whatever reason). Then I got a new computer, shenanigans happened, and turns out neither of the data files had everything they were supposed to have. One data file has an exterior set up, with the shells of buildings. It also has the guards, and the outfits for the guards, and their (new) armor/weapons. The second data file has interiors and whatnot. I recently recreated the guards in the second data file, as my original organization method was clumsy at best. So one data file has the new armors, and saved outfits. The second data file has the guards that are supposed to be wearing the armor outfits. Both data files are required to make the mod work. The data file with the armor and outfits should be loading first (it is higher on the list than the second data file), but when I attempt to load the two in the CK I get the error message telling me it "can't find the default outfit" for the specific guard. This'll be why the guards keep appearing naked. I just don't know how/why it can't find the outfit.
  13. It should be noted that the armor is from one mod, the mod with the man wearing it from another mod. However, both mods are active at the same time, and the armor mod is loading first. EDIT: It also seems that the armor appears on the guards in the render, but if i reload the plug ins (in the CK), the guard is once again naked, and the error message "cannot find outfit: spartan leader" apepars.
  14. So I've set up some custom-made guards in a room. These guards have their outfit, consisting of a standard, full set of armor. The outfit was then given to the NPC guard. In the preview bit for NPCs, the NPC guard is wearing the armor. Drag and drop the NPC into the render window, and the Guard is shown wearing armor. Once I go in-game, however, the guards appear naked. They still carry their weapon on their back, but are not wearing armor anymore, and I've no idea why. Any tips/suggestions? Also, while I'm at it, how do I set up a guard post? I know how to make guards motionless at a set location, and I know how to get guards to patrol to certain locations (where they will stay for a set duration). What I don't know is how to have a guard stand in one spot (and not wander/patrol). If, for whatever reason (for example, combat, FusRohDah) the guard leaves his post, he will simply return to standing in the preset location. I know guards in Dragonsreach (for example) have their posts, but I cannot seem to find the appropriate marker.
  15. Bump. I have the same problem on my laptop, which has the same resolution. I've tried to google a solution, but all i found was other people asking the same question without getting answers.
  16. So, I did some further testing. I removed my custom enemies and put a dremora into the cell. It attacked as normal. I duplicated the dremora and put on my armor, and the Dremora would charge me, attack a couple times, and then stop. This suggests that it is the armor that is preventing the enemies from attacking... but I don't see how that would be a thing?
  17. So I'm building a mod. There are no other mods on my skyrim. I took an enemy "fire mage novice," duplicated it, gave it (custom) weapons and armor, updated it's level, and gave it a Dremora's AI Data, Package, attack data, and faction. I staggered out 5 levels of this enemy, with 5 different loadouts, and placed them in a custom worldspace exterior. When they see me, battle music will start. The enemies will draw their weapons and face me. However, they'll then just stand there. Some will physically not move other than to spin in place to face me at all times. Others will slowly back away from me at all times. They'll cast defensive spells (spell absorbation, stoneflesh), but refuse to actively engage me, even after I've smacked them around. When trying to figure out the problem i tossed a bandit in the same area. As I came close, the custom enemies would team up and kill the bandit, fighting as normal. If i came close enough before he died, though, they'd just stand there staring at eachother, yelling obscenities and threats. Any ideas why this might be happening?
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