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TyburnKetch

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Everything posted by TyburnKetch

  1. Thanks Ishara. My gut was saying story manager from the bits I have read but quite frankly it is a bit daunting. Time to roll my sleeves up.
  2. I am sure this has been asked to death, but oddly I could not find direct answers from master google. I have set up a courier quest, fairly verbatim to the excellent video tutorial by Doug. It works great. However, rather than starting immediately I now want to control when the quest starts and I am looking for it to start after a certain vanilla quest hits stage 200. I have tried adding a getstagedone condition on the stage when my quest starts, setting the parameters to 200 and leaving it on subject. This results in ... nothing. My quest does not start. I have also tried adding an if quest.getstage(200) to the papyrus fragments and setting a property for the vanilla quest, but it is not compiling for me. I am convinced this must be fairly simple to do, but I have not tried to set up an actual quest before, only played around with a few aliases and I am a little stumped on the best way (or THE way) to do what I need. As always, any help appreciated.
  3. Try swapping hold position and follow me. I do not actually believe it should matter as all the packages you have set up seem to rely on conditions, but personally I would have hold position before follow me. Top to bottom.
  4. Little update: Have modified my script to the situation and have managed to get it all working pretty well. Moved the xmarker by the exterior door, ran some imagespacemods, some fades etc whilst opening the exterior door by script and now the game has my location marker on the world map placed at the xmarker by the door when inside the interior cell. It does mean that the player ends up at the door marker after teleportation, but i can live with that. Edit: Whilst writing. This also works without the need for the use of the door by simply using .moveto again to an xmarker inside the interior. Like a little hop. Move to an xmarker in the Exterior, run some fade to black imagespacemodifiers whilst the player moves again to an xmarker in the interior cell, and the game registers the xmarker in the exterior as the current location on the world map.
  5. Ok, tested in cell after a COC with ENB Series disabled, having deleted the edits, as above, in SSEEdit, but unfortunately the lightbeam FX is still jitterring after 15 or so secs, on repeat. It must be some other setting ...
  6. Yes. Well... I COCd in to the cell in question. Thinking about it though, what I did not do was disable ENB after deleting the rogue edits in SSEEdit. Will have a go at that when I can.
  7. I have tried rolling back to a previous save of the plug in, saving straight away ... neither of these worked. I have probably nearly 1000 references in this cell, I really do not want to have to tell the CK to not load them one at a time to find the culprit. Any other suggestions?
  8. Bah. I have tricked the game before, relatively successfully, in fast travelling to an Xmarkerheading, using imagespace modifiers, muting all sounds, opening a door via script and then rejoining the world via that doors marker, but it is a lot of hassle, prone to being wonky and it also relied on the event OnFastTravelEnd. This particular teleport spell is a moveto (It is a teleport so my thinking was that it would be instant) so will need some fiddling with and testing. By the end of my faffing around I was starting to think I should just move the xmarker heading to the exterior entrance of my interior cell, as you suggested, knowing the game would then at least have the player at the right location. Need to make a decision as to how important this all is. Thanks for the clarification.
  9. Yes. SSEEdit. My plug in only loaded. Removed both rogue edits. One to the light. The other to the movable static FX beam. Reloaded up my plugin in the CK. Still the same issue :( Thanks for your continued support.
  10. As it turns out I HAD inadvertently modified the light shining on the FX and the vanilla FX itself! Removed both edits but unfortunatley the issue remains...
  11. Ok. Now this is a problem. I have a teleport spell that transports the player back to the Player Home Interior. After teleporting home, If no load doors have been passed through the current location marker for the world map stays in the last exterior location that the game registered. This just looks very odd. Is there really no way of getting the game to see where in the world an interior cell is bar going through a load door!?
  12. One of my mods main Interior cell has developed this issue. I cannot put my finger on why as I have not edited it in quite a few weeks. The cell loads fine, I can look at everything in the object window fine, all the exterior locations are fine, but as soon as I right click on any object at all in the Interior cells render window I get a CTD. Any ideas why? A bad mesh? Texture? Like I say, I have not actually touched the contents of the cell in weeks, although I have been copying meshes and textures to another mods texture/meshes folder. Any help very appreciated.
  13. Hmmm. So I read that hitting shift and f12 in game disables ENB series entirely. I can confirm this by the total difference in look to the game. However, the lightbeam_Dim issue remains. Perhaps I should just completely remove ENB series, as you say, whilst modding, however I believe it really has been disabled using the shift f12 approach. Maybe I have another setting, in one of the many configurable Inis, that is causing this jitter?
  14. IsInLocation Either as a condition in a quest to advance the stage, that in turn starts your doctors package. Or perhaps as a papyrus fragment on the package itself. But pretty sure IsInLocation should work.
  15. HI NexBeth. Thank you for posting. It is funny, you get so bogged down sometimes that it is hard to see and check the obvious :) I have tried tweaking the position to no avail but following your advice to check other cells I have discoved that the DIM line of lightbeam FX ALL jitter for me. In every cell I checked. Which leaves me with the conclusion that something I have installed, a setting I have somewhere, is messing with this particular mesh/texture that the DIM line uses. What that is I have no idea. I am not running any mods, however I am running ENB, which to me seems the most likely culprit. I installed ENB when I was still playing SkyrimSE, rather than modding it. In all honesty I never truely understood what it was, exactly how it works, but it sure made the game a whole lot better :) I know a little more about it now, but not the full picture. When I started modding, of course i disabled ALL mods, to start with, to build on a clean vanilla game, but I never got rid of ENB. Any ideas on what settings might be looked at to resolve this problem? Although to be honest, if it is just me (thank you for confirming this line of FX works fine for you) then I might just include the beam and trust it should work out fine for most when I release this mod.
  16. I have found so little information on this and the beam in question is sort of vital to my ambience. It really ties the room together :) I just need a suggestion of where to start looking for a possible solution and to clarify if it is an issue my end.
  17. So I have come across an issue that I was hoping someone had some experience in. The above FX is ideal for my needs but I have discovered a weird glitch in ANY of the fxdustbeams that are Dim. The effect seems to loop but it jitters at intervals of around 10-15 secs, as though it is starting the loop again. It only happens with the FX beams that are dimmed. Normal FX beams do not seem to have this issue. Have tested it with multiple FX beams ending in Dim, be they normal or extra bright (XB) and they are all the same. The loop is noticable. Is it just me or is this aknown issue? I have routed around in the nif files to try and resolve the problem, but I do not really know what I am doing with FX nifs and my results so far have been unsatisfactory. Thanks.
  18. Necroed an oldrim thread about this but figured I should actually try and discuss this here. I have some of my interior lights being enabled and disabled via script but I am not entirely happy with how they just pop on, even though I am using fade. For example: MyLight.Enable(5.0) seems to do very little for 4.5 secs and then the light pops up during the last 0.5 secs. (Pretty sure this is not what is actually happening, but that is what it looks like). Is there anyway to enable / disable light sources in a more fluid, dimmable way? Thanks.
  19. Thread necro. I am currently very interested in getting my interior cell lights to fade in and out more smoothly when enabled/disabled. No matter what timer I put on, MyLight.Enable(5.0) for example, the game seems to do nothing for 4.5 secs and then âpopsâ the light on in the last 0.5 secs (probably not what is actually going on, but that is what it looks like) Is there a better solution to getting lights to enable / disable more fluidly? Thanks.
  20. Thanks for replying. Yeah, I started with just that but it was not making any difference unfortunately. Which is when I stated delving into map markers, activators and the like. I have scrapped the door now, it really was just a little extra convenience that is not actually needed, however I would really like to understand and try and work out if this problem is doable and / or solvable. Surely I can not be the only person to have ever wanted to link an interior cell to two places on the world map that are quite a distance apart, but want to maintain a position in just one of the locations?
  21. Hi Ishara. Thank you for responding. I got the basis for the script off the web, the author obviously took parts from your scripts! Thank you for clarifing about the container needing to be accessed first by the player. This explains my subsequent "wonky" testing ... or what I imagined to be "wonky". Will try and add some firewood to the basket via script. The posted script was used in both attempts, just with the MSG property filled in the 2nd attempt. Will do some more testing. Thanks again for your help. EDIT: Yep. Got it working. Just added a line at the start of the script to additem, then removeitem straight away. Not massively elegant but it registers the container at least. My messages not showing was very simple. I had the message on the title instead of the body. Doh! EDIT2: BTW Ishara, thank you for posting your resource up. I had not seen it before but it looks really good, and very useful!
  22. I have this script for a conditional fireplace. It all works fine, needs a tweak or two, but I am stuck on getting my first elseif to fire (pun intended). I have the properties set up properly. The container has 6 firewood01 placed in it, but the script just bypasses the first elseif and the 2nd (I have not filled the custom message property actually), and just moves on to the "2 firewood needed to light fire" debug message. Any ideas on what I have missed? Thanks. Edit: Just added a custom messege for the 2nd elseif and now NO message plays ...
  23. I see you have released a couple of mods recently. Your Inn looks great! Was it this mod that you were having door trouble with? Did you sort it?
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