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HerrBaron

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Everything posted by HerrBaron

  1. Dark0ne, I have just three words for you regarding the new cluster: Wow! Great Job! Many, Many thanks! - HerrBaron
  2. if you look in the [Papyrus] section of Skyrim.ini, you'll find these variables: bEnableLogging=0 bEnableTrace=0 bLoadDebugInformation=0 Set bEnableLogging=1 and save it. You'll then see 4 files under C:\Users\[Your Username]\Documents\My Games\Skyrim\Logs\Script called Papyrus.0.log through Papyrus.3.log. the .0.log always has the Papyrus messages from the last time you ran and closed the game. The game rotates them, with the oldest file being the .3.log.. Good luck! -HB
  3. Fairly simple; add an xmarker, or some other static object, and then for each of the objects you want to disable at the same time, make this object the Enable Parent. All you need to do then is Disable() or Enable() the single Enable Parent to Enable or Disable all the children. Hope this helps. -HB
  4. Nice Job! The papyrus log spam has been very annoying, particularly when trying to debug my own script. Thanks for this! -HB
  5. Hi Wolf, Sure appreciate the reply! :) If, in step 3b you mean the block list, I've done all of this; selecting the resultant nif in CK results in a crash; clearly, something is missing. - HB
  6. homerY, This article on the CK wiki explains how to merge esp's into a common master; to do it, you'll need to set up version control as described in this article. http://www.creationkit.com/Version_control Hope it helps! -HB
  7. Hi folks, I've been searching forums, youtube, google, you name it, and I keep coming up with information that either only partially applies or doesn't apply at all. I've combined 3 static nifs into a single one using NifSkope. Everything looks fine here, but the CK crashes when I try to use the mesh to create a new static or activator. I keep finding nonspecific information about properties, etc. that I need to also deal with, but none of the original nifs had the properties referred to in the posts I've been able to turn up. The stuff I combined consisted of NITriShape's, nothing fancy, but I did have to scale one of them down. The texture paths are all correct. This isn't weapons or armor, it's simple static into which i've merged the NiTrishape's for some furniture pieces. Can anyone tell me what I need to fix to get the new combined mesh into the CK / game without crashing it? Thanks in advance! - HB
  8. Yup; that works! Greatly appreciated, fg109! Thanks again! -HB
  9. What a great reply, fg109! I hadn't seen any of those posts you mentioned. I've been tearing out my hair trying to figure out what I changed in code to make the moveto stop working. Many thanks! -HB
  10. Update: The XMarkerHeading IS moving when setting up the tent, inside a city and out; the tent's mapmarker is moved to this XMarkerHeading, and it's updating properly on the map. Why would a Game.GetPlayer().MoveTo(ExitMarker) fail when the XMarkerHeading is inside a city, but succeed when the marker is outside a city? Anyone? Really hoping for some guidance from the maestros, here... Thanks, -HB
  11. I'm the author of the Skyrim Adventurer's Tent And I have a problem with something that has been working and now no longer does. When the player summons the tent, I move a tent shell, 2 cots, an activator, a trigger and an xmarker heading to the location of an explosion. The trigger serves as a "door" to allow the player and his followers into the tent cell. There is a corresponding trigger inside the cell which serves as an exit. This exit trigger moves player and followers to the exit marker moved as mentioned above. The issue I'm having is that while exiting the tent cell (a MoveTo(ExitMarker) call) works fine outside a city, but now no longer works if the tent is set up inside a city, where it used to. My question is this: What, given the code listed below, would prevent an XMarkerHeading from moving to its correct place when moved to a location inside a city, when it moves fine outside a city? The code which does the moving of the tent and its' parts lives in a quest with priority 60; here's that code: ScriptName ADVObjectWithChildren Extends ObjectReference ;------------------ ; Imports ;------------------ Import ADVLinkedChildObject Import Utility. . . Bool Function Move( ObjectReference WhereTo ) if ( ADVLogName != "" ) Debug.TraceUser (ADVLogName, "Entering ADVObjectWithChildren.Move" ) Debug.TraceUser( ADVLogName, "We have " + m_MyQuestScript.kwChildren.Length + "children." ) EndIf Disable( False ) MoveTo( WhereTo, 0, 0, -40.6236, True ) Wait(0.2) int i = 0 While( i < m_MyQuestScript.kwChildren.Length ) ADVLinkedChildObject oChild = GetLinkedRef( m_MyQuestScript.kwChildren[i] ) as ADVLinkedChildObject if ( oChild ) oChild.MoveToParent( Self ) EndIf i += 1 EndWhile TravelMarker.Disable() TravelMarker.MoveTo( ExitMarker ) TravelMarker.Enable() TravelMarker.AddToMap( True ) ; This Enables all the child objects, too, as we are the the enable parent to each of them. Enable( abFadeIn = false ) if ( ADVLogName != "" ) Debug.TraceUser ( ADVLogName, "Leaving ADVObjectWithChildren.Move" ) EndIf return( True ) EndFunction And in ADVLinkedChildObject: (The XMarkerHeading used as the exit marker is one of these linked child objects) Bool Function MoveToParent( ADVObjectWithChildren orParent ) if ( orParent.ADVLogName != "" ) Debug.TraceUser( orParent.ADVLogName, "Entering ADVLinkedChildObject.MoveToParent") Debug.TraceUser (orParent.ADVLogName, \ "\tSelf start: X = " + X + ", Y = " + Y + ", Z = " + Z ) EndIf MoveTo( orParent, -1 * m_fParentOffsetX, -1 * m_fParentOffsetY, abs(m_fParentOffsetZ), True ) SetAngle( GetAngleX(), GetAngleY(), orParent.GetAngleZ() + m_fRotAngleZ ) if ( orParent.ADVLogName != "" ) Debug.TraceUser ( orParent.ADVLogName, \ "\tSelf Moved: X = " + X + ", Y = " + Y + ", Z = " + Z + \ ", Distance = " + GetDistance( orParent ) ) EndIf if ( orParent.ADVLogName != "" ) Debug.TraceUser( orParent.ADVLogName, "Leaving ADVLinkedChildObject.MoveToParent" ) EndIf EndFunction This all works, apparently even in cities, as the TraceUser calls are telling me. Entering the tent works fine, again even in cities. The problem arises when leaving the tent; the PC ends up falling through empty space, and the game crashes.It's as though the XMarkerHeading used to mark the exit location isn't being moved, although it says that it is. Here's the Exit Trigger script: Scriptname ADVExitTriggerScript extends ObjectReference ObjectReference Property ExitMarker Auto Quest Property ourQuest Auto Quest Property ADVNPCMoverQuest Auto Event OnTriggerEnter ( ObjectReference akActionRef ) ADVTentQuestScript MyQuestScript = ourQuest as ADVTentQuestScript ADVNPCMoverQuestScript Mover = ADVNPCMoverQuest as ADVNPCMoverQuestScript Bool bIsPlayer = False if( MyQuestScript.ADVLogName != "" ) Debug.TraceUser( MyQuestScript.ADVLogName, "Entering OnTriggerEnter" ) EndIf if ( akActionRef == Game.GetPlayer() ) akActionRef.MoveTo( ExitMarker ) ; Utility.Wait(0.25) Mover.MoveFollowers( Mover.DirectionOut ) Game.RequestAutoSave() Else if ( Mover.IsAllowedToMove( (akActionRef as Actor), Mover.DirectionOut ) ) Mover.MoveNPC( akActionRef as Actor, Mover.DirectionOut ) EndIf EndIf if( MyQuestScript.ADVLogName != "" ) Debug.TraceUser( MyQuestScript.ADVLogName, "Leaving OnTriggerEnter" ) EndIf EndEvent
  12. I'm trying to put together a "homebrew" for my tent mod, and would like to have the homebrew make the Player Character "feel" drunk; you know, unable to walk straight, dizzy, maybe even pass out... Where would I start with such an undertaking? Thanks! -HB
  13. Hey folks, If you use RemoveAllItems, on, say, a chest, but do not transfer the items therein to another container, the items are effectively lost. My question is whether those items will cause savegame bloat, since you didn't explicitly disable and delete them? Anyone know? Thanks in advance! -HB
  14. Thank you! That's what I needed to know. -HB
  15. Hey folks, Can anyone tell me what this message from the CK means? (see attached image). I'm trying to track down an issue in a ESM used by my Skrim Adventurer's Tent mod, and I've been getting this message almost since the beginning. I always click through it, but I think it may be causing some erratic behavior with a weapon rack and a mannequin. Thanks in advance! -HB
  16. Ah; this is in the CK, not in Papyrus. and the value does follow the '=='. See the attached screen shot. Thank you for the reply! -HB
  17. I have a conjuration spell working just fine without any effect conditions. When I try to add a condition to prevent it from being used in an interior cell, it fails. First, when I go to add a condition on the effect from the spell dialog, I get a warning that says, "Quests: Failed to get owner quest for unowned conditions." I have no idea what this is really telling me. I click through with "Yes to all", and proceed to add a condition specified as follows: Condition Function: IsInInterior, Run on PlayerRef in any cell, comparision: == , value: 0.0000 The problem I'm having is that the effect fails to fire, whether the Player is in an interior cell or not. In other words, the IsInInterior == 0.0000 is failing when Not in an interior cell. Any idea what's going on here, folks?? Thanks in advance! -HB
  18. I set these up by hand, after carefully examining the workings of a working set from another mod. I did finally get them working, but don't ask me how; I just kept messing with them... http://forums.nexusmods.com/public/style_emoticons/dark/rolleyes.gif I still have one on the end of one rack that doesn't work, but all the rest are fine. Appreciate all the replies, Gents; I always learn something from the more experienced modders here. -HB
  19. Nope; weapons still going in to the racks point up. (The rack on the left end puts them in beside the PC, to the right, laying on it's side.) I'm completely mystified.
  20. No, haven't changed the meshes. I'm using the "PlayerHouse" variants of these, if that makes any difference. I thought perhaps I had the keywords reversed, so reversed them, but I'm still getting the same result; the weapon beside the PC to the right. I read about an issue with mannequins not working if facing directly north in the cell (I do have a northmarker), so even rotated all the racks and activators one degree off; again, didn't make a difference. All in all, the mannequins, with more "moving parts", were less problematic than these simple weapon racks.
  21. There's only the rack (activator) and the trigger. flipping the rack looks pretty odd, as in upside-down, hence it was the trigger I flipped, not the activator. I have now completely redone them twice, and when I put something into one, they are showing up beside (to the right of ) the PC (facing north in the cell). There's just not that much to this; how could it be so screwed up?? :D
  22. I've created some weapon racks in a master file, and am using them in a plugin. They work just great, except for one thing; the weapons all go into them upside down! I've flipped the activators over, but that doesn't help at all. Can anyone shed some light on this?\ Greatly appreciated, folks! -HB
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