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Everything posted by SirBeastling
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I am trying to create a follower where I can change the combat style of the follower through dialogue, indicating how much magic he is trying to use. I created a formlist to add a number of ai packages which then dictate what combat style the follower uses. These ai packages are then used as combat overrides depending on which combat style is selected through dialogue. However, I don't know how to make the follower fight with the new combat style. Whenever I enter combat with him, all he can do is just stand there, and I am not sure how to allow him to fight. Any help would be greatly appreciated.
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I'm putting this here in case anyone else has a similar problem to mine. I was able to get my follower to resume combat by reevaluating his package. I moved over to the Beginning/End/Change tab and wrote in followerID.evaluatepackage() for the end column.
- 3 replies
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- skyrim
- special edition
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I am currently working on the combat portion of my follower mod, where I am trying to get my follower to heal the player at times when health gets too low. I managed successfully to use a UseMagic package and Combat Override sequence to have the follower heal the player. However, the follower does not resume normal combat. He only stands awkwardly with healing spell in hand. Is there perhaps something I am doing wrong? Do I need to do something to reset the follower's combat?
- 3 replies
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- skyrim
- special edition
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SSE Custom Follower Won't Stay Seated
SirBeastling posted a topic in Skyrim's Creation Kit and Modders
I have an interesting problem. I am currently trying to create a custom follower to be able to play in my game. To do this, I decided to create a custom follower quest so that my character would not be attached to the follower system and would not count toward the follower limit or be taken over by any follower mods. I have the dialogue set up so that I can ask the follower to do a favor, of which he is happy to comply. He will wait and go where I point and follows his morality guidelines. However, when I tell him to sit, he stays for as long as I have the command options open, but then gets up when I disable them. I am not sure what is happening here, as I was able to successfully get vanilla followers to stay seated, but my custom follower refuses to. I essentially copied over many of what was in the vanilla follower quest without duplicating the quest itself, and I copied over the simple command to set the follower into setFavorState. Nothing from the favor state was changed, and so I am not sure what is going on. Any help would be appreciated.- 1 reply
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- skyrim
- creation kit
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I am currently working on a custom voiced follower mod that I have been building in the CK64. I haven't gotten far, only setting up the follower quest and a simple scene to introduce the character, but I noticed the CK for SE does not have the capability of generating LIP files and requires to the Creation Kit Fixes mod Facewrapper to do so. I do not have enough voiced lines set up to do a full diagnostics to see how well the characters' lips sync to the words. All I have is a vanilla-edited line for Elrinder of the Drunken Huntsman to test and I have been receiving unclear results. So I was wondering if anyone else has used the Facewrapper well enough to tell me if it is good to use or if I would be better off starting from scratch in Skyrim LE and porting to SE.
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Thank you for replying. I think that makes sense. Two aliases pointing to one reference does not cancel out one or the other, even if one is marked as reserved and the other is marked as allow reserved. Please tell me if I got that right. Movarth is, in fact, enabled and the radiant boss is disabled during the Morthal quest, so I will stay away from using Movarth's Lair in my own quest. Thank you again.
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I was wondering what would happen if two quests in Skyrim pointed to the same object reference. For example, what if I had a quest that uses Sebastion Lort from Rimerock Burrow and the Clavicas Vile quest as a reference? In the Clavicus Vile quest, Lort gets reserved as a reference, but my quest will most likely begin before Calvicus Vile's quest does (not reserving Lort as a reference), but there is a chance that they might be running at the same time. Another question I have is whether or not two quests play nicely together if they both point to the same object reference but one quest is designed to create an NPC at that reference. The example for this is Movarth's Lair in Morthal. Say that, this time, my quest uses Movarth (actually the generic vampire boss that spawns in the Lair before the Morthal quest) as a reference, not reserving him, but the player does not complete my quest before he goes to Morthal and starts the quest to kill Movarth. Movarth gets created at the boss reference for the location. Would my quest's reference then get screwed up not knowing where to point, or would it happily change its reference to point to Movarth?
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[LE] Location Ref Types not filling Aliases
SirBeastling replied to SirBeastling's topic in Skyrim's Creation Kit and Modders
That worked. There were two locations in my form list that had their bosses already reserved for another quest. I will see if there are any more issues, but if there aren't, thank you so much for all your help. -
[LE] Location Ref Types not filling Aliases
SirBeastling replied to SirBeastling's topic in Skyrim's Creation Kit and Modders
So your suggestion gave me an idea. I set the boss aliases to optional and started up the game. So far, the aliases load, except for a couple of boss aliases which I've already noticed load up the boss from similar locations. So I will need to go through all my locations and make sure each boss is not used by another hard-coded quest. Thank you for all your help. I'll comment back when I find the locations that have their bosses in use. -
[LE] Location Ref Types not filling Aliases
SirBeastling replied to SirBeastling's topic in Skyrim's Creation Kit and Modders
Thank you. I've been sure to constantly generate seq files while I work through my mod, every time I make a new quest. I will make sure to fill the optional references as well, however, I removed them for the time being to lessen the number of aliases in the quest. I also am not planning to keep the quest I am working on as start enabled. It is going at the end of a storyline. Once I feel it is starting up well enough, I will be moving it to the end of the quest. I just felt that having to do a fresh start and go through the prior to quests would not be as efficient, even though it would probably work better in its correct place, so I will move it to where it is supposed to be and give that a try as well. I've also attached my alias list below if it helps. The forced references are on top while the location references use a form list of locations I created to choose from randomly, which works. The boss aliases then search for the boss ref type in that location to fill itself, which is now working better since I recreated the quest. -
[LE] Location Ref Types not filling Aliases
SirBeastling replied to SirBeastling's topic in Skyrim's Creation Kit and Modders
So I ended up needing to build an entirely new make of the quest and filling the aliases up again, being careful to keep all references that are not forced filled through script up at the top. It works a lot nicer, however, the quest is now iffy about whether or not it decides to fill the aliases when the quest starts. Sometimes the aliases fill when I coc on Riverwood, and sometimes they don't. I was good up until the point that I start adding the optional blanks at the end of the quest, but I believe that I should be allowed to keep those aliases as they are optional. If anyone knows what I am doing wrong, I would love to hear it. I don't think that I need the optional aliases if push comes to shove, but I would prefer to be able to keep them if I can. PS I am also waiting a reasonable amount of time to use the sqv command to check my quest (until Faendal is done collecting is wood as he does every time I coc on Riverwood.) Edit: I tried removing the optional aliases and loading it up and it is still iffy. However, my other start-enabled quest is completely fine with all aliases filling, whether they are forced or not. -
[LE] Location Ref Types not filling Aliases
SirBeastling replied to SirBeastling's topic in Skyrim's Creation Kit and Modders
All right. Thank you so much. I will work on making corrections then and see if it works. -
[LE] Location Ref Types not filling Aliases
SirBeastling replied to SirBeastling's topic in Skyrim's Creation Kit and Modders
I have used the SQV command and my quest is running. I am using a script to force most of my alias to fill with randomly chosen object references, but the bosses are the only ones that don't fill except for maybe the unique character references below the bosses. Is there an easy way to reorder the reference aliases so that these unique references are on top. Otherwise, my boss aliases use the location alias reference for my locations that I fill in from a script and using the ref type boss (all the locations have a boss, I checked). They reserve the reference and allow using reserved references. However, I plan to change this. they all store text as well. -
I am working on a mod where I am currently trying to get the boss of a location and put it into an alias, and I am trying to do it like the bounty quests where they simply use the location alias and find the ref type boss to fill the alias. I do not believe that this requires the use of the story manager (please tell me if I am wrong) because it is not using that aspect of the alias menu to fill the alias. However, I am not sure what else I need to do to make the alias work. I have the locations checked so that they can't use an already reserved location, and trying to allow reserved on the boss alias does not work anyway. I do have the alias formatted as the bounty quests have it, but it still refuses to fill the alias. Does anyone have any ideas about what I might be doing wrong? I prefer not to need to place an actor at these locations as I am trying to make the mod as compatible with other non-radiant quests as possible if they pop up in some of the dungeons I'm using. Thanks in advance.
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[LE] Using Scripts with Location Ref Types
SirBeastling replied to SirBeastling's topic in Skyrim's Creation Kit and Modders
Thank you for the reply. I have now changed tactics and am trying to spawn a boss at the boss ref type as other vanilla quests have done. However, I am not able to get them to spawn. Do you maybe have any ideas that could help? -
[LE] Remove Function Not Working With Array
SirBeastling replied to SirBeastling's topic in Skyrim's Creation Kit and Modders
Thank you for all the replies. I will check that out. -
I am having a problem where my created reference aliases are not filling when the quest starts. I have a reference alias that is supposed to spawn at the boss marker in any random location when the quest starts. However, when the quest starts, the location is pointed to perfectly but the boss does not change (I know because I am trying to place something that is not normally supposed to be there for testing purposes.) Any help would be greatly appreciated.
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- skyrim
- reference alias
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I am trying to attach a script on a Reference Alias that is set to look for a Ref Type actor in a Location Alias Reference. This script is then going to use an OnHit event to move the quest forward. However, I am told that the event does not match the parent reference alias. How can I make the script recognize that the reference alias is pointing to a potential actor?
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I am trying to get a random selection from an array and then remove that item from the list of options. However, when I try to do that, I am told remove is not a function or does not exist. Am I doing this properly? My code is below, at least the parts that are important: Scriptname SirBeastXM02PrepQuestScript extends Quest ;-----Properties ;In charge of all possible locationsLocation[] Property HaafingarLoc Auto Location[] Property ReachLoc Auto Location[] Property WinterholdLoc Auto Location[] Property WhiterunLoc Auto Location[] Property RiftLoc Auto Location[] Property FalkreathLoc Auto Location[] Property EastmarchLoc Auto Location[] Property HoldLocations Auto int ArrayRandFindHoldInt ArrayRandFindInt ArrayRemove Location FirstHoldLocationLocation SecondHoldLocationLocation ThirdHoldLocationLocation FourthHoldLocation Location FirstLocationLocation SecondLocationLocation ThirdLocationLocation FourthLocation ;-----Events Event OnInit()HoldsArrayLength = HoldLocations.length;Debug.trace("There are " + HoldsArrayLength + " locations in Hold Locations Array.")HaafingarArrayLength = HaafingarLoc.length;Debug.trace("There are " + HaafingarArrayLength + " locations in the Haafingar Array.")ReachArrayLength = ReachLoc.length;Debug.trace("There are " + ReachArrayLength + " locations in the Reach Array.")WinterholdArrayLength = WinterholdLoc.length;Debug.trace("There are " + WinterholdArrayLength + " locations in the Winterhold Array.")WhiterunArrayLength = WhiterunLoc.length;Debug.trace("There are " + WhiterunArrayLength + " locations in the Whiterun Array.")RiftArrayLength = RiftLoc.length;Debug.trace("There are " + RiftArrayLength + " locations in the Rift Array.")FalkreathArrayLength = FalkreathLoc.length;Debug.trace("There are " + FalkreathArrayLength + " locations in the Falkreath Array.")EastmarchArrayLength = EastmarchLoc.length;Debug.trace("There are " + EastmarchArrayLength + " locations in the Eastmarch Array.");Debug.messagebox(HoldLocations) ;ArrayRandFindHold = Utility.RandomInt(0, (HoldsArrayLength - 1));FirstLocation = HoldLocations[ArrayRandFindHold]; Debug.trace(FirstLocation + "has been found.") EndEvent Event OnUpdate()if XM02Prep.GetStage() == 10;Assign location aliases ;Alias OneArrayRandFindHold = Utility.RandomInt(0, (HoldsArrayLength - 1))FirstHoldLocation = HoldLocations[ArrayRandFindHold]HoldLocations.Remove(ArrayRandFindHold) ;Alias twoArrayRandFindHold = Utility.RandomInt(0, (HoldsArrayLength - 1))SecondHoldLocation = HoldLocations[ArrayRandFindHold]HoldLocations.Remove(ArrayRandFindHold) endifEndEvent Thank you for all the help.
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How can i modify movement speed
SirBeastling replied to tkfkddmldkvmadmf's topic in Skyrim's Skyrim LE
Are you wanting to modify movement speed permanently or dynamically? If you are wanting to make a permanent change, all you need to do in the creation kit is go under Character>Movement Type and you should then be able to find the movement types you are looking for. If you are wanting a dynamic change I would suggest searching up how to change movement speed through a script. Hope this helps. -
I am having an issue with a character in my mod. I have him set to spawn behind the player and then force greet at a certain point in the quest. The spawning works, and he says what he is supposed to say. However, he says what he is supposed to say before he actually enters dialogue with the player, and then halfway through his line, he will force greet the player and then begin his line again. I have learned that this happens only when I set the branch he is supposed to say to a blocking branch, but when I change the branch back to a normal branch, the following dialogue prompts are visible to the player while the character is saying his line. I have even tried to load the character into the cell with the player earlier than he is supposed to be to see if the glitch is a loading error, but I get the same effect. I also made not that both the player and the character are in the center of the cell they are supposed to be in to make sure that wasn't the cause of the glitch. I am trying to get the character to force greet the player without having the next dialogue prompts open and also not have him enter dialogue with the player halfway through his initial line. Any help would be very much appreciated.
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- skyrim
- forcegreet
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This script is attached to the Anise reference alias. However, the debug messagebox function never fires that I have added to see if it works, so I am not sure if Anise ever does change combat states. This is when she is waiting outside of her cabin for the player to come out of the basement. She is just standing idle, so I believe that she is not in combat with anything.
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I am having trouble getting a scene to play when the player starts combat with an actor alias - in this case Anise. The scene is meant to be a none intrusive commentary before the invisible activator backs out. I am also trying to get a different scene to play when Anise dies through the same method. I have gotten scenes like these to work before, so I am not sure what I am doing wrong with this one: The code is posted below: Scriptname SirBeastXM01AniseRefScript extends ReferenceAlias ;-----PropertiesActor Property Player Auto Scene Property AniseAliveScene Auto Scene Property AniseDeadScene Auto ReferenceAlias Property XhiivAct Auto ObjectReference Property ActReturnMarker Auto ReferenceAlias Property Anise Auto Int Property FightingAnise = -1 Auto ;-----Events Event OnCombatStateChange(actor Target, int CS)if Target == Playerif CS == 1FightingAnise = 1debug.messagebox("Event has triggered")PlayAniseAliveScene()elseIf CS == 0if Anise.GetActorReference().IsDead()PlayAniseDeadScene()endifendifendifEndEvent ;-----Functions Function PlayAniseAliveScene()XhiivAct.GetReference().MoveTo(Player, -90.0 * Math.Sin(Player.GetAngleZ()), -90.0 * Math.Cos(Player.GetAngleZ()))AniseAliveScene.start()while AniseAliveScene.IsPlaying()utility.wait(1.0)endWhileXhiivAct.GetReference().MoveTo(ActReturnMarker)EndFunction Function PlayAniseDeadScene()XhiivAct.GetReference().MoveTo(Player, -90.0 * Math.Sin(Player.GetAngleZ()), -90.0 * Math.Cos(Player.GetAngleZ()))AniseDeadScene.start()while AniseDeadScene.IsPlaying()utility.wait(1.0)endWhileXhiivAct.GetReference().MoveTo(ActReturnMarker)EndFunction ---------------- I also have a different problem for the same mod where the dialogue box with the next options shows up when I have a character forcegreet the player, even as they are trying to do their intro speech. The details are at this page:https://forums.nexusmods.com/index.php?/topic/7337621-next-dialogue-branch-showing-on-forcegreet/
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OnLocationChangeEvent not working with Player Reference
SirBeastling replied to SirBeastling's topic in Skyrim's Skyrim LE
Thank you. I will give it a try.