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Posts
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Everything posted by skibo316
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Hey everyone. I need some help with a script that sets a stage when an arrow enters a trigger. Obviously I can use event on trigger enter for NPCS, but I am unsure how to get a specific arrow to make a trigger fire. Any help would be appreciated.
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The dialogue bug has been fixed.... http://forums.bethsoft.com/topic/1417941-dialoguequest-bug-solution/ Still experiencing problems with some scripts no longer working when altered
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After jumping in and out of my trigger it finally fired. This leads me to believe a lot of these bugs... Dialogue, Scenes, Scripts, etc are being broken due to lag. This is why a load cycle via save and load fixes some dialogue for people. Its hard to do everything right and have it not work haha
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So I have an awesome new world mod I have been working on for about 6 months that I am planning on releasing in the near future. Well I was. There more I added to the mod the less things would work. Scenes and scripts that Once worked would no longer run and dialogue would no longer play. I have discussed the issues with the creation kit and skyrim with a few members already. I just want to get your take on it. Has anyone figured out how to get everything to run smoothly? Hope patch 1.8 fixes it finally.
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Can anyone help me with disabling dragon shouts upon a trigger enter. I cant find a string to achieve this. Thanks
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Thanks for the link. Was just an issue with me finalizing the nav mesh underneath the door markers
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I have a worldspace that I have created. Npcs will not use the load doors to enter into the world space. I have used follow packages as well as travel packages. They will just not come through the load doors to enter this created worldspace. Any ideas?
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I saved my game without the mod installed. reinstalled the mod, loaded the save. And the dialogue still does not appear. I have tried various methods of saving and loading and the dialogue still does not appear and all she says are generic lines. I really need some help on this. Thanks for your reply
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Hey everyone, I have been working on a huge mod for a few months. I have custom dialogue and as some of it works fine, some of it does not work at all. The dialogue is not appearing when you talk to some of the people. You go up to them and all they say are generic lines like "AYE" All of the dialogue is set up the same and I know it should be working. Does anyone have a solution? Thank you
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A part of a quest in my mod is to drag a bandit into a certain location to advance the stage. Can someone help me with a script advancing the stage when the bandit is dropped into the trigger. Can i make the trigger and bandit an alias and do something like.. Event OnTriggerEnter Alias_bandit1... etc etc Thanks for the help.
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Perfect thanks guys. Been modding these games for years. Never used the initially disabled button haha. Worked great
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Hey everyone. Making a huge mod and its going well. I need to figure out how to have the game spawn certain npcs and objects into the game at exact locations after a line of dialogue is spoken. Any help would be appreciated.
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I am trying to have the game spawn Npcs and Objects into the world when it is time for that to happen in my quest. I am using this script with an xmarker heading for npcs and the engine is accepting the script but it is not working in game...... Ex Alias_Bandit3.GetReference().Moveto (kmyQuest.Bandit3goto) Alias = npc Bandit3goto = xmarker heading Any help would be appreciated. Not sure whats wrong since the engine is accepting the script. I have also tried placing the npc in another location to have the game move him to my xmarker with this script and it still will not work in game even though the script compiles. Thank you
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I have created a horse that I want to add to my massive mod. The horse works fine in the normal skyrim world spaces,when placed in my own world space the camera goes insane and the player can not mount the horse. Any suggestions. Thank you
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Worked like a charm, thanks!
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I am in the middle of creating a huge mod with a new world space. I placed a few ships in the default Tamriel world space (by the Solitude docks) and they show up in the ck just fine, but disappear in game when I fast travel and come back. Any help on how to get these two ships to stay in place would be appreciated.. Thanks They are the games default ships also.....
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I need some advice on how to have the player to be transported into a new world space I have created after talking to an npc. I have used the Game.FastTravel script via the creation kit website but can not get it to work. Thanks for the help
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creating a very large mod here. Just need some advice on how to have the player sent to a different worldspace after finishing dialogue with an npc. Thanks for the help
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It has been awhile since i have used the GECK. I am almost done with my frist of a few quests, will be releasing a friday the 13th Halloween quest tonight. Last thing i have to do is add music to one of the cells. I put my mp3 in data/musicthen went to common data in the cell/music and there is a short list of music in it. I swear this is how i used to do it in obliv. Anyhelp would be awesome.
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I am using the geck and i need picking up an item to activate stage 2 of my quest. I got the dialogue to activate stage 1 and add the quest but i have no idea how to get the quest updated and switch to stage 2 upon picking up the weapon. any help would be awesome. thanks
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I want picking up the weapon to activate the next stage. But I can not get the next stage to activate, do i have to have script written for that to happen? I got the compas to go to the weapon, But picking it up is not activating it. I tried using getisitemcount and setting it and other stuff. here is my setup write me a script cause idk wth im doing and i will love ya. thanks i want to get the weapon iiijasonsmacheteweapon to activate stage 2 when picking it up. the quest id is 111KEYQ I have been trying this all night and its 6am time to go to sleep, complete noob to scripting. I dont see why i have to script to get stage 2 to activate if there is a perimeter for getisitemcount >= iiijasonsmacheteweapon 1 I thought this would activate it when getting the weapon
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Thanks for the reply. im figuring a lot out on my own. But can anyone just tell me real fast. I got the first stage of my quest to work but when i pick up the weapon it does not switch to the second stage, why is this?
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Hey guys i am new to scripting but not the geck. I wrote some dialogue today for a quest. I got the npcs last line of text to activate the quest. But now i was wondering how I set the compas to certant spots and attach npcs to the current quest/ And i also might as well ask, How do i script for completing a quest after killing an npc thanks!