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Everything posted by larryrathbun
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Camera shake effect glitch (It's an earthquake!)
larryrathbun replied to marbai's topic in Skyrim's Skyrim LE
Happens to me from Archery Gameplay Overhaul. Shooting an arrow fixes it. -
Good afternoon, I am working on a small mod and have almost finished debugging. I decided to go back and try to add the one feature I had originally left out. I originally wanted my mod to start after a specific radio story was played by Three Dog, specifically that the Megaton bomb is disarmed. I could do this by editing the result script for the radio story in the GNR Radio Quest and adding a StartQuest command. However, I don't want to mess with that quest since popular mods like GNR Extended are all over it. Can anyone suggest an alternate way of doing it? I could link it to the side quest (MS11), but I would really prefer it to start after the Radio message about disarming the Megaton bomb is played. Currently I have a trigger box in place that starts the quest if you arrive at the quest location and haven't already started it, but I would prefer if it triggered when the radio story plays. Thanks in advance.
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Really... No one?
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Good evening, I have returned to Skyrim after a year or more, and have encountered an issue I do not remember having before. On some message boxes, the box is too wide for the screen. Since I don't remember this happening, I suspect I had a mod or an adjusted .ini setting to prevent it. Font size or something to that effect. Can anyone suggest a solution for this issue? Thank you.
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Hello again all, I have put together a farily simple weapons challenge mod that rewards the player for killing stuff with every type of weapon out there. The basic structure is like this: Throwing Spear Challenge Throwing Knife Challenge Throwing Hatchet Challenge Completing each of these awards a ThrowingChallegeToken. Collecting all three ThrowingChallengeTokens completes the Thrown Weapons Challenge, which awards a SubWeaponToken, removes the ThrownChallengeTokens, and gives a perk that increases damage with Thrown weapons. There are 7 other challenges (melee, energy, heavy, etc...) of similar design. Collecting all 8 SubWeaponTokens completes the Main Challange, which removes the SubWeaponTokens, the individual weapon perks, adds a perk that increase damage with ALL weapons, and unlocks some additional challenges. Everything has been going good until I test the challenges. After completing each individual challenge and sub challenge everything works fine. When completing the last individual challenge (which at the exact same moment completes the last sub weapon challenge and the main challenge) this is what happens: About 8 or 9 unrelated challenges suddenly complete. I find a note from the divide, I discover the Antenna thing from OWB, a bunch of just random stuff. I suspect it is something to do with the scripts running all at once, because they seem to happen out of order. I get the notification from the main challenge, then the sub-challenge, then the individual challenge. Can any suggest a way to track this down and repair it? The individual challenges are kill with a weapon from a form list. The sub-challenges and main challenge are collect a certain number of items (tokens). The sub-challenges and main challenge strip away the extra tokens when they complete and the main challenge removes perks, adds a new one, and unlock challenges on completion. Any help will be greatly appreciated. I can provide the mod file if someone thinks that will help or I can upload script blocks.
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Make an empty cell, put the chest in it and throw the whole thing off into the ether. The chest doesn't have to be anywhere the player ever goes.
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You could use different variants of the same character. That might be easiest, depending on how many "forms" you want to go through, and if each is discrete. Before changing from one variant to the other, you could script all items off into a hidden chest, change the forms, and then put all the items into the new forms inventory. If there are going to be lots of forms or combinations of powers, this probably won't work.
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Trying to build a treehouse, no internal rooms.
larryrathbun replied to darkaus's topic in Skyrim's Skyrim LE
You might see if you can find a spiraling stair or part to wrap around your tree. As Noobo said, Nord dungeon might work. Or if you have Dragonborn you could try use the levitator from inside the Mushroom house. If I remember correctly they used them in tree houses in Morrowind. -
Out of curiosity, have you found a similar trigger for spells? I would find it kinda threatening if some person was standing there with their hand half raised and little flames dancing around it. Possibly more so than if he actually had a knife.... Of course then you would have to find a way to determine what spell was equipped and if it was a "weapon" spell.
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I did not fill in the property. I got the impression from the tutorials I read that PlayerRef was a hardcoded, always available reference. That it was always the player and couldn't be assigned to anything else... That would explain it. I was right, it was amazingly simple...
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How do I prevent a NPC from going through a gate?
larryrathbun replied to ltknight88's topic in Skyrim's Skyrim LE
Someone will answer #1 soon enough, but... #2 is in the cell properties - right click on the cell name, choose edit. There is a lighting tab. #3 - The best answer is to fix the alignment of your pieces. You can close the seams by swapping out different pieces, rotating the ones you have around, or by using rocks and rubble (for caves). There are also detwist pieces which can bring you back in line. I noticed in the imperial dungeon sets that I had lots of trouble with rooms if I rotated pieces. Floors and walls were subtly off. If I left them at zero rotation and picked a different piece (that didn't need rotation to fit), 90% of the issues went away. Then patience, lots of walking through (I walked through my dungeon, drew a little map and circled problem spots, fixed them in the CK and then walked again) and looking for seams, and the detwist pieces fixed the rest. I probably had to do this 5 or 6 times total to get all the seams (hopefully). Be sure to look up as sometimes the seam is easier to see in the ceiling. I also used the TCL console command to get outside the normal map. That helped in places where I thought there was a seam but I couldn't get a good angle. The corridor pieces are the most basic way to think of it, rooms are similar with just more edges. Think of the corridor like a set of plugs with one male end and one female end. If you try to match up male to male you get seams. MF+MF works fine, but MF+FM gives a seam. Flip the piece 180 degrees to fix it. If you have no way to flip it because of the pieces you have to use, check for a detwist piece. These have different ends that might fix it. Sometimes you need to swap a different piece Hall1Way01 vs Hall1Way02. MF+FF+FM - The FF piece is a detwist that lets you connect two female ends without a seam. I also found it easier to build out from the most limited pieces. I only had 1 stair I could use, so I started fixing the seams outward from that stair. That kept me from having to start over again. (The first time I built everything and ended at the stair and then had to struggle for a piece that fit.) If this made it worse rather than better, sorry. I spent a couple hours struggling with this until I realized what they had done with the edges. -
That was a possibility, thanks for the confirmation. I sat down with it and got it working. Strangely my problem was coming with the line: Actor Property PlayerREF Auto Event OnActivate(ObjectReference akActionRef) if akActionRef == PlayerREF ;this line here was simply not working, never registered true I finally gave up and tried Event OnActivate(ObjectReference akActionRef) If akActionRef == Game.GetPlayer() ;using this method worked fine That was the issue. Was making my head hurt because as far as I know it should work either way and it is amazingly simple.
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Sjogga, Thanks for the reply. I wasn't in much of a scripty mood last night so I didn't work on it. I suspected it might not be out of order, but was just messing up on the multiple message boxes. I removed # 3 and then #4 started doing it. I used the message boxes originally because my script was just dropping out and I was trying to determine where, but debug.trace is probably a better way... Thanks again.
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Hello all, I am working on a basic mod and am making a basic activator script. I have tried many times, looked at tutorials and every time nothing works. It never crashes, it just doesn't do anything. I decided I must be missing something, so inserted some debug message boxes to show me where the script broke. Still nothing, so I deactivate everything except the message boxes, figuring I will rebuild the script one layer at a time until I figure it out. (This is how I learn, very hands on.) Simple right? I go pull the lever and the message boxes display out of order! 1, 2, 4, 5, 3. So I DELETE everything except the message boxes. Same result. Any ideas why? Scriptname AAMuseumSimpleEnableTest extends ObjectReference {Simple Activator Script for Basic Testing. Enables and Disables Objects.} Actor Property PlayerREF Auto ObjectReference Property TestLinkedRef Auto Event OnActivate(ObjectReference akActionRef) Debug.MessageBox("1. Begin the test player next.") Debug.MessageBox("2. You are the player.") Debug.MessageBox("3. Test the wall here.") Debug.MessageBox("4. Outside the disable test if.") Debug.MessageBox("5. About to end.") EndEvent Thanks in advance...
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Form Hierarchy for Extending Scripts
larryrathbun replied to larryrathbun's topic in Skyrim's Skyrim LE
That's it. I figured someone had already done this, it seems like an intuitive thing. What I am trying to to do is check the contents of the dead actor's inventory after the player loots them. Basically see what (if any) items are still in the inventory and run events based on that. So the script would trigger when the player closes the inventory. It would only trigger on loot, until the body is looted, nothing happens. -
Hello all, I am about to try my first Papyrus script, I did some light scripting in both Oblivion and New Vegas, so I have my idea laid out and am starting to work out how to do it. I understand that every object extends the form script and it flows down, with every function in a higher object being available to all the lower objects of it. Has anyone made a hierarchy or flow-down diagram? As in: Form | ------------------------ | | ActorBase Object | | Actor -------------- | | Book Armor I know this isn't accurate, but I think it demonstrates what I mean. I want see where I can get certain functions. If I had a flow-down I could follow it until I find the function I need to do what I want to do. Does this make any sense? BTW: I want to run a script that checks an actor's inventory after it is closed. As in, loot (or not) the body. Close the inventory screen. Script runs. I would want to be able to run it on every actor. Thanks in advance and apologies If this has already been asked.
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Great: MessageEX sounds like what I am looking for. Followup Question: Is there any benefit to doing this versus using message objects. i.e. performance better one way versus the other? Of course the mod would require NVSE if I used it, but then so does everything.
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I am working on a mystery mod where there is a lot of evidence to find. Basically this means there are a lot of activators, some of which enable other objects (searching for evidence) if checks are passed. As a result, I anticipate a LOT of messages. For example, searching a file cabinet has three possible results: 1) The player passes a skill/attribute check and finds some item. "You notice... blah blah blah." 2) The player passes a check based on a dialog result earlier and finds the item. "Suspicious because Bob told you about the files, you search and find.. blah blah." 3) The player passes neither and does not find the item. "The drawer is filled with papers, none of which seem important to you." The player can try again later. I want each result to display a message for the player, and I want all of them, even items that will never have anything useful to appear equally important, so all must be in the same format. Does that mean I have to create a message object and use ShowMessage for every possible outcome on every item? That means over 100 message objects. Can I write the messages into a script and have it display a message window without making a message object? I have seen a few messages which are sent a variable (achievement messages), can I feed a string of text into a message as a variable? If yes to either (or both) can someone provide me the name of a script in the game that works in this way so I can see how it works?
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OPAL object pallettes fallout new vegas
larryrathbun replied to blackromanceyour's topic in Fallout New Vegas's Discussion
Yes there is a good compilation on the Nexus. I cannot find it right now though. Edit: Found it. http://newvegas.nexusmods.com/mods/35971 -
I am starting to script my mod, and I need a whole lot of variables to represent items being moved around and dialog options. I have considered a couple of way to do this, but am not 100% sure if they will work. 1) A quest script. Can I reference a variable in a quest script from outside that quest script? It seems intuitive, but maybe because the question is so basic no-one has explained it. Does this work, so long as itemvariable is declared as an INT in DPQuestScript? scn DPObjectScript begin OnActivate if DPQuest.itemvariable==1 ;dosomething end end 2) A token with an attached script full of variables. Some basic method, but use an object script to hold the variables. If the other doesn't work, I don't see why this would. 3) Making a whole ton of tokens, 1 for each item/variable - I do not want to use this method. 4) Global variables - I don't like globals in general. Everything will be inside this mod and limited to several internal cells. There will be one or two things handled outside those cells, I intend to use a token for that.
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Sorry, double post due to internet error.
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start quest when hitting level XY
larryrathbun replied to Darios81's topic in Fallout New Vegas's Discussion
You could add to the level up script. Have it check to see if the player's level is 20 or greater (I don't know how here and now perk would affect this, and it would make it compatible for people already past 20) and then start the quest. Use the getLevel function. -
A couple of GECK questions
larryrathbun replied to larryrathbun's topic in Fallout New Vegas's Discussion
Thanks. I was more wondering if there was a benefit to assigning textures in NifSkope. Is there any gain by doing it that way versus in the GECK? Next question... I am trying to Havok a dead body into a specific position. I can ALMOST do this, but the instructions I found say to hold down Left Ctrl and Left Alt and try to click on a collision point on the NPC. This work about 1 times in 10. Is there an easier way to do this? Also, I can't get the body to lay flat. It seems that there is an invisible pillow under the head. I manage to grab the head collision point and pull it down, but it just snaps back up when I let go. Can Havok the body elsewhere and then move it? It might be easier. Thank for all the help everyone. This is my first major mod, and theres a lot of little things that aren't explained clearly. -
A couple of GECK questions
larryrathbun replied to larryrathbun's topic in Fallout New Vegas's Discussion
Here you go.....I tested it in game and it works perfect.....bounces around just like the drinking glass and makes the same sound. The drinking glass texture is a bit dark for this model so you might want to re-texture it but it's good to go. edit: or you can lighten up the alpha channel and make it a bit more translucent. I just realized I forgot to change the glossiness. In nifskope, click on the palette next to NiMaterialProperty and change glossiness to 30. Thanks, that was totally unexpected. I appreciate it because it was a little thing that was just going to bug me until I got around to doing it. I am finally getting a chance to work on my mod today, my little boy had minor surgery and I've been watching cartoons with him since he got home. He's on lortab and it's kind of odd seeing a 5 year old who is a little stoned. Hopefully tomorrow I can post a success story about these three issues. EDIT: The WIne Glass has been a complete Fail for me. I have retextured, adjusted both alpha and glossiness, and no matter what I do it looks like a smoky shadow of a wine glass in game. I am ecstatic about the model, it is perfect, but I simply cannot texture it correctly. The Radiation issue was in fact caused by the world water being radiated even though the placeable water was not. Changed the world water type to my custom one and the radiation disappeared. Finally, I changed all those items to statics, I don't really want this mod to provide a monetary gain, there isn't any combat, so the only items which may be used up are mentats (cuz you might not be smart enough to solve the mystery). My newest challenge is I have some changed textures. I think I know what caused it but have no idea how to undo it. I made a new static object out of some existing ones. 1) I retextured an existing object in my test cell (a separate mod I use to test items). 2) I then turned them into a SCOL. 3) I pulled the mesh of the SCOL and made it into a new static object in my actual mod. One of the original pieces which I used to build the SCOL I also used in the actual mod as well. That item has the texture from the SCOL in the game, but doesn't show any retexturing in the GECK. . How can I return it to it's default texture? Finally, I have been retexturing by hand (assigning new textures in the GECK.) Would assigning the textures to the meshes in NifSkope provide any tangible benefit?
