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Akarsil

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Everything posted by Akarsil

  1. The debug notification fires, the "Debug.Notification("Gordon is trying to give you a book.")" Does actually show up, however the leveledlist script I made doesn't actually give a reward from the leveled list. Or anything at all. I tried the leveled list method you suggested after I ran the debug example code you gave me on the old formlist script, nothing showed up in the logs strangely enough. The new fragment I posted above is for the leveledlist solution I tried, not for the formlist one.
  2. I couldn't get much information from your example code unfortunately. :/ How would you go by making a script for adding an item via a leveledlist? I'm not having much luck with getting the formlist script to work unfortunately. I have no problem setting up the leveled list. I did enable papyrus logging, but the logs turned out empty for some reason. Alright I tried the leveledlist approach with a little googling around but that doesn't work either. EDIT The script was placed in the end fragment of the dialogue option and it seemingly does fire ingame. But no reward is given nor does an Added item message I wrote show up. I've filled out a custom leveled list and matched the criteria for vanilla quest rewards going by how MQ104 "Dragon Rising" handles it's quest rewards. I've tried recompiling the scripts. Nothing. New save game - Nothing. Just doesn't seem like this wants to work.
  3. Everybody's gotta start somewhere! Do you know how to use the debug log? It's very useful for stuff like this, since various runtime errors will can be spotted even without debug statements in your script itself (e.g. unfilled variables, out-of-bounds array accesses, stuff like that) and *with* debug statements can be used to see exactly what's going on with your script, complete with accurate timestamps. Some example code: ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 3 Scriptname AAA_GordonGif_TIF__02005940 Extends TopicInfo Hidden ;BEGIN FRAGMENT Fragment_2 Function Fragment_2(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE int n = GordonGiftCommon.GetSize() - 1 Debug.Trace("AKARSIL: List Length: " + n) n = utility.RandomInt(0, n) Debug.Trace("AKARSIL: Random: " + n) Form newItem = GordonGiftCommon.GetAt(n) Debug.Trace("AKARSIL: Form: " + newItem.GetName()) (game.GetPlayer()).AddItem(newForm) ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment FormList Property GordonGiftCommon Auto (I assume your formlist actually has items in it?) EDIT: I should note however a simpler solution to this would be to create or use an existing LeveledItem list instead, which can be used in an AddItem call and will evaluate the leveled list at that time. This is how a lot of vanilla quest rewards are set up, for example. Thanks a lot for the time and effort :) I'll slap this in first thing in the morning and return to you!
  4. It does seem to fire alright, the debug message I put in does show up. Have you put in logging to see: 1. the length of the form list, 2. the value of n after getting a random number, 3. what form, if any, is retrieved from the formlist? I know very little scripting .. I'm not certain how I'd do that. :(
  5. It does seem to fire alright, the debug message I put in does show up.
  6. I did. Type: Formlist and then filled it in with my Formlist in properties. Edit: I've tried the script on both an old and a new savegame. :/
  7. The potential reward is literally any book in the game, which would make properties a painfully long task. :( But the insight is is appreciated for a future script.
  8. Hi! I'm having a bit of trouble with getting a script to work. It's a script supposed to trigger at the end of a dialogue option to add a random item to the player's inventory from a Formlist I've made. I've already looked up various solutions on Google and on the forums but with little luck, as I know extremely little scripting. :sad: This is the very little I've gotten so far from my research but it doesn't work. Could anyone help me with such a script or maybe give me a little how-to? :smile:
  9. Alright, but the thing is that the retextures I've made have required some tweaking of the meshes in nifskope. I'll wait it out and see if I can get an answer, if not then I'll simply just not upload. I did go through the permissions tab and it said that I always should ask for permission first. Thank you for the answers. :)
  10. Hello everyone. :) Recently I've been working on a retexture of a mod on the Nexus. I've actively tried to contact the original modder, but I receive no answer. How long should I wait before uploading the mod? With credit granted to the original modder of course, or should I just refrain from uploading it at all? Cheers,
  11. Thanks, that worked out for me! Much appreciated. :)
  12. I've recently taken my first step into making a small, very simple model for one of my own mods. But after hours and hours of going through other posts and tutorials on how to export meshes into Skyrim, I simply can't get this one to work. I know this topic have been around a lot of times before. And I do apologise. :facepalm: - The model appears perfectly fine in Nifskope, as it's supposed to. - The mesh is invisible in Creation Kit when trying to load it into an Armor Addon or preview it there. I've followed multiple tutorials on readying a mesh in 3Ds Max, I use the 2012 version. There I used the data from an already existing and working mesh from the case, to get the correct data transferred onto the mesh. I have gone through the shaders in Nifskope and the data of my own mesh is pretty much identical to the template mesh I used, except for the amount of Verts and triangles and so forth. :psyduck: I was hoping someone with experience in working with meshes for skyrim or anyone with knowledge of the subject to maybe look through the mesh I've made in Nifskope and help me by troubleshooting, maybe even potentially helping me with the fix. :pinch: I would be very grateful. Posted a link below to the archive containing the mesh. https://www.dropbox.com/s/ulvfztfjk3ez0dp/BrokenHorns.rar?dl=0
  13. Nevermind, I found my solution to the problem and made a little workaround, For anyone needing help with this in the future, you can simply send me a message privately and I answer as quickly as possible.
  14. Yes, I extracted the actual Rar/Zip file into the Script/Source folder from my Skyrim shoulder, but my Topic Info script is still missing. :/ ( And I did restart the Creation Kit after extracting. )
  15. Unfortunately that did nothing, the TopicInfo script is still missing.
  16. Scripts.bsa, you mean? Nevermind, found it. Giving it a go.
  17. What I'm wondering how to do is managing the dialogue to enforce the follower to change the current outfit to another (Predefined) Such as with branching dialogue. Mind I'm the definition of newbie at scripting, even though I've read and watched videos for hours with little understanding of the subject as result. - Greeting (Regarding outfit change as a dialogue option) - NPC Response - Options between Outfits ( Outfit is chosen and dialogue ends, SetOutfit script changes outfit ) I've readied my branching dialogue and everything on that part is functioning ingame, but after hours of struggle I've simply been unable to get a SetOutfit script to compile, I've tried all sorts of different methods, from different sources, but only found vague answers such as "Just write akspeaker.SetOutfit(Outfit) and compile" Or something along those lines. The problem is I constantly get errors preventing me from compiling. By the standard "akspeaker.SetOutfit(Outfit)/akspeaker.SetOutfit(None) I get this result. Starting 1 compile threads for 1 files...Compiling "TIF__02009F0B"...C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__02009F0B.psc(0,0): unable to locate script TopicInfoC:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__02009F0B.psc(6,36): unknown type objectreferenceC:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__02009F0B.psc(7,31): cannot convert to unknown type actorC:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__02009F0B.psc(7,31): cannot cast a objectreference to a actor, types are incompatibleC:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__02009F0B.psc(7,6): unknown type actorC:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__02009F0B.psc(9,20): variable Outfit is undefinedC:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__02009F0B.psc(9,10): actor is not a known user-defined typeNo output generated for TIF__02009F0B, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on TIF__02009F0B Just by compiling a blank space, I get this result: Starting 1 compile threads for 1 files...Compiling "TIF__02009F0B"...C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__02009F0B.psc(0,0): unable to locate script TopicInfoNo output generated for TIF__02009F0B, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on TIF__02009F0B To my fairly basic understanding, I'm missing a source script named TopicInfo, right? I have tried verifying the integrity of both the maingame and the toolset itself, which neither found any missing files. Thank you in advance for you time and help.
  18. I happen to have an example of that issue.
  19. Oh that worked perfectly. Thank you very much. Stupid of me not to realise that error earlier!
  20. I'll give it a go and let you know if it made a difference, thank you.
  21. I'm evening out the kinks on one of my standalone followers, but I've been encountering a strange problem with a white shine in her right eye. (Only in certain angles or light) Which I quite can't seem to fix.Please help? It's also NOT the Draugr eye bug and doesn't seem to be any kind of FX error that makes this problem appear. I've tried all kinds of different solutions such as, Different Eye normal maps Different Eye Diffuse maps Different _sk and _m maps I've placed a picture below with the error. Any help would be greatly appreciated, thank you in advance.
  22. I can get the exclusively vanilla letters images to show up by copying a code from another book. I've tried writing one both manually and copying one for my custom ones, but they never worked. That's slightly pissing me off... Oh well, I'll see if I can figure something out. Maybe if I extract the vanilla ones to create the folders manually that way it'll have some function. But I really appreciate all the time you've taken to help me out. I'll keep this post bookmarked and see if I can get it to work. Thanks again, you've been a lot of help.
  23. That's strange ... And you used the same link as you did before, (The image coding) Like the one you demonstrated above? I have my suspicions it might have something to do with Windows 8, but that just seems absurd.
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